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authorJuan Linietsky <reduzio@gmail.com>2017-06-14 16:56:47 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-06-14 17:06:36 -0300
commit462d8ceb46e2ac8a6a503e58bec4c8af942a8bd9 (patch)
treec85e93d55fdb8c78ab1665f5d1f556bf3371b6d3 /servers/visual/visual_server_scene.cpp
parent0a87979d2e414a18b6cca726fd82857162a92fea (diff)
Fixed several bugs with directional light, and changed defaults to be more sensible.
Diffstat (limited to 'servers/visual/visual_server_scene.cpp')
-rw-r--r--servers/visual/visual_server_scene.cpp23
1 files changed, 18 insertions, 5 deletions
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index b905b230dc..352daa9655 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -1347,6 +1347,8 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
+ float first_radius = 0.0;
+
for (int i = 0; i < splits; i++) {
// setup a camera matrix for that range!
@@ -1373,9 +1375,11 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
// obtain the light frustm ranges (given endpoints)
- Vector3 x_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_X).normalized();
- Vector3 y_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Y).normalized();
- Vector3 z_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Z).normalized();
+ Transform transform = p_instance->transform.orthonormalized(); //discard scale and stabilize light
+
+ Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
+ Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
+ Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
//z_vec points agsint the camera, like in default opengl
float x_min, x_max;
@@ -1386,7 +1390,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
float y_min_cam, y_max_cam;
float z_min_cam, z_max_cam;
+ float bias_scale = 1.0;
+
//used for culling
+
for (int j = 0; j < 8; j++) {
float d_x = x_vec.dot(endpoints[j]);
@@ -1435,6 +1442,12 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
radius *= texture_size / (texture_size - 2.0); //add a texel by each side, so stepified texture will always fit
+ if (i == 0) {
+ first_radius = radius;
+ } else {
+ bias_scale = radius / first_radius;
+ }
+
x_max_cam = x_vec.dot(center) + radius;
x_min_cam = x_vec.dot(center) - radius;
y_max_cam = y_vec.dot(center) + radius;
@@ -1493,10 +1506,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
Transform ortho_transform;
- ortho_transform.basis = p_instance->transform.basis;
+ ortho_transform.basis = transform.basis;
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i);
+ VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
}
VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);