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mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +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

@@ -1086,6 +1086,7 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
}
void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@@ -1181,8 +1182,8 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
ERR_CONTINUE(base.is_null());
RS::LightType type = storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
@@ -1191,17 +1192,17 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
float sign = storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
Color linear_col = storage->light_get_color(base).srgb_to_linear();
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.enabled = true;
float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care