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[vulkan] Check for ambient lights
Ambient lights are represented by a point at infinity and a zero direction vector (spherical lights have a non-zero direction vector but the cone angle is 360 degrees). This fixes what appeared to be mangled light renderers (it was actually just an ambient light being treated as a directional light (point at infinity, but non-zero direction vector).
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8e7474f614
commit
b8070e0141
1 changed files with 4 additions and 3 deletions
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@ -702,10 +702,12 @@ build_shadow_maps (lightingctx_t *lctx, vulkan_ctx_t *ctx)
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int layers = 1;
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int li = lightMap[i];
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__auto_type lr = &lctx->light_renderers.a[li];
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*lr = (light_renderer_t) {};
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lr->mode = ST_NONE;
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if (!lights[li].position[3]) {
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lr->mode = ST_CASCADE;
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if (!VectorIsZero (lights[li].direction)) {
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lr->mode = ST_CASCADE;
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}
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} else {
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if (lights[li].direction[3] > -0.5) {
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lr->mode = ST_CUBE;
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@ -791,7 +793,6 @@ build_shadow_maps (lightingctx_t *lctx, vulkan_ctx_t *ctx)
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__auto_type lr = &lctx->light_renderers.a[li];
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if (imageMap[li] == -1) {
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*lr = (light_renderer_t) {};
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continue;
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}
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