diff options
author | clayjohn <claynjohn@gmail.com> | 2020-05-01 22:22:35 -0700 |
---|---|---|
committer | clayjohn <claynjohn@gmail.com> | 2020-05-01 22:22:35 -0700 |
commit | 34ee273e20ab7edbbe09d88b9bdb994443bc6588 (patch) | |
tree | a9573dbfa8d1870f3547a6e4c301938d41cac2b0 | |
parent | d2887ea78b5256faaaae7e0ba66fc9146d35dceb (diff) |
Calculate sun diameter even when not using shadows
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp | 22 |
1 files changed, 13 insertions, 9 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp index b3cf40f166..6986f82065 100644 --- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp @@ -1720,6 +1720,16 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base); + float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + if (angular_diameter > 0.0) { + // I know tan(0) is 0, but let's not risk it with numerical precision. + // technically this will keep expanding until reaching the sun, but all we care + // is expand until we reach the radius of the near plane (there can't be more occluders than that) + angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); + } else { + angular_diameter = 0.0; + } + if (light_data.shadow_enabled) { RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base); @@ -1775,15 +1785,9 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig light_data.fade_to = -light_data.shadow_split_offsets[3]; light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR); + light_data.softshadow_angle = angular_diameter; - float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); - if (softshadow_angle > 0.0) { - // I know tan(0) is 0, but let's not risk it with numerical precision. - // technically this will keep expanding until reaching the sun, but all we care - // is expand until we reach the radius of the near plane (there can't be more occluders than that) - light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle)); - } else { - light_data.softshadow_angle = 0; + if (angular_diameter <= 0.0) { light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF } } @@ -1806,7 +1810,7 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig sky_light_data.color[2] = light_data.color[2]; sky_light_data.enabled = true; - sky_light_data.size = light_data.softshadow_angle; + sky_light_data.size = angular_diameter; sky_scene_state.directional_light_count++; } |