diff options
author | jitspoe <jitspoe@yahoo.com> | 2024-03-21 00:34:48 -0400 |
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committer | jitspoe <jitspoe@yahoo.com> | 2024-03-25 21:25:56 -0400 |
commit | a0969a0931a71e76945bf59d16561904e800d89a (patch) | |
tree | 014e26459625cb38489678fe67b5d6df8ae0aa3b /servers/rendering/renderer_scene_cull.cpp | |
parent | fe01776f05b1787b28b4a270d53037a3c25f4ca2 (diff) | |
download | redot-engine-a0969a0931a71e76945bf59d16561904e800d89a.tar.gz |
Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 13 |
1 files changed, 9 insertions, 4 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index aa69cd8539..32096ab455 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -3028,6 +3028,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c light_culler->prepare_camera(p_camera_data->main_transform, p_camera_data->main_projection); Scenario *scenario = scenario_owner.get_or_null(p_scenario); + Vector3 camera_position = p_camera_data->main_transform.origin; ERR_FAIL_COND(p_render_buffers.is_null()); @@ -3037,7 +3038,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c if (p_reflection_probe.is_null()) { //no rendering code here, this is only to set up what needs to be done, request regions, etc. - scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not) + scene_render->sdfgi_update(p_render_buffers, p_environment, camera_position); //update conditions for SDFGI (whether its used or not) } RENDER_TIMESTAMP("Update Visibility Dependencies"); @@ -3050,7 +3051,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c VisibilityCullData visibility_cull_data; visibility_cull_data.scenario = scenario; visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport]; - visibility_cull_data.camera_position = p_camera_data->main_transform.origin; + visibility_cull_data.camera_position = camera_position; for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0 visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i); @@ -3219,16 +3220,20 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c } } - // Positional Shadowss + // Positional Shadows for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) { Instance *ins = scene_cull_result.lights[i]; - if (!p_shadow_atlas.is_valid() || !RSG::light_storage->light_has_shadow(ins->base)) { + if (!p_shadow_atlas.is_valid()) { continue; } InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data); + if (!RSG::light_storage->light_instance_is_shadow_visible_at_position(light->instance, camera_position)) { + continue; + } + float coverage = 0.f; { //compute coverage |