فهرست منبع

Showing and hiding geometry updates shadows

Showing and hiding geometry nodes was not showing or hiding their respective shadows. This fixes this by marking any affected lights as dirty.
Fixes #29856
lawnjelly 6 سال پیش
والد
کامیت
236ce550c0
1فایلهای تغییر یافته به همراه12 افزوده شده و 0 حذف شده
  1. 12 0
      servers/visual/visual_server_scene.cpp

+ 12 - 0
servers/visual/visual_server_scene.cpp

@@ -660,6 +660,18 @@ void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
 
 	instance->visible = p_visible;
 
+	// when showing or hiding geometry, lights must be kept up to date to show / hide shadows
+	if ((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
+		InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+
+		if (geom->can_cast_shadows) {
+			for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
+				InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+				light->shadow_dirty = true;
+			}
+		}
+	}
+
 	switch (instance->base_type) {
 		case VS::INSTANCE_LIGHT: {
 			if (VSG::storage->light_get_type(instance->base) != VS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) {