1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Force-update shadows when the world is changed (#12364)

This commit is contained in:
x2048 2022-05-26 22:28:34 +02:00 committed by GitHub
parent 8b74257bf3
commit ef22c0206f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 19 additions and 6 deletions

View file

@ -242,7 +242,7 @@ void ShadowRenderer::updateSMTextures()
// detect if SM should be regenerated
for (DirectionalLight &light : m_light_list) {
if (light.should_update_map_shadow) {
if (light.should_update_map_shadow || m_force_update_shadow_map) {
light.should_update_map_shadow = false;
m_current_frame = 0;
reset_sm_texture = true;
@ -271,14 +271,14 @@ void ShadowRenderer::updateSMTextures()
// should put some gl* fn here
if (m_current_frame < m_map_shadow_update_frames) {
if (m_current_frame < m_map_shadow_update_frames || m_force_update_shadow_map) {
m_driver->setRenderTarget(shadowMapTargetTexture, reset_sm_texture, true,
video::SColor(255, 255, 255, 255));
renderShadowMap(shadowMapTargetTexture, light);
// Render transparent part in one pass.
// This is also handled in ClientMap.
if (m_current_frame == m_map_shadow_update_frames - 1) {
if (m_current_frame == m_map_shadow_update_frames - 1 || m_force_update_shadow_map) {
if (m_shadow_map_colored) {
m_driver->setRenderTarget(0, false, false);
m_driver->setRenderTarget(shadowMapTextureColors,
@ -298,7 +298,7 @@ void ShadowRenderer::updateSMTextures()
++m_current_frame;
// pass finished, swap textures and commit light changes
if (m_current_frame == m_map_shadow_update_frames) {
if (m_current_frame == m_map_shadow_update_frames || m_force_update_shadow_map) {
if (shadowMapClientMapFuture != nullptr)
std::swap(shadowMapClientMapFuture, shadowMapClientMap);
@ -306,6 +306,7 @@ void ShadowRenderer::updateSMTextures()
for (DirectionalLight &light : m_light_list)
light.commitFrustum();
}
m_force_update_shadow_map = false;
}
}
@ -432,7 +433,10 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
m_driver->setTransform(video::ETS_WORLD,
map_node->getAbsoluteTransformation());
map_node->renderMapShadows(m_driver, material, pass, m_current_frame, m_map_shadow_update_frames);
int frame = m_force_update_shadow_map ? 0 : m_current_frame;
int total_frames = m_force_update_shadow_map ? 1 : m_map_shadow_update_frames;
map_node->renderMapShadows(m_driver, material, pass, frame, total_frames);
break;
}
}