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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Move light, reflection probe and lightmap into LightStorage

This commit is contained in:
Bastiaan Olij
2022-04-09 19:34:31 +10:00
parent 6b28d94e77
commit b6faf6c6c0
27 changed files with 2175 additions and 1788 deletions

View File

@@ -1459,7 +1459,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
ERR_CONTINUE(!li);
if (storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
if (RSG::light_storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue;
}
@@ -1469,14 +1469,14 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].direction[0] = dir.x;
lights[idx].direction[1] = dir.y;
lights[idx].direction[2] = dir.z;
Color color = storage->light_get_color(li->light);
Color color = RSG::light_storage->light_get_color(li->light);
color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = RS::LIGHT_DIRECTIONAL;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
idx++;
}
@@ -1493,7 +1493,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]);
ERR_CONTINUE(!li);
uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light);
if (i > max_sdfgi_cascade) {
continue;
}
@@ -1514,18 +1514,18 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
Color color = storage->light_get_color(li->light);
Color color = RSG::light_storage->light_get_color(li->light);
color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = storage->light_get_type(li->light);
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
lights[idx].type = RSG::light_storage->light_get_type(li->light);
lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@@ -1929,7 +1929,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_positional_light_cull_result[i][j]);
ERR_CONTINUE(!li);
uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light);
if (p_cascade_indices[i] > max_sdfgi_cascade) {
continue;
}
@@ -1938,7 +1938,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
continue;
}
lights[idx].type = storage->light_get_type(li->light);
lights[idx].type = RSG::light_storage->light_get_type(li->light);
Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
@@ -1953,17 +1953,17 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
Color color = storage->light_get_color(li->light);
Color color = RSG::light_storage->light_get_color(li->light);
color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@@ -2388,22 +2388,22 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RID light_instance = p_light_instances[i];
RID light = p_scene_render->light_instance_get_base_light(light_instance);
l.type = storage->light_get_type(light);
if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
l.type = RSG::light_storage->light_get_type(light);
if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
light_count--;
continue;
}
l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
Color color = storage->light_get_color(light).srgb_to_linear();
l.attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
l.energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
Color color = RSG::light_storage->light_get_color(light).srgb_to_linear();
l.color[0] = color.r;
l.color[1] = color.g;
l.color[2] = color.b;
l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
@@ -2418,7 +2418,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
l.direction[1] = dir.y;
l.direction[2] = dir.z;
l.has_shadow = storage->light_has_shadow(light);
l.has_shadow = RSG::light_storage->light_has_shadow(light);
}
RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights);