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Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.

This commit is contained in:
jitspoe
2024-03-21 00:34:48 -04:00
parent fe01776f05
commit a0969a0931
5 changed files with 57 additions and 4 deletions

View File

@@ -3028,6 +3028,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
light_culler->prepare_camera(p_camera_data->main_transform, p_camera_data->main_projection);
Scenario *scenario = scenario_owner.get_or_null(p_scenario);
Vector3 camera_position = p_camera_data->main_transform.origin;
ERR_FAIL_COND(p_render_buffers.is_null());
@@ -3037,7 +3038,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
if (p_reflection_probe.is_null()) {
//no rendering code here, this is only to set up what needs to be done, request regions, etc.
scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
scene_render->sdfgi_update(p_render_buffers, p_environment, camera_position); //update conditions for SDFGI (whether its used or not)
}
RENDER_TIMESTAMP("Update Visibility Dependencies");
@@ -3050,7 +3051,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
VisibilityCullData visibility_cull_data;
visibility_cull_data.scenario = scenario;
visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
visibility_cull_data.camera_position = camera_position;
for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
@@ -3219,16 +3220,20 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
}
}
// Positional Shadowss
// Positional Shadows
for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
Instance *ins = scene_cull_result.lights[i];
if (!p_shadow_atlas.is_valid() || !RSG::light_storage->light_has_shadow(ins->base)) {
if (!p_shadow_atlas.is_valid()) {
continue;
}
InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
if (!RSG::light_storage->light_instance_is_shadow_visible_at_position(light->instance, camera_position)) {
continue;
}
float coverage = 0.f;
{ //compute coverage