Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[3.x] Take resolution into account when setting the max shadow cubemap size (omni light shadow jaggies fix) #47160

Merged
merged 1 commit into from
Mar 23, 2021
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
4 changes: 2 additions & 2 deletions drivers/gles2/rasterizer_scene_gles2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3728,7 +3728,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_

// find an appropriate cubemap to render to
for (int i = shadow_cubemaps.size() - 1; i >= 0; i--) {
if (shadow_cubemaps[i].size > shadow_size * 2) {
if (shadow_cubemaps[i].size > shadow_size) {
break;
}

Expand Down Expand Up @@ -4006,7 +4006,7 @@ void RasterizerSceneGLES2::initialize() {

// cubemaps for shadows
if (storage->config.support_shadow_cubemaps) { //not going to be used
int max_shadow_cubemap_sampler_size = 512;
int max_shadow_cubemap_sampler_size = CLAMP(int(next_power_of_2(GLOBAL_GET("rendering/quality/shadow_atlas/size")) >> 1), 256, storage->config.max_cubemap_texture_size);

int cube_size = max_shadow_cubemap_sampler_size;

Expand Down
1 change: 1 addition & 0 deletions drivers/gles2/rasterizer_storage_gles2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6217,6 +6217,7 @@ void RasterizerStorageGLES2::initialize() {
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &config.max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &config.max_cubemap_texture_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, config.max_viewport_dimensions);

// the use skeleton software path should be used if either float texture is not supported,
Expand Down
1 change: 1 addition & 0 deletions drivers/gles2/rasterizer_storage_gles2.h
Original file line number Diff line number Diff line change
Expand Up @@ -63,6 +63,7 @@ class RasterizerStorageGLES2 : public RasterizerStorage {
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
int max_cubemap_texture_size;
int max_viewport_dimensions[2];

// TODO implement wireframe in GLES2
Expand Down
4 changes: 2 additions & 2 deletions drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4811,7 +4811,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_

for (int i = shadow_cubemaps.size() - 1; i >= 0; i--) {
//find appropriate cubemap to render to
if (shadow_cubemaps[i].size > shadow_size * 2)
if (shadow_cubemaps[i].size > shadow_size)
break;

cubemap_index = i;
Expand Down Expand Up @@ -5105,7 +5105,7 @@ void RasterizerSceneGLES3::initialize() {

shadow_atlas_realloc_tolerance_msec = 500;

int max_shadow_cubemap_sampler_size = 512;
int max_shadow_cubemap_sampler_size = CLAMP(int(next_power_of_2(GLOBAL_GET("rendering/quality/shadow_atlas/size")) >> 1), 256, storage->config.max_cubemap_texture_size);

int cube_size = max_shadow_cubemap_sampler_size;

Expand Down
1 change: 1 addition & 0 deletions drivers/gles3/rasterizer_storage_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -8498,6 +8498,7 @@ void RasterizerStorageGLES3::initialize() {

glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &config.max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &config.max_texture_size);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &config.max_cubemap_texture_size);

config.use_rgba_2d_shadows = !config.framebuffer_float_supported;

Expand Down
1 change: 1 addition & 0 deletions drivers/gles3/rasterizer_storage_gles3.h
Original file line number Diff line number Diff line change
Expand Up @@ -97,6 +97,7 @@ class RasterizerStorageGLES3 : public RasterizerStorage {

int max_texture_image_units;
int max_texture_size;
int max_cubemap_texture_size;

bool generate_wireframes;

Expand Down
4 changes: 2 additions & 2 deletions servers/visual_server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2403,10 +2403,10 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::REAL, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));

GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096);
GLOBAL_DEF_RST("rendering/quality/directional_shadow/size", 4096);
GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096);
GLOBAL_DEF_RST("rendering/quality/shadow_atlas/size", 4096);
GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384"));
GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_0_subdiv", 1);
Expand Down