Merge pull request #92287 from clayjohn/LOD-safe-fixes
Fix LOD selection in compatibility backend and clean up LOD code
This commit is contained in:
commit
1e6b11dcd4
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@ -1359,15 +1359,17 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
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// LOD
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if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
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float distance = 0.0;
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// Check if camera is NOT inside the mesh AABB.
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if (!inst->transformed_aabb.has_point(p_render_data->main_cam_transform.origin)) {
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// Get the LOD support points on the mesh AABB.
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Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z));
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// Get the distances to those points on the AABB from the camera origin.
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float distance_min = (float)p_render_data->cam_transform.origin.distance_to(lod_support_min);
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float distance_max = (float)p_render_data->cam_transform.origin.distance_to(lod_support_max);
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float distance = 0.0;
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float distance_min = (float)p_render_data->main_cam_transform.origin.distance_to(lod_support_min);
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float distance_max = (float)p_render_data->main_cam_transform.origin.distance_to(lod_support_max);
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if (distance_min * distance_max < 0.0) {
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//crossing plane
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@ -1377,6 +1379,7 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
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} else if (distance_max <= 0.0) {
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distance = -distance_max;
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}
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}
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if (p_render_data->cam_orthogonal) {
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distance = 1.0;
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@ -1985,7 +1988,6 @@ void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data,
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LocalVector<int> shadows;
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LocalVector<int> directional_shadows;
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Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
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float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
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// Put lights into buckets for omni (cube shadows), directional, and spot.
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@ -2014,20 +2016,20 @@ void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data,
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// Render cubemap shadows.
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for (const int &index : cube_shadows) {
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_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
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_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
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}
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// Render directional shadows.
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for (uint32_t i = 0; i < directional_shadows.size(); i++) {
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_render_shadow_pass(p_render_data->render_shadows[directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[directional_shadows[i]].pass, p_render_data->render_shadows[directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
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_render_shadow_pass(p_render_data->render_shadows[directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[directional_shadows[i]].pass, p_render_data->render_shadows[directional_shadows[i]].instances, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
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}
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// Render positional shadows (Spotlight and Omnilight with dual-paraboloid).
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for (uint32_t i = 0; i < shadows.size(); i++) {
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_render_shadow_pass(p_render_data->render_shadows[shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[shadows[i]].pass, p_render_data->render_shadows[shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
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_render_shadow_pass(p_render_data->render_shadows[shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[shadows[i]].pass, p_render_data->render_shadows[shadows[i]].instances, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info, p_viewport_size, p_render_data->cam_transform);
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}
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}
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}
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void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) {
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void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) {
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GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
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ERR_FAIL_COND(!light_storage->owns_light_instance(p_light));
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@ -640,7 +640,7 @@ private:
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void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows, float p_shadow_bias = 0.0);
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void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
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void _render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size = Size2i(1, 1));
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void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
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void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
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void _render_post_processing(const RenderDataGLES3 *p_render_data);
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template <PassMode p_pass_mode>
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@ -972,14 +972,14 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
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float distance = 0.0;
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// Check if camera is NOT inside the mesh AABB.
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if (!inst->transformed_aabb.has_point(p_render_data->scene_data->cam_transform.origin)) {
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if (!inst->transformed_aabb.has_point(p_render_data->scene_data->main_cam_transform.origin)) {
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// Get the LOD support points on the mesh AABB.
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Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z));
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Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z));
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// Get the distances to those points on the AABB from the camera origin.
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float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min);
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float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max);
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float distance_min = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_min);
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float distance_max = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_max);
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if (distance_min * distance_max < 0.0) {
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//crossing plane
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@ -1388,7 +1388,6 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
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p_render_data->shadows.clear();
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p_render_data->directional_shadows.clear();
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Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin);
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float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier();
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{
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for (int i = 0; i < p_render_data->render_shadow_count; i++) {
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@ -1407,7 +1406,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
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RENDER_TIMESTAMP("Render OmniLight Shadows");
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// Cube shadows are rendered in their own way.
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for (const int &index : p_render_data->cube_shadows) {
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_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
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_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
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}
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if (p_render_data->directional_shadows.size()) {
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@ -1437,11 +1436,11 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
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//render directional shadows
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for (uint32_t i = 0; i < p_render_data->directional_shadows.size(); i++) {
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_render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
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_render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
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}
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//render positional shadows
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for (uint32_t i = 0; i < p_render_data->shadows.size(); i++) {
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_render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
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_render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info, viewport_size, p_render_data->scene_data->cam_transform);
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}
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_render_shadow_process();
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@ -2371,7 +2370,7 @@ void RenderForwardClustered::_render_buffers_debug_draw(const RenderDataRD *p_re
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}
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}
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void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) {
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void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) {
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RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
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ERR_FAIL_COND(!light_storage->owns_light_instance(p_light));
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@ -2526,7 +2525,7 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
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if (render_cubemap) {
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//rendering to cubemap
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_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info, p_viewport_size, p_main_cam_transform);
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_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, false, false, use_pancake, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info, p_viewport_size, p_main_cam_transform);
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if (finalize_cubemap) {
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_render_shadow_process();
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_render_shadow_end();
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@ -2544,7 +2543,7 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
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} else {
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//render shadow
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_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info, p_viewport_size, p_main_cam_transform);
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_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, reverse_cull_face, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info, p_viewport_size, p_main_cam_transform);
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}
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}
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@ -2557,7 +2556,7 @@ void RenderForwardClustered::_render_shadow_begin() {
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scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
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}
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void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) {
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void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) {
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uint32_t shadow_pass_index = scene_state.shadow_passes.size();
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SceneState::ShadowPass shadow_pass;
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@ -2615,7 +2614,6 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
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shadow_pass.pass_mode = pass_mode;
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shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
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shadow_pass.camera_plane = p_camera_plane;
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shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold;
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shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier;
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@ -347,7 +347,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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PassMode pass_mode;
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RID rp_uniform_set;
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Plane camera_plane;
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float lod_distance_multiplier;
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float screen_mesh_lod_threshold;
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@ -594,9 +593,9 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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/* Render shadows */
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void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
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void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
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void _render_shadow_begin();
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void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
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void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_reverse_cull_face, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
|
||||
void _render_shadow_process();
|
||||
void _render_shadow_end();
|
||||
|
||||
|
|
|
@ -590,7 +590,6 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
|
|||
p_render_data->shadows.clear();
|
||||
p_render_data->directional_shadows.clear();
|
||||
|
||||
Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin);
|
||||
float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier();
|
||||
{
|
||||
for (int i = 0; i < p_render_data->render_shadow_count; i++) {
|
||||
|
@ -608,7 +607,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
|
|||
|
||||
//cube shadows are rendered in their own way
|
||||
for (const int &index : p_render_data->cube_shadows) {
|
||||
_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, p_render_data->scene_data->cam_transform);
|
||||
_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info, p_render_data->scene_data->cam_transform);
|
||||
}
|
||||
|
||||
if (p_render_data->directional_shadows.size()) {
|
||||
|
@ -629,11 +628,11 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
|
|||
|
||||
//render directional shadows
|
||||
for (uint32_t i = 0; i < p_render_data->directional_shadows.size(); i++) {
|
||||
_render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info, p_render_data->scene_data->cam_transform);
|
||||
_render_shadow_pass(p_render_data->render_shadows[p_render_data->directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->directional_shadows[i]].pass, p_render_data->render_shadows[p_render_data->directional_shadows[i]].instances, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == p_render_data->directional_shadows.size() - 1, false, p_render_data->render_info, p_render_data->scene_data->cam_transform);
|
||||
}
|
||||
//render positional shadows
|
||||
for (uint32_t i = 0; i < p_render_data->shadows.size(); i++) {
|
||||
_render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info, p_render_data->scene_data->cam_transform);
|
||||
_render_shadow_pass(p_render_data->render_shadows[p_render_data->shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->shadows[i]].pass, p_render_data->render_shadows[p_render_data->shadows[i]].instances, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == p_render_data->shadows.size() - 1, true, p_render_data->render_info, p_render_data->scene_data->cam_transform);
|
||||
}
|
||||
|
||||
_render_shadow_process();
|
||||
|
@ -1115,7 +1114,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
|
|||
|
||||
/* these are being called from RendererSceneRenderRD::_pre_opaque_render */
|
||||
|
||||
void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info, const Transform3D &p_main_cam_transform) {
|
||||
void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RenderingMethod::RenderInfo *p_render_info, const Transform3D &p_main_cam_transform) {
|
||||
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
|
||||
|
||||
ERR_FAIL_COND(!light_storage->owns_light_instance(p_light));
|
||||
|
@ -1269,7 +1268,7 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
|
|||
|
||||
if (render_cubemap) {
|
||||
//rendering to cubemap
|
||||
_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info, p_main_cam_transform);
|
||||
_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info, p_main_cam_transform);
|
||||
if (finalize_cubemap) {
|
||||
_render_shadow_process();
|
||||
_render_shadow_end();
|
||||
|
@ -1288,7 +1287,7 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
|
|||
|
||||
} else {
|
||||
//render shadow
|
||||
_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info, p_main_cam_transform);
|
||||
_render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info, p_main_cam_transform);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1300,7 +1299,7 @@ void RenderForwardMobile::_render_shadow_begin() {
|
|||
render_list[RENDER_LIST_SECONDARY].clear();
|
||||
}
|
||||
|
||||
void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info, const Transform3D &p_main_cam_transform) {
|
||||
void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RenderingMethod::RenderInfo *p_render_info, const Transform3D &p_main_cam_transform) {
|
||||
uint32_t shadow_pass_index = scene_state.shadow_passes.size();
|
||||
|
||||
SceneState::ShadowPass shadow_pass;
|
||||
|
@ -1357,7 +1356,6 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
|
|||
shadow_pass.pass_mode = pass_mode;
|
||||
|
||||
shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
|
||||
shadow_pass.camera_plane = p_camera_plane;
|
||||
shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold;
|
||||
shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier;
|
||||
|
||||
|
@ -1882,14 +1880,14 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
|
|||
float distance = 0.0;
|
||||
|
||||
// Check if camera is NOT inside the mesh AABB.
|
||||
if (!inst->transformed_aabb.has_point(p_render_data->scene_data->cam_transform.origin)) {
|
||||
if (!inst->transformed_aabb.has_point(p_render_data->scene_data->main_cam_transform.origin)) {
|
||||
// Get the LOD support points on the mesh AABB.
|
||||
Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
|
||||
Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
|
||||
Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z));
|
||||
Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->main_cam_transform.basis.get_column(Vector3::AXIS_Z));
|
||||
|
||||
// Get the distances to those points on the AABB from the camera origin.
|
||||
float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min);
|
||||
float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max);
|
||||
float distance_min = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_min);
|
||||
float distance_max = (float)p_render_data->scene_data->main_cam_transform.origin.distance_to(lod_support_max);
|
||||
|
||||
if (distance_min * distance_max < 0.0) {
|
||||
//crossing plane
|
||||
|
|
|
@ -178,9 +178,9 @@ private:
|
|||
|
||||
/* Render shadows */
|
||||
|
||||
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Transform3D &p_main_cam_transform = Transform3D());
|
||||
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Transform3D &p_main_cam_transform = Transform3D());
|
||||
void _render_shadow_begin();
|
||||
void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Transform3D &p_main_cam_transform = Transform3D());
|
||||
void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr, const Transform3D &p_main_cam_transform = Transform3D());
|
||||
void _render_shadow_process();
|
||||
void _render_shadow_end();
|
||||
|
||||
|
@ -270,7 +270,6 @@ private:
|
|||
PassMode pass_mode;
|
||||
|
||||
RID rp_uniform_set;
|
||||
Plane camera_plane;
|
||||
float lod_distance_multiplier;
|
||||
float screen_mesh_lod_threshold;
|
||||
|
||||
|
|
Loading…
Reference in New Issue