diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.cpp')
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 75 |
1 files changed, 4 insertions, 71 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 6357a6f4c2..4a4976718c 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -1955,10 +1955,6 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base); - real_t first_radius = 0.0; - - real_t min_distance_bias_scale = distances[1]; - cull.shadow_count = p_shadow_index + 1; cull.shadows[p_shadow_index].cascade_count = splits; cull.shadows[p_shadow_index].light_instance = light->instance; @@ -2006,8 +2002,8 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in real_t z_min_cam = 0.f; //real_t z_max_cam = 0.f; - real_t bias_scale = 1.0; - real_t aspect_bias_scale = 1.0; + //real_t bias_scale = 1.0; + //real_t aspect_bias_scale = 1.0; //used for culling @@ -2061,12 +2057,6 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in radius *= texture_size / (texture_size - 2.0); //add a texel by each side - if (i == 0) { - first_radius = radius; - } else { - bias_scale = radius / first_radius; - } - z_min_cam = z_vec.dot(center) - radius; { @@ -2110,64 +2100,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in // a pre pass will need to be needed to determine the actual z-near to be used - if (pancake_size > 0) { - z_max = z_vec.dot(center) + radius + pancake_size; - } - - if (aspect != 1.0) { - // if the aspect is different, then the radius will become larger. - // if this happens, then bias needs to be adjusted too, as depth will increase - // to do this, compare the depth of one that would have resulted from a square frustum - - CameraMatrix camera_matrix_square; - if (p_cam_orthogonal) { - Vector2 vp_he = camera_matrix.get_viewport_half_extents(); - if (p_cam_vaspect) { - camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true); - } else { - camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false); - } - } else { - Vector2 vp_he = camera_matrix.get_viewport_half_extents(); - if (p_cam_vaspect) { - camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true); - } else { - camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false); - } - } - - Vector3 endpoints_square[8]; // frustum plane endpoints - res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square); - ERR_CONTINUE(!res); - Vector3 center_square; - - for (int j = 0; j < 8; j++) { - center_square += endpoints_square[j]; - } - - center_square /= 8.0; - - real_t radius_square = 0; - - for (int j = 0; j < 8; j++) { - real_t d = center_square.distance_to(endpoints_square[j]); - if (d > radius_square) { - radius_square = d; - } - } - - radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side - - float z_max_square = z_vec.dot(center_square) + radius_square + pancake_size; - - real_t z_min_cam_square = z_vec.dot(center_square) - radius_square; - - aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square); - - // this is not entirely perfect, because the cull-adjusted z-max may be different - // but at least it's warranted that it results in a greater bias, so no acne should be present either way. - // pancaking also helps with this. - } + z_max = z_vec.dot(center) + radius + pancake_size; { CameraMatrix ortho_camera; @@ -2188,7 +2121,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam; cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1]; cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size; - cull.shadows[p_shadow_index].cascades[i].bias_scale = bias_scale * aspect_bias_scale * min_distance_bias_scale; + cull.shadows[p_shadow_index].cascades[i].bias_scale = (z_max - z_min_cam); cull.shadows[p_shadow_index].cascades[i].range_begin = z_max; cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale; } |