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authorJuan Linietsky <reduzio@gmail.com>2017-09-07 18:00:47 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-09-07 18:00:47 -0300
commiteedb39091aaa1dc0b8f204844bb1eb270b2349f6 (patch)
treeed08e5e7baf7d21403da34d531223404688513aa /servers
parent1eeda0f32f66b48c8df3b93f333bf702b149ba31 (diff)
Several fixes to directional shadows, closes #10926
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
Diffstat (limited to 'servers')
-rw-r--r--servers/visual/rasterizer.h3
-rw-r--r--servers/visual/visual_server_raster.h1
-rw-r--r--servers/visual/visual_server_scene.cpp74
-rw-r--r--servers/visual/visual_server_wrap_mt.h1
-rw-r--r--servers/visual_server.h8
5 files changed, 75 insertions, 12 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 187a0b180b..0784fb1049 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -335,6 +335,9 @@ public:
virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
+ virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
+ virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
+
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 3953bc5f48..7c7ce46268 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -795,6 +795,7 @@ public:
BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
BIND2(light_directional_set_blend_splits, RID, bool)
+ BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 0d70b7fc0e..e791f7b443 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -886,12 +886,55 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
float max_distance = p_cam_projection.get_z_far();
float shadow_max = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
- if (shadow_max > 0) {
+ if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
max_distance = MIN(shadow_max, max_distance);
}
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
+ float min_distance = MIN(p_cam_projection.get_z_near(),max_distance);
- float range = max_distance - p_cam_projection.get_z_near();
+ VS::LightDirectionalShadowDepthRangeMode depth_range_mode = VSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
+
+ if (depth_range_mode==VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
+ //optimize min/max
+ Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
+ int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
+ Plane base(p_cam_transform.origin,-p_cam_transform.basis.get_axis(2));
+ //check distance max and min
+
+ bool found_items=false;
+ float z_max=-1e20;
+ float z_min=1e20;
+
+ for(int i=0;i<cull_count;i++) {
+
+ Instance *instance = instance_shadow_cull_result[i];
+ if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ continue;
+ }
+
+ float max,min;
+ instance->transformed_aabb.project_range_in_plane(base, min, max);
+
+ if (max>z_max) {
+ z_max=max;
+ }
+
+ if (min<z_min) {
+ z_min=min;
+ }
+
+ found_items=true;
+ }
+
+ if (found_items) {
+ min_distance=MAX(min_distance,z_min);
+ max_distance=MIN(max_distance,z_max);
+ }
+
+ }
+
+
+ float range = max_distance - min_distance;
int splits = 0;
switch (VSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
@@ -902,9 +945,9 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
float distances[5];
- distances[0] = p_cam_projection.get_z_near();
+ distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
- distances[i + 1] = p_cam_projection.get_z_near() + VSG::storage->light_get_param(p_instance->base, VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
+ distances[i + 1] = min_distance + VSG::storage->light_get_param(p_instance->base, VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
};
distances[splits] = max_distance;
@@ -984,8 +1027,6 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
{
//camera viewport stuff
- //this trick here is what stabilizes the shadow (make potential jaggies to not move)
- //at the cost of some wasted resolution. Still the quality increase is very well worth it
Vector3 center;
@@ -1006,7 +1047,7 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
radius = d;
}
- radius *= texture_size / (texture_size - 2.0); //add a texel by each side, so stepified texture will always fit
+ radius *= texture_size / (texture_size - 2.0); //add a texel by each side
if (i == 0) {
first_radius = radius;
@@ -1021,12 +1062,19 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
z_max_cam = z_vec.dot(center) + radius;
z_min_cam = z_vec.dot(center) - radius;
- float unit = radius * 2.0 / texture_size;
+ if (depth_range_mode==VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
+ //this trick here is what stabilizes the shadow (make potential jaggies to not move)
+ //at the cost of some wasted resolution. Still the quality increase is very well worth it
+
+ float unit = radius * 2.0 / texture_size;
+
+ x_max_cam = Math::stepify(x_max_cam, unit);
+ x_min_cam = Math::stepify(x_min_cam, unit);
+ y_max_cam = Math::stepify(y_max_cam, unit);
+ y_min_cam = Math::stepify(y_min_cam, unit);
+ }
+
- x_max_cam = Math::stepify(x_max_cam, unit);
- x_min_cam = Math::stepify(x_min_cam, unit);
- y_max_cam = Math::stepify(y_max_cam, unit);
- y_min_cam = Math::stepify(y_min_cam, unit);
}
//now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
@@ -1069,6 +1117,8 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
}
{
+
+
CameraMatrix ortho_camera;
real_t half_x = (x_max_cam - x_min_cam) * 0.5;
real_t half_y = (y_max_cam - y_min_cam) * 0.5;
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index f24049be92..5cf941b93d 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -233,6 +233,7 @@ public:
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
FUNC2(light_directional_set_blend_splits, RID, bool)
+ FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
diff --git a/servers/visual_server.h b/servers/visual_server.h
index d516013ee2..9b88df5c73 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -406,6 +406,14 @@ public:
virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
+ enum LightDirectionalShadowDepthRangeMode {
+ LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
+ LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
+
+ };
+
+ virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
+
/* PROBE API */
virtual RID reflection_probe_create() = 0;