Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
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fe01776f05
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a0969a0931
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@ -394,6 +394,29 @@ public:
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
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virtual void light_instance_mark_visible(RID p_light_instance) override;
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virtual bool light_instance_is_shadow_visible_at_position(RID p_light_instance, const Vector3 &p_position) const override {
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const LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
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ERR_FAIL_NULL_V(light_instance, false);
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const Light *light = light_owner.get_or_null(light_instance->light);
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ERR_FAIL_NULL_V(light, false);
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if (!light->shadow) {
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return false;
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}
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if (!light->distance_fade) {
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return true;
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}
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real_t distance = p_position.distance_to(light_instance->transform.origin);
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if (distance > light->distance_fade_shadow + light->distance_fade_length) {
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return false;
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}
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return true;
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}
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_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
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LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
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return li->light;
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@ -91,6 +91,7 @@ public:
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void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override {}
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void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {}
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void light_instance_mark_visible(RID p_light_instance) override {}
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virtual bool light_instance_is_shadow_visible_at_position(RID p_light_instance, const Vector3 &p_position) const override { return false; }
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/* PROBE API */
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virtual RID reflection_probe_allocate() override { return RID(); }
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@ -590,6 +590,29 @@ public:
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
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virtual void light_instance_mark_visible(RID p_light_instance) override;
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virtual bool light_instance_is_shadow_visible_at_position(RID p_light_instance, const Vector3 &p_position) const override {
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const LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
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ERR_FAIL_NULL_V(light_instance, false);
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const Light *light = light_owner.get_or_null(light_instance->light);
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ERR_FAIL_NULL_V(light, false);
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if (!light->shadow) {
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return false;
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}
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if (!light->distance_fade) {
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return true;
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}
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real_t distance = p_position.distance_to(light_instance->transform.origin);
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if (distance > light->distance_fade_shadow + light->distance_fade_length) {
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return false;
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}
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return true;
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}
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_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
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LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
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return li->light;
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@ -3028,6 +3028,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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light_culler->prepare_camera(p_camera_data->main_transform, p_camera_data->main_projection);
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Scenario *scenario = scenario_owner.get_or_null(p_scenario);
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Vector3 camera_position = p_camera_data->main_transform.origin;
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ERR_FAIL_COND(p_render_buffers.is_null());
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@ -3037,7 +3038,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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if (p_reflection_probe.is_null()) {
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//no rendering code here, this is only to set up what needs to be done, request regions, etc.
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scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
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scene_render->sdfgi_update(p_render_buffers, p_environment, camera_position); //update conditions for SDFGI (whether its used or not)
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}
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RENDER_TIMESTAMP("Update Visibility Dependencies");
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@ -3050,7 +3051,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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VisibilityCullData visibility_cull_data;
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visibility_cull_data.scenario = scenario;
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visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
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visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
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visibility_cull_data.camera_position = camera_position;
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for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
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visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
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@ -3219,16 +3220,20 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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}
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}
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// Positional Shadowss
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// Positional Shadows
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for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
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Instance *ins = scene_cull_result.lights[i];
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if (!p_shadow_atlas.is_valid() || !RSG::light_storage->light_has_shadow(ins->base)) {
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if (!p_shadow_atlas.is_valid()) {
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continue;
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}
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InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
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if (!RSG::light_storage->light_instance_is_shadow_visible_at_position(light->instance, camera_position)) {
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continue;
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}
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float coverage = 0.f;
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{ //compute coverage
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@ -98,6 +98,7 @@ public:
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virtual bool light_instances_can_render_shadow_cube() const {
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return true;
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}
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virtual bool light_instance_is_shadow_visible_at_position(RID p_light, const Vector3 &p_position) const = 0;
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/* PROBE API */
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