diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 1f10f4b353..21e14c1ec9 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1906,7 +1906,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b } // Render shadows -void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data) { +void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size) { GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); LocalVector<int> cube_shadows; @@ -1942,20 +1942,20 @@ void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data) // Render cubemap shadows. for (const int &index : cube_shadows) { - _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info); + _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size); } // Render directional shadows. for (uint32_t i = 0; i < directional_shadows.size(); i++) { - _render_shadow_pass(p_render_data->render_shadows[directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[directional_shadows[i]].pass, p_render_data->render_shadows[directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info); + _render_shadow_pass(p_render_data->render_shadows[directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[directional_shadows[i]].pass, p_render_data->render_shadows[directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size); } // Render positional shadows (Spotlight and Omnilight with dual-paraboloid). for (uint32_t i = 0; i < shadows.size(); i++) { - _render_shadow_pass(p_render_data->render_shadows[shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[shadows[i]].pass, p_render_data->render_shadows[shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info); + _render_shadow_pass(p_render_data->render_shadows[shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[shadows[i]].pass, p_render_data->render_shadows[shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size); } } } -void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, RenderingMethod::RenderInfo *p_render_info) { +void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size) { GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); ERR_FAIL_COND(!light_storage->owns_light_instance(p_light)); @@ -2093,7 +2093,7 @@ void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, render_data.instances = &p_instances; render_data.render_info = p_render_info; - _setup_environment(&render_data, true, Vector2(1, 1), false, Color(), use_pancake, shadow_bias); + _setup_environment(&render_data, true, p_viewport_size, false, Color(), use_pancake, shadow_bias); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { render_data.screen_mesh_lod_threshold = 0.0; @@ -2271,7 +2271,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ // If we're rendering right-side up, then we need to change the winding order. glFrontFace(GL_CW); } - _render_shadows(&render_data); + _render_shadows(&render_data, screen_size); _setup_lights(&render_data, true, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count, render_data.directional_shadow_count); _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, flip_y, clear_color, false); @@ -3289,6 +3289,9 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() { // Quality settings. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"); + positional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality")); + directional_soft_shadow_filter_set_quality((RS::ShadowQuality)(int)GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality")); + { // Setup Lights |
