summaryrefslogtreecommitdiff
path: root/servers/visual/visual_server_scene.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'servers/visual/visual_server_scene.cpp')
-rw-r--r--servers/visual/visual_server_scene.cpp74
1 files changed, 62 insertions, 12 deletions
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;