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Added shadow caster flag to filter.
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950a62f3f8
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1 changed files with 2 additions and 2 deletions
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@ -224,7 +224,7 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
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const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup");
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const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup");
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const auto queryResolution = setupOutput.getN<RenderShadowSetup::Outputs>(2);
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const auto queryResolution = setupOutput.getN<RenderShadowSetup::Outputs>(2);
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// Fetch and cull the items from the scene
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// Fetch and cull the items from the scene
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static const auto shadowCasterFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask);
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static const auto shadowCasterFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask).withShadowCaster();
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const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterFilter, queryResolution).asVarying();
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const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterFilter, queryResolution).asVarying();
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const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);
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const auto shadowSelection = task.addJob<FetchSpatialTree>("FetchShadowTree", fetchInput);
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const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterFilter).asVarying();
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const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterFilter).asVarying();
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@ -398,7 +398,7 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
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if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
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output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask);
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output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask).withShadowCaster();
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// Set the keylight render args
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// Set the keylight render args
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auto& cascade = globalShadow->getCascade(_cascadeIndex);
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auto& cascade = globalShadow->getCascade(_cascadeIndex);
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