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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-22 13:59:19 +02:00

fix light direction for shadow map; inhibit shadow map rendering if no shadow casting light is present

This commit is contained in:
WLs50
2025-03-17 08:12:07 +01:00
parent ffe5ece058
commit eaab6a29e4

View File

@@ -420,17 +420,21 @@ bool NvRenderer::Render() {
{ // Shadow render pass { // Shadow render pass
Timer::subsystem.gfx_shadows.start(); Timer::subsystem.gfx_shadows.start();
command_list->beginMarker("Shadow render"); command_list->beginMarker("Shadow render");
glm::vec3 light_color, light_direction;
m_sky->CalcLighting(light_direction, light_color);
m_shadow_map->CalcCascades( m_shadow_map->CalcCascades(
glm::perspectiveFovRH_ZO(fov, glm::perspectiveFovRH_ZO(fov,
static_cast<double>(Global.window_size.x), static_cast<double>(Global.window_size.x),
static_cast<double>(Global.window_size.y), static_cast<double>(Global.window_size.y),
.1, pass.m_draw_range), .1, pass.m_draw_range),
transform, Global.DayLight.direction); transform, -light_direction);
m_shadow_map->UpdateConstants(command_list); m_shadow_map->UpdateConstants(command_list);
m_gbuffer_shadow->Clear(command_list); m_gbuffer_shadow->Clear(command_list);
for (int cascade = 0; cascade < m_shadow_map->m_cascade_matrices.size(); if (dot(light_color, light_color) > 0.) {
++cascade) { for (int cascade = 0;
cascade < m_shadow_map->m_cascade_matrices.size(); ++cascade) {
RenderPass pass{}; RenderPass pass{};
pass.m_draw_shapes = pass.m_draw_shapes =
@@ -453,10 +457,12 @@ bool NvRenderer::Render() {
pass.m_origin = Global.pCamera.Pos; pass.m_origin = Global.pCamera.Pos;
pass.m_transform = glm::dmat3{1.}; pass.m_transform = glm::dmat3{1.};
// pass.m_camera.position() = simulation::Train->Dynamic()->vPosition; // pass.m_camera.position() =
// simulation::Train->Dynamic()->vPosition;
pass.m_draw_range = 150.; pass.m_draw_range = 150.;
pass.m_type = RenderPassType::ShadowMap; pass.m_type = RenderPassType::ShadowMap;
pass.m_framebuffer = m_gbuffer_shadow->m_slice_framebuffers[cascade]; pass.m_framebuffer =
m_gbuffer_shadow->m_slice_framebuffers[cascade];
pass.m_command_list_draw = command_list; pass.m_command_list_draw = command_list;
pass.m_command_list_preparation = command_list; pass.m_command_list_preparation = command_list;
pass.m_frustum_tester = &frustum_tester; pass.m_frustum_tester = &frustum_tester;
@@ -479,6 +485,7 @@ bool NvRenderer::Render() {
RenderTracks(pass); RenderTracks(pass);
RenderAnimateds(pass); RenderAnimateds(pass);
} }
}
Timer::subsystem.gfx_shadows.stop(); Timer::subsystem.gfx_shadows.stop();
command_list->endMarker(); command_list->endMarker();