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Make sure atlas rect for directional lights is calculated using floats

Bastiaan Olij 2 lat temu
rodzic
commit
aba356e882

+ 5 - 5
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -2174,11 +2174,11 @@ void RenderForwardClustered::_render_shadow_pass(RID p_light, RID p_shadow_atlas
 			}
 		}
 
-		int directional_shadow_size = light_storage->directional_shadow_get_size();
-		atlas_rect.position /= directional_shadow_size;
-		atlas_rect.size /= directional_shadow_size;
-
-		light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect);
+		float directional_shadow_size = light_storage->directional_shadow_get_size();
+		Rect2 atlas_rect_norm = atlas_rect;
+		atlas_rect_norm.position /= directional_shadow_size;
+		atlas_rect_norm.size /= directional_shadow_size;
+		light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm);
 
 		zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
 

+ 5 - 5
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -1128,11 +1128,11 @@ void RenderForwardMobile::_render_shadow_pass(RID p_light, RID p_shadow_atlas, i
 			}
 		}
 
-		int directional_shadow_size = light_storage->directional_shadow_get_size();
-		atlas_rect.position /= directional_shadow_size;
-		atlas_rect.size /= directional_shadow_size;
-
-		light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect);
+		float directional_shadow_size = light_storage->directional_shadow_get_size();
+		Rect2 atlas_rect_norm = atlas_rect;
+		atlas_rect_norm.position /= directional_shadow_size;
+		atlas_rect_norm.size /= directional_shadow_size;
+		light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm);
 
 		zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);