소스 검색

Reapply "CascadeShadowMap : Do not use border"

This reverts commit 133382fab0106af78d173d6cd6a5ac78da6036e7.

Reapply "CascadeShadow : minor naming improvement"

This reverts commit 16fd8a79d9723caa7199f8676aea4fb73f9a40e0.
TothBenoit 3 주 전
부모
커밋
d7bb4e4d60
1개의 변경된 파일3개의 추가작업 그리고 2개의 파일을 삭제
  1. 3 2
      h3d/pass/CascadeShadowMap.hx

+ 3 - 2
h3d/pass/CascadeShadowMap.hx

@@ -24,7 +24,7 @@ class CascadeShadowMap extends DirShadowMap {
 
 	public var cascadeViewProj = new h3d.Matrix();
 	public var params : Array<CascadeParams> = [];
-	public var pow : Float = 1.0;
+	public var ditributionPower : Float = 1.0;
 	// minimum count of pixels for an object to be drawn in cascade
 	public var minPixelSize : Int = 1;
 	public var firstCascadeSize : Float = 10.0;
@@ -47,6 +47,7 @@ class CascadeShadowMap extends DirShadowMap {
 		super(light);
 		format = R32F;
 		shader = dshader = cshader = new h3d.shader.CascadeShadow();
+		border = null;
 	}
 
 	public override function getShadowTex() {
@@ -63,7 +64,7 @@ class CascadeShadowMap extends DirShadowMap {
 		var max = maxDist < 0.0 ? ctx.camera.zFar : maxDist;
 		var step = max - firstCascadeSize;
 		var near = ( i == 0 ) ? 0.0 : previousFar - previousFar * transitionFraction;
-		var far = ( i == 0 ) ? firstCascadeSize : firstCascadeSize + hxd.Math.pow(i / (cascade - 1), pow) * step;
+		var far = ( i == 0 ) ? firstCascadeSize : firstCascadeSize + hxd.Math.pow(i / (cascade - 1), ditributionPower) * step;
 
 		// Not related to scale but let's pack it here to save memory
 		lightCameras[i].scale.w = far;