Calculate instance depth after shadow calculation in VisualServer

(cherry picked from commit 096417905b)
This commit is contained in:
Cory Petkovsek 2021-07-22 07:41:31 +08:00 committed by Rémi Verschelde
parent f862edd47c
commit 4204c02fd1
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GPG Key ID: C3336907360768E1
1 changed files with 11 additions and 3 deletions

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@ -2189,9 +2189,6 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
geom->gi_probes_dirty = false;
}
Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
ins->depth = near_plane.distance_to(aabb_center);
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}
if (!keep) {
@ -2346,6 +2343,17 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
}
}
}
// Calculate instance->depth from the camera, after shadow calculation has stopped overwriting instance->depth
for (int i = 0; i < instance_cull_count; i++) {
Instance *ins = instance_cull_result[i];
if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
Vector3 aabb_center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
ins->depth = near_plane.distance_to(aabb_center);
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}
}
}
void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {