]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/shadows/dynamicshadowsrender.cpp
Force-update shadows when the world is changed (#12364)
[dragonfireclient.git] / src / client / shadows / dynamicshadowsrender.cpp
index c13cfe252894af9adc2e63ed137d5ad0df399b9e..b8ceeb6239e48eaef04d6d31926a1aced79bc2e3 100644 (file)
@@ -242,7 +242,7 @@ void ShadowRenderer::updateSMTextures()
 
                // detect if SM should be regenerated
                for (DirectionalLight &light : m_light_list) {
-                       if (light.should_update_map_shadow) {
+                       if (light.should_update_map_shadow || m_force_update_shadow_map) {
                                light.should_update_map_shadow = false;
                                m_current_frame = 0;
                                reset_sm_texture = true;
@@ -271,14 +271,14 @@ void ShadowRenderer::updateSMTextures()
                        // should put some gl* fn here
 
 
-                       if (m_current_frame < m_map_shadow_update_frames) {
+                       if (m_current_frame < m_map_shadow_update_frames || m_force_update_shadow_map) {
                                m_driver->setRenderTarget(shadowMapTargetTexture, reset_sm_texture, true,
                                                video::SColor(255, 255, 255, 255));
                                renderShadowMap(shadowMapTargetTexture, light);
 
                                // Render transparent part in one pass.
                                // This is also handled in ClientMap.
-                               if (m_current_frame == m_map_shadow_update_frames - 1) {
+                               if (m_current_frame == m_map_shadow_update_frames - 1 || m_force_update_shadow_map) {
                                        if (m_shadow_map_colored) {
                                                m_driver->setRenderTarget(0, false, false);
                                                m_driver->setRenderTarget(shadowMapTextureColors,
@@ -298,7 +298,7 @@ void ShadowRenderer::updateSMTextures()
                        ++m_current_frame;
 
                // pass finished, swap textures and commit light changes
-               if (m_current_frame == m_map_shadow_update_frames) {
+               if (m_current_frame == m_map_shadow_update_frames || m_force_update_shadow_map) {
                        if (shadowMapClientMapFuture != nullptr)
                                std::swap(shadowMapClientMapFuture, shadowMapClientMap);
 
@@ -306,6 +306,7 @@ void ShadowRenderer::updateSMTextures()
                        for (DirectionalLight &light : m_light_list)
                                light.commitFrustum();
                }
+               m_force_update_shadow_map = false;
        }
 }
 
@@ -432,7 +433,10 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
                m_driver->setTransform(video::ETS_WORLD,
                                map_node->getAbsoluteTransformation());
 
-               map_node->renderMapShadows(m_driver, material, pass, m_current_frame, m_map_shadow_update_frames);
+               int frame = m_force_update_shadow_map ? 0 : m_current_frame;
+               int total_frames = m_force_update_shadow_map ? 1 : m_map_shadow_update_frames;
+
+               map_node->renderMapShadows(m_driver, material, pass, frame, total_frames);
                break;
        }
 }