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Fix shadows of long range OmniLight3D and SpotLight3D #100319

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Dec 13, 2024
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Original file line number Diff line number Diff line change
Expand Up @@ -2613,9 +2613,9 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
Rect2 atlas_rect_norm = atlas_rect;
atlas_rect_norm.position /= float(atlas_size);
atlas_rect_norm.size /= float(atlas_size);
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, false);
atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, true);

//restore transform so it can be properly used
light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0);
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Original file line number Diff line number Diff line change
Expand Up @@ -1368,9 +1368,9 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
Rect2 atlas_rect_norm = atlas_rect;
atlas_rect_norm.position /= float(atlas_size);
atlas_rect_norm.size /= float(atlas_size);
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, false);
atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), zfar, true);

//restore transform so it can be properly used
light_storage->light_instance_set_shadow_transform(p_light, Projection(), light_storage->light_instance_get_base_transform(p_light), zfar, 0, 0, 0);
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6 changes: 4 additions & 2 deletions servers/rendering/renderer_scene_cull.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2558,8 +2558,9 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}

real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t z_near = 0.005f;
Projection cm;
cm.set_perspective(90, 1, radius * 0.005f, radius);
cm.set_perspective(90, 1, z_near, radius);

for (int i = 0; i < 6; i++) {
RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
Expand Down Expand Up @@ -2647,9 +2648,10 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons

real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
real_t z_near = 0.005f;

Projection cm;
cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
cm.set_perspective(angle * 2.0, 1.0, z_near, radius);

Vector<Plane> planes = cm.get_projection_planes(light_transform);

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