Merge pull request #46387 from lawnjelly/gles2_light_ordering

GLES2 fix for consistent light ordering with BVH
This commit is contained in:
Rémi Verschelde 2021-02-24 22:08:08 +01:00 committed by GitHub
commit ab3db20db8
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2 changed files with 37 additions and 0 deletions

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@ -899,6 +899,10 @@ RID RasterizerSceneGLES2::light_instance_create(RID p_light) {
light_instance->light_index = 0xFFFF;
// an ever increasing counter for each light added,
// used for sorting lights for a consistent render
light_instance->light_counter = _light_counter++;
if (!light_instance->light_ptr) {
memdelete(light_instance);
ERR_FAIL_V_MSG(RID(), "Condition ' !light_instance->light_ptr ' is true.");
@ -3285,6 +3289,30 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
index++;
}
// for fog transmission, we want some kind of consistent ordering of lights
// add any more conditions here in which we need consistent light ordering
// (perhaps we always should have it, but don't know yet)
if (env && env->fog_transmit_enabled) {
struct _LightSort {
bool operator()(LightInstance *A, LightInstance *B) const {
return A->light_counter > B->light_counter;
}
};
int num_lights_to_sort = render_light_instance_count - render_directional_lights;
if (num_lights_to_sort) {
SortArray<LightInstance *, _LightSort> sorter;
sorter.sort(&render_light_instances[render_directional_lights], num_lights_to_sort);
// rejig indices
for (int i = render_directional_lights; i < render_light_instance_count; i++) {
render_light_instances[i]->light_index = i;
}
}
}
} else {
render_light_instances = NULL;
render_directional_lights = 0;
@ -4086,4 +4114,5 @@ void RasterizerSceneGLES2::finalize() {
}
RasterizerSceneGLES2::RasterizerSceneGLES2() {
_light_counter = 0;
}

View file

@ -88,6 +88,10 @@ public:
uint32_t current_refprobe_index;
uint32_t current_shader_index;
private:
uint32_t _light_counter;
public:
RasterizerStorageGLES2 *storage;
struct State {
@ -528,6 +532,10 @@ public:
Rect2 directional_rect;
// an ever increasing counter for each light added,
// used for sorting lights for a consistent render
uint32_t light_counter;
Set<RID> shadow_atlases; // atlases where this light is registered
};