mirror of
https://github.com/godotengine/godot.git
synced 2024-11-21 11:32:13 +00:00
Merge pull request #86138 from EnlightenedOne/master
Fix Frustum Sky projection translation logic shearing
This commit is contained in:
commit
88d9903f6d
@ -2262,6 +2262,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
|
||||
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
|
||||
render_data.cam_projection = p_camera_data->main_projection;
|
||||
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
|
||||
render_data.cam_frustum = p_camera_data->is_frustum;
|
||||
render_data.camera_visible_layers = p_camera_data->visible_layers;
|
||||
render_data.main_cam_transform = p_camera_data->main_transform;
|
||||
|
||||
@ -2622,14 +2623,18 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
|
||||
scene_state.enable_gl_blend(false);
|
||||
scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_BACK);
|
||||
|
||||
Transform3D transform = render_data.cam_transform;
|
||||
Projection projection = render_data.cam_projection;
|
||||
if (is_reflection_probe) {
|
||||
Projection correction;
|
||||
correction.columns[1][1] = -1.0;
|
||||
projection = correction * render_data.cam_projection;
|
||||
} else if (render_data.cam_frustum) {
|
||||
// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
|
||||
projection[2].y = -projection[2].y;
|
||||
}
|
||||
|
||||
_draw_sky(render_data.environment, projection, render_data.cam_transform, sky_energy_multiplier, render_data.luminance_multiplier, p_camera_data->view_count > 1, flip_y, apply_color_adjustments_in_post);
|
||||
_draw_sky(render_data.environment, projection, transform, sky_energy_multiplier, render_data.luminance_multiplier, p_camera_data->view_count > 1, flip_y, apply_color_adjustments_in_post);
|
||||
}
|
||||
|
||||
if (rt && (scene_state.used_screen_texture || scene_state.used_depth_texture)) {
|
||||
|
@ -103,6 +103,7 @@ struct RenderDataGLES3 {
|
||||
Transform3D inv_cam_transform;
|
||||
Projection cam_projection;
|
||||
bool cam_orthogonal = false;
|
||||
bool cam_frustum = false;
|
||||
uint32_t camera_visible_layers = 0xFFFFFFFF;
|
||||
|
||||
// For billboards to cast correct shadows.
|
||||
|
@ -1965,7 +1965,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
||||
|
||||
sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
|
||||
} else {
|
||||
sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, screen_size, p_render_data->scene_data->taa_jitter, this);
|
||||
Projection projection = p_render_data->scene_data->cam_projection;
|
||||
if (p_render_data->scene_data->cam_frustum) {
|
||||
// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
|
||||
projection[2].y = -projection[2].y;
|
||||
}
|
||||
|
||||
sky.setup_sky(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
|
||||
}
|
||||
|
||||
sky_energy_multiplier *= bg_energy_multiplier;
|
||||
|
@ -981,7 +981,13 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
|
||||
|
||||
sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, 1, &projection, &eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, Vector2(0.0f, 0.0f), this);
|
||||
} else {
|
||||
sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, screen_size, p_render_data->scene_data->taa_jitter, this);
|
||||
Projection projection = p_render_data->scene_data->cam_projection;
|
||||
if (p_render_data->scene_data->cam_frustum) {
|
||||
// Sky is drawn upside down, the frustum offset doesn't know the image is upside down so needs a flip.
|
||||
projection[2].y = -projection[2].y;
|
||||
}
|
||||
|
||||
sky.setup_sky(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, p_render_data->scene_data->view_count, &projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, projection, screen_size, p_render_data->scene_data->taa_jitter, this);
|
||||
}
|
||||
|
||||
sky_energy_multiplier *= bg_energy_multiplier;
|
||||
|
@ -1130,6 +1130,7 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
|
||||
scene_data.cam_transform = p_camera_data->main_transform;
|
||||
scene_data.cam_projection = p_camera_data->main_projection;
|
||||
scene_data.cam_orthogonal = p_camera_data->is_orthogonal;
|
||||
scene_data.cam_frustum = p_camera_data->is_frustum;
|
||||
scene_data.camera_visible_layers = p_camera_data->visible_layers;
|
||||
scene_data.taa_jitter = p_camera_data->taa_jitter;
|
||||
scene_data.taa_frame_count = p_camera_data->taa_frame_count;
|
||||
|
@ -51,6 +51,7 @@ public:
|
||||
float taa_frame_count = 0.0f;
|
||||
uint32_t camera_visible_layers;
|
||||
bool cam_orthogonal = false;
|
||||
bool cam_frustum = false;
|
||||
bool flip_y = false;
|
||||
|
||||
// For billboards to cast correct shadows.
|
||||
|
@ -2738,6 +2738,7 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
|
||||
Projection projection;
|
||||
bool vaspect = camera->vaspect;
|
||||
bool is_orthogonal = false;
|
||||
bool is_frustum = false;
|
||||
|
||||
switch (camera->type) {
|
||||
case Camera::ORTHOGONAL: {
|
||||
@ -2766,10 +2767,11 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
|
||||
camera->znear,
|
||||
camera->zfar,
|
||||
camera->vaspect);
|
||||
is_frustum = true;
|
||||
} break;
|
||||
}
|
||||
|
||||
camera_data.set_camera(transform, projection, is_orthogonal, vaspect, jitter, taa_frame_count, camera->visible_layers);
|
||||
camera_data.set_camera(transform, projection, is_orthogonal, is_frustum, vaspect, jitter, taa_frame_count, camera->visible_layers);
|
||||
} else {
|
||||
// Setup our camera for our XR interface.
|
||||
// We can support multiple views here each with their own camera
|
||||
@ -2791,9 +2793,9 @@ void RendererSceneCull::render_camera(const Ref<RenderSceneBuffers> &p_render_bu
|
||||
}
|
||||
|
||||
if (view_count == 1) {
|
||||
camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect, jitter, p_jitter_phase_count, camera->visible_layers);
|
||||
camera_data.set_camera(transforms[0], projections[0], false, false, camera->vaspect, jitter, p_jitter_phase_count, camera->visible_layers);
|
||||
} else if (view_count == 2) {
|
||||
camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
|
||||
camera_data.set_multiview_camera(view_count, transforms, projections, false, false, camera->vaspect);
|
||||
} else {
|
||||
// this won't be called (see fail check above) but keeping this comment to indicate we may support more then 2 views in the future...
|
||||
}
|
||||
@ -3641,7 +3643,7 @@ void RendererSceneCull::render_empty_scene(const Ref<RenderSceneBuffers> &p_rend
|
||||
RENDER_TIMESTAMP("Render Empty 3D Scene");
|
||||
|
||||
RendererSceneRender::CameraData camera_data;
|
||||
camera_data.set_camera(Transform3D(), Projection(), true, false);
|
||||
camera_data.set_camera(Transform3D(), Projection(), true, false, false);
|
||||
|
||||
scene_render->render_scene(p_render_buffers, &camera_data, &camera_data, PagedArray<RenderGeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), environment, RID(), compositor, p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr);
|
||||
#endif
|
||||
@ -3719,7 +3721,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
|
||||
|
||||
RENDER_TIMESTAMP("Render ReflectionProbe, Step " + itos(p_step));
|
||||
RendererSceneRender::CameraData camera_data;
|
||||
camera_data.set_camera(xform, cm, false, false);
|
||||
camera_data.set_camera(xform, cm, false, false, false);
|
||||
|
||||
Ref<RenderSceneBuffers> render_buffers = RSG::light_storage->reflection_probe_atlas_get_render_buffers(scenario->reflection_atlas);
|
||||
_render_scene(&camera_data, render_buffers, environment, RID(), RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
|
||||
|
@ -33,9 +33,10 @@
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
// CameraData
|
||||
|
||||
void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter, float p_taa_frame_count, const uint32_t p_visible_layers) {
|
||||
void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect, const Vector2 &p_taa_jitter, float p_taa_frame_count, const uint32_t p_visible_layers) {
|
||||
view_count = 1;
|
||||
is_orthogonal = p_is_orthogonal;
|
||||
is_frustum = p_is_frustum;
|
||||
vaspect = p_vaspect;
|
||||
|
||||
main_transform = p_transform;
|
||||
@ -48,12 +49,13 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform,
|
||||
taa_frame_count = p_taa_frame_count;
|
||||
}
|
||||
|
||||
void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect) {
|
||||
void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect) {
|
||||
ERR_FAIL_COND_MSG(p_view_count != 2, "Incorrect view count for stereoscopic view");
|
||||
|
||||
visible_layers = 0xFFFFFFFF;
|
||||
view_count = p_view_count;
|
||||
is_orthogonal = p_is_orthogonal;
|
||||
is_frustum = p_is_frustum;
|
||||
vaspect = p_vaspect;
|
||||
Vector<Plane> planes[2];
|
||||
|
||||
|
@ -300,6 +300,7 @@ public:
|
||||
// flags
|
||||
uint32_t view_count;
|
||||
bool is_orthogonal;
|
||||
bool is_frustum;
|
||||
uint32_t visible_layers;
|
||||
bool vaspect;
|
||||
|
||||
@ -312,8 +313,8 @@ public:
|
||||
Vector2 taa_jitter;
|
||||
float taa_frame_count = 0.0f;
|
||||
|
||||
void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), float p_taa_frame_count = 0.0f, uint32_t p_visible_layers = 0xFFFFFFFF);
|
||||
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_vaspect);
|
||||
void set_camera(const Transform3D p_transform, const Projection p_projection, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect, const Vector2 &p_taa_jitter = Vector2(), float p_taa_frame_count = 0.0f, uint32_t p_visible_layers = 0xFFFFFFFF);
|
||||
void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const Projection *p_projections, bool p_is_orthogonal, bool p_is_frustum, bool p_vaspect);
|
||||
};
|
||||
|
||||
virtual void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user