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authorjitspoe <jitspoe@yahoo.com>2024-03-21 00:34:48 -0400
committerjitspoe <jitspoe@yahoo.com>2024-03-25 21:25:56 -0400
commita0969a0931a71e76945bf59d16561904e800d89a (patch)
tree014e26459625cb38489678fe67b5d6df8ae0aa3b /servers/rendering/renderer_scene_cull.cpp
parentfe01776f05b1787b28b4a270d53037a3c25f4ca2 (diff)
downloadredot-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.cpp13
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