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-rw-r--r--servers/rendering/rasterizer_dummy.h2
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp14
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h3
-rw-r--r--servers/rendering/renderer_scene_cull.cpp25
-rw-r--r--servers/rendering/renderer_storage.h2
-rw-r--r--servers/rendering/rendering_server_default.h1
-rw-r--r--servers/rendering_server.cpp4
-rw-r--r--servers/rendering_server.h8
8 files changed, 7 insertions, 52 deletions
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
index 62914bad8a..3d4cca3586 100644
--- a/servers/rendering/rasterizer_dummy.h
+++ b/servers/rendering/rasterizer_dummy.h
@@ -405,10 +405,8 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {}
void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
bool light_directional_get_blend_splits(RID p_light) const override { return false; }
- void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) override {}
void light_directional_set_sky_only(RID p_light, bool p_sky_only) override {}
bool light_directional_is_sky_only(RID p_light) const override { return false; }
- RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 47a41f4cf5..3809c93e67 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -6031,20 +6031,6 @@ RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_m
return light->directional_shadow_mode;
}
-void RendererStorageRD::light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
-
- light->directional_range_mode = p_range_mode;
-}
-
-RS::LightDirectionalShadowDepthRangeMode RendererStorageRD::light_directional_get_shadow_depth_range_mode(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
-
- return light->directional_range_mode;
-}
-
uint32_t RendererStorageRD::light_get_max_sdfgi_cascade(RID p_light) {
const Light *light = light_owner.getornull(p_light);
ERR_FAIL_COND_V(!light, 0);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index 3dc5b32421..26739b11da 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -1002,7 +1002,6 @@ private:
uint32_t cull_mask = 0xFFFFFFFF;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
- RS::LightDirectionalShadowDepthRangeMode directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
bool directional_blend_splits = false;
bool directional_sky_only = false;
uint64_t version = 0;
@@ -1813,8 +1812,6 @@ public:
bool light_directional_get_blend_splits(RID p_light) const;
void light_directional_set_sky_only(RID p_light, bool p_sky_only);
bool light_directional_is_sky_only(RID p_light) const;
- void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode);
- RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 52b247376a..2e148fefcf 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1877,8 +1877,6 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
- RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
-
real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
real_t range = max_distance - min_distance;
@@ -2038,22 +2036,13 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
}
}
- x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
- x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
- y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
- y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
-
- if (depth_range_mode == RS::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
-
- real_t unit = radius * 2.0 / texture_size;
-
- x_max_cam = Math::snapped(x_max_cam, unit);
- x_min_cam = Math::snapped(x_min_cam, unit);
- y_max_cam = Math::snapped(y_max_cam, unit);
- y_min_cam = Math::snapped(y_min_cam, unit);
- }
+ // 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.
+ const real_t unit = radius * 2.0 / texture_size;
+ x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
+ x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
+ y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
+ y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
}
//now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index 1c3e6a1eb2..c491e05be5 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -331,8 +331,6 @@ public:
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
virtual bool light_directional_is_sky_only(RID p_light) const = 0;
- virtual void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
- virtual RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index 8de3d893ce..70bba91bab 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -362,7 +362,6 @@ public:
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
FUNC2(light_directional_set_blend_splits, RID, bool)
FUNC2(light_directional_set_sky_only, RID, bool)
- FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 6059d3f7b2..a13588b722 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -1853,7 +1853,6 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only);
- ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &RenderingServer::light_directional_set_shadow_depth_range_mode);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
BIND_ENUM_CONSTANT(LIGHT_OMNI);
@@ -1891,9 +1890,6 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);
-
ClassDB::bind_method(D_METHOD("shadows_quality_set", "quality"), &RenderingServer::shadows_quality_set);
ClassDB::bind_method(D_METHOD("directional_shadow_quality_set", "quality"), &RenderingServer::directional_shadow_quality_set);
ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 93fc628976..e5a60ada4d 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -469,13 +469,6 @@ public:
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 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;
-
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
enum ShadowQuality {
@@ -1505,7 +1498,6 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam);
VARIANT_ENUM_CAST(RenderingServer::LightBakeMode);
VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode);
-VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowDepthRangeMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode);
VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality);