diff options
author | Lars <larsh@apache.org> | 2023-04-06 09:30:37 -1000 |
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committer | lhofhansl <larsh@apache.org> | 2023-04-09 07:10:17 -1000 |
commit | 89829986813549ae7d199ae9a025f97e5982c35e (patch) | |
tree | ef0f391029f72e6837b7eddf9c2a920a3f5b6d00 /src/client/shadows/dynamicshadowsrender.cpp | |
parent | 9d736e8b8baeeacad9cfa94edd18adfcaf000029 (diff) | |
download | minetest-89829986813549ae7d199ae9a025f97e5982c35e.tar.xz |
Add a default direction light for shadows
Diffstat (limited to 'src/client/shadows/dynamicshadowsrender.cpp')
-rw-r--r-- | src/client/shadows/dynamicshadowsrender.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp index 740edfe21..320a046cd 100644 --- a/src/client/shadows/dynamicshadowsrender.cpp +++ b/src/client/shadows/dynamicshadowsrender.cpp @@ -53,6 +53,9 @@ ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) : m_shadow_map_colored = g_settings->getBool("shadow_map_color"); m_shadow_samples = g_settings->getS32("shadow_filters"); m_map_shadow_update_frames = g_settings->getS16("shadow_update_frames"); + + // add at least one light + addDirectionalLight(); } ShadowRenderer::~ShadowRenderer() @@ -157,11 +160,8 @@ size_t ShadowRenderer::getDirectionalLightCount() const f32 ShadowRenderer::getMaxShadowFar() const { - if (!m_light_list.empty()) { - float zMax = m_light_list[0].getFarValue(); - return zMax; - } - return 0.0f; + float zMax = m_light_list[0].getFarValue(); + return zMax; } void ShadowRenderer::setShadowIntensity(float shadow_intensity) @@ -258,7 +258,7 @@ void ShadowRenderer::updateSMTextures() node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal); } - if (!m_shadow_node_array.empty() && !m_light_list.empty()) { + if (!m_shadow_node_array.empty()) { bool reset_sm_texture = false; // detect if SM should be regenerated @@ -344,7 +344,7 @@ void ShadowRenderer::update(video::ITexture *outputTarget) } - if (!m_shadow_node_array.empty() && !m_light_list.empty()) { + if (!m_shadow_node_array.empty()) { for (DirectionalLight &light : m_light_list) { // Static shader values for entities are set in updateSMTextures |