visual instance layers are regarded during shadow culling
todo: setting Camera cull_mask should mark affected shadows dirty somehow
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e9ca65207e
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@ -789,7 +789,23 @@ void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask)
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Instance *instance = instance_owner.get(p_instance);
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ERR_FAIL_COND(!instance);
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if (instance->layer_mask == p_mask) {
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return;
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}
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instance->layer_mask = p_mask;
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// update lights to show / hide shadows according to the new mask
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if ((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
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InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
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if (geom->can_cast_shadows) {
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for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
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InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
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light->shadow_dirty = true;
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}
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}
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}
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}
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void VisualServerScene::instance_reset_physics_interpolation(RID p_instance) {
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@ -2400,7 +2416,7 @@ void VisualServerScene::_update_instance_lightmap_captures(Instance *p_instance)
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p_instance->lightmap_capture_data.write[0].a = interior ? 0.0f : 1.0f;
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}
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bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) {
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bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario, uint32_t p_visible_layers) {
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InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
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Transform light_transform = p_instance->transform;
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@ -2433,7 +2449,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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for (int i = 0; i < cull_count; i++) {
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Instance *instance = instance_shadow_cull_result[i];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
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continue;
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}
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@ -2636,7 +2652,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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for (int j = 0; j < cull_count; j++) {
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float min, max;
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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@ -2693,7 +2709,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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for (int j = 0; j < cull_count; j++) {
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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@ -2745,7 +2761,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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Plane near_plane(xform.origin, -xform.basis.get_axis(2));
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for (int j = 0; j < cull_count; j++) {
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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@ -2780,7 +2796,7 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
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Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
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for (int j = 0; j < cull_count; j++) {
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Instance *instance = instance_shadow_cull_result[j];
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
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if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
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cull_count--;
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SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
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j--;
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@ -3142,7 +3158,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
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VSG::scene_render->set_directional_shadow_count(directional_shadow_count);
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for (int i = 0; i < directional_shadow_count; i++) {
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_light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
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_light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario, p_visible_layers);
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}
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}
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@ -3238,7 +3254,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
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if (redraw) {
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//must redraw!
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light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
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light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario, p_visible_layers);
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}
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}
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}
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@ -833,7 +833,7 @@ public:
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_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
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_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
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_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
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_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario, uint32_t p_visible_layers = 0xFFFFFF);
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void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int32_t &r_previous_room_id_hint);
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void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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