Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Use defaults to initialize sky data in case of no sky #79812

Merged
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
182 changes: 93 additions & 89 deletions drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -608,18 +608,20 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
material = nullptr;
}
}
}

if (!material) {
sky_material = sky_globals.default_material;
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
if (!material) {
sky_material = sky_globals.default_material;
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}

ERR_FAIL_COND(!material);
ERR_FAIL_COND(!material);

shader_data = material->shader_data;
shader_data = material->shader_data;

ERR_FAIL_COND(!shader_data);
ERR_FAIL_COND(!shader_data);

if (sky) {
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection_dirty = true;
Expand All @@ -640,111 +642,113 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
sky->prev_position = p_transform.origin;
sky->reflection_dirty = true;
}
}

glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
if (shader_data->uses_light) {
sky_globals.directional_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
if (!li) {
continue;
}
RID base = li->light;
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
if (shader_data->uses_light) {
sky_globals.directional_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
if (!li) {
continue;
}
RID base = li->light;

ERR_CONTINUE(base.is_null());
ERR_CONTINUE(base.is_null());

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) {
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
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) {
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();

sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;

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);
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);

if (is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
if (is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}

if (p_render_data->camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
if (p_render_data->camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}

Color linear_col = light_storage->light_get_color(base);
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
Color linear_col = light_storage->light_get_color(base);
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;
sky_light_data.enabled = true;

float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_globals.directional_light_count++;
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
break;
}
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
}
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;

// Light buffer is dirty if we have fewer or more lights
// If we have fewer lights, make sure that old lights are disabled
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
sky_globals.directional_lights[i].enabled = false;
sky_globals.last_frame_directional_lights[i].enabled = false;
sky_light_data.size = angular_diameter;
sky_globals.directional_light_count++;
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
break;
}
}
}
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;

// Light buffer is dirty if we have fewer or more lights
// If we have fewer lights, make sure that old lights are disabled
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
sky_globals.directional_lights[i].enabled = false;
sky_globals.last_frame_directional_lights[i].enabled = false;
}
}

if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
}
}

if (light_data_dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (light_data_dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);

DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
sky_globals.directional_lights = temp;
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
sky_globals.directional_lights = temp;
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
if (sky) {
sky->reflection_dirty = true;
}
}
}

if (p_render_data->view_count > 1) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (p_render_data->view_count > 1) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}

if (!sky->radiance) {
_invalidate_sky(sky);
_update_dirty_skys();
}
if (sky && !sky->radiance) {
_invalidate_sky(sky);
_update_dirty_skys();
}
}

Expand Down
Loading