diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 3fe5748b7a40..537076d4edd9 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2262,6 +2262,7 @@ void RasterizerSceneGLES3::render_scene(const Ref &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 &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)) { diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 06371b2b7f82..4f088a0e7de1 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -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. diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index e9c5de9daf12..eb73a9d7e674 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -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; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 259f9bb1f97c..5ad92bd211e8 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -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; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index dc2605b670d8..4417f6832cd8 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1130,6 +1130,7 @@ void RendererSceneRenderRD::render_scene(const Ref &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; diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h index 4a70482d72fd..59671c3a1395 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h @@ -51,6 +51,7 @@ class RenderSceneDataRD : public RenderSceneData { 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. diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 45f980ab4122..11ca7de44f06 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -2738,6 +2738,7 @@ void RendererSceneCull::render_camera(const Ref &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 &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 &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 &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(), PagedArray(), PagedArray(), PagedArray(), PagedArray(), PagedArray(), PagedArray(), 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 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); diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp index e3df6a1d7e32..07259f73d201 100644 --- a/servers/rendering/renderer_scene_render.cpp +++ b/servers/rendering/renderer_scene_render.cpp @@ -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 planes[2]; diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 2a32738e58c0..99418e0411a9 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -300,6 +300,7 @@ class RendererSceneRender { // flags uint32_t view_count; bool is_orthogonal; + bool is_frustum; uint32_t visible_layers; bool vaspect; @@ -312,8 +313,8 @@ class RendererSceneRender { 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 &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray &p_instances, const PagedArray &p_lights, const PagedArray &p_reflection_probes, const PagedArray &p_voxel_gi_instances, const PagedArray &p_decals, const PagedArray &p_lightmaps, const PagedArray &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;