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-rw-r--r--servers/rendering/rendering_light_culler.h33
1 files changed, 33 insertions, 0 deletions
diff --git a/servers/rendering/rendering_light_culler.h b/servers/rendering/rendering_light_culler.h
index 602543850a..0bf975430b 100644
--- a/servers/rendering/rendering_light_culler.h
+++ b/servers/rendering/rendering_light_culler.h
@@ -163,6 +163,39 @@ private:
bool _prepare_light(const RendererSceneCull::Instance &p_instance, int32_t p_directional_light_id = -1);
+ // Avoid adding extra culling planes derived from near colinear triangles.
+ // The normals derived from these will be inaccurate, and can lead to false
+ // culling of objects that should be within the light volume.
+ bool _is_colinear_tri(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c) const {
+ // Lengths of sides a, b and c.
+ float la = (p_b - p_a).length();
+ float lb = (p_c - p_b).length();
+ float lc = (p_c - p_a).length();
+
+ // Get longest side into lc.
+ if (lb < la) {
+ SWAP(la, lb);
+ }
+ if (lc < lb) {
+ SWAP(lb, lc);
+ }
+
+ // Prevent divide by zero.
+ if (lc > 0.00001f) {
+ // If the summed length of the smaller two
+ // sides is close to the length of the longest side,
+ // the points are colinear, and the triangle is near degenerate.
+ float ld = ((la + lb) - lc) / lc;
+
+ // ld will be close to zero for colinear tris.
+ return ld < 0.00001f;
+ }
+
+ // Don't create planes from tiny triangles,
+ // they won't be accurate.
+ return true;
+ }
+
// Internal version uses LightSource.
bool _add_light_camera_planes(LightCullPlanes &r_cull_planes, const LightSource &p_light_source);