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Add shader based background mode

This commit is contained in:
Bastiaan Olij
2019-09-15 19:58:38 +10:00
committed by clayjohn
parent 1a532d53cc
commit c3fee7ba6c
26 changed files with 871 additions and 67 deletions

View File

@@ -274,31 +274,6 @@ void RasterizerEffectsRD::cubemap_roughness(RID p_source_rd_texture, bool p_sour
RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler) {
zeromem(&sky.push_constant, sizeof(SkyPushConstant));
sky.push_constant.proj[0] = p_camera.matrix[2][0];
sky.push_constant.proj[1] = p_camera.matrix[0][0];
sky.push_constant.proj[2] = p_camera.matrix[2][1];
sky.push_constant.proj[3] = p_camera.matrix[1][1];
sky.push_constant.alpha = p_alpha;
sky.push_constant.depth = 1.0;
sky.push_constant.multiplier = p_multipler;
store_transform_3x3(p_orientation, sky.push_constant.orientation);
RD::DrawListID draw_list = p_list;
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, sky.pipeline.get_render_pipeline(RD::INVALID_ID, p_fb_format));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_panorama), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky.push_constant, sizeof(SkyPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
}
void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_framebuffer, const Vector2 &p_pixel_size) {
zeromem(&blur.push_constant, sizeof(BlurPushConstant));
@@ -849,22 +824,6 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
}
}
{
// Initialize sky
Vector<String> sky_modes;
sky_modes.push_back("");
sky.shader.initialize(sky_modes);
sky.shader_version = sky.shader.version_create();
RD::PipelineDepthStencilState depth_stencil_state;
depth_stencil_state.enable_depth_test = true;
depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
sky.pipeline.setup(sky.shader.version_get_shader(sky.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
}
{
// Initialize tonemapper
Vector<String> tonemap_modes;