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authorJuan Linietsky <reduzio@gmail.com>2019-01-22 10:04:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2019-01-22 10:05:23 -0300
commit46af4b0a4b73a14f01a1aba9b0a8ab0bef05252a (patch)
tree54c7cac58401e07277910e3a1f1fb459748fd16c /servers/visual
parent6ab16512eb7dd8ec336b75cdaac396dfa661d0e7 (diff)
Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132
Diffstat (limited to 'servers/visual')
-rw-r--r--servers/visual/rasterizer.h1
-rw-r--r--servers/visual/visual_server_scene.cpp164
2 files changed, 81 insertions, 84 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 394592ec64..6f8a30070a 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -141,6 +141,7 @@ public:
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
+ virtual bool light_instances_can_render_shadow_cube() const { return true; }
virtual RID reflection_atlas_create() = 0;
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0;
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 53e8d6a030..23ad2ec1ec 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -1535,106 +1535,102 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);
- switch (shadow_mode) {
- case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: {
+ if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) {
- for (int i = 0; i < 2; i++) {
+ for (int i = 0; i < 2; i++) {
- //using this one ensures that raster deferred will have it
+ //using this one ensures that raster deferred will have it
- float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
-
- float z = i == 0 ? -1 : 1;
- Vector<Plane> planes;
- planes.resize(5);
- planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
- planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
- planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
- planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
- planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
-
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
- Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
-
- for (int j = 0; j < cull_count; j++) {
-
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
+ float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
+ float z = i == 0 ? -1 : 1;
+ Vector<Plane> planes;
+ planes.resize(5);
+ planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
+ planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
+ planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
+ planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
+ planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
+
+ int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
+ Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
+
+ for (int j = 0; j < cull_count; j++) {
+
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
+ j--;
+ } else {
+ if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
+ animated_material_found = true;
}
- }
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
- VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
+ instance->depth = near_plane.distance_to(instance->transform.origin);
+ instance->depth_layer = 0;
+ }
}
- } break;
- case VS::LIGHT_OMNI_SHADOW_CUBE: {
-
- float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, radius);
-
- for (int i = 0; i < 6; i++) {
- //using this one ensures that raster deferred will have it
-
- static const Vector3 view_normals[6] = {
- Vector3(-1, 0, 0),
- Vector3(+1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, +1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, +1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, +1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
-
- Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
-
- Vector<Plane> planes = cm.get_projection_planes(xform);
+ VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
+ VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
+ }
+ } else { //shadow cube
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
+ float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
+ CameraMatrix cm;
+ cm.set_perspective(90, 1, 0.01, radius);
- Plane near_plane(xform.origin, -xform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
+ for (int i = 0; i < 6; i++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
+ //using this one ensures that raster deferred will have it
+
+ static const Vector3 view_normals[6] = {
+ Vector3(-1, 0, 0),
+ Vector3(+1, 0, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, +1, 0),
+ Vector3(0, 0, -1),
+ Vector3(0, 0, +1)
+ };
+ static const Vector3 view_up[6] = {
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, -1),
+ Vector3(0, 0, +1),
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
+
+ Vector<Plane> planes = cm.get_projection_planes(xform);
+
+ int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
+
+ Plane near_plane(xform.origin, -xform.basis.get_axis(2));
+ for (int j = 0; j < cull_count; j++) {
+
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ cull_count--;
+ SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
+ j--;
+ } else {
+ if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
+ animated_material_found = true;
}
+ instance->depth = near_plane.distance_to(instance->transform.origin);
+ instance->depth_layer = 0;
}
-
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
- VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
- //restore the regular DP matrix
- VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
+ VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
+ VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
+ }
- } break;
+ //restore the regular DP matrix
+ VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
}
} break;