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mirror of https://github.com/godotengine/godot.git synced 2025-11-08 12:40:44 +00:00

Fixed several bugs with directional light, and changed defaults to be more sensible.

This commit is contained in:
Juan Linietsky
2017-06-14 16:56:47 -03:00
parent 0a87979d2e
commit 462d8ceb46
10 changed files with 48 additions and 169 deletions

View File

@@ -1347,6 +1347,8 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
float first_radius = 0.0;
for (int i = 0; i < splits; i++) {
// setup a camera matrix for that range!
@@ -1373,9 +1375,11 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
// obtain the light frustm ranges (given endpoints)
Vector3 x_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_X).normalized();
Vector3 y_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Y).normalized();
Vector3 z_vec = p_instance->transform.basis.get_axis(Vector3::AXIS_Z).normalized();
Transform transform = p_instance->transform.orthonormalized(); //discard scale and stabilize light
Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
//z_vec points agsint the camera, like in default opengl
float x_min, x_max;
@@ -1386,7 +1390,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
float y_min_cam, y_max_cam;
float z_min_cam, z_max_cam;
float bias_scale = 1.0;
//used for culling
for (int j = 0; j < 8; j++) {
float d_x = x_vec.dot(endpoints[j]);
@@ -1435,6 +1442,12 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
radius *= texture_size / (texture_size - 2.0); //add a texel by each side, so stepified texture will always fit
if (i == 0) {
first_radius = radius;
} else {
bias_scale = radius / first_radius;
}
x_max_cam = x_vec.dot(center) + radius;
x_min_cam = x_vec.dot(center) - radius;
y_max_cam = y_vec.dot(center) + radius;
@@ -1493,10 +1506,10 @@ void VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
Transform ortho_transform;
ortho_transform.basis = p_instance->transform.basis;
ortho_transform.basis = transform.basis;
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i);
VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
}
VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);