Fix typo that broke the directional shadowmap

This commit is contained in:
Mathias Agopian
2021-11-01 16:39:12 -07:00
committed by Benjamin Doherty
parent 9987e8b6ab
commit b2dc8aa84c

View File

@@ -1069,6 +1069,8 @@ void ShadowMap::visitScene(const FScene& scene, uint32_t visibleLayers,
void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& camera,
ShadowMap::SceneInfo& sceneInfo) {
sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
// We assume the light is at the origin to compute the SceneInfo. This is consumed later by
// computeShadowCameraDirectional() which takes this into account.
const mat4f V = camera.view;
@@ -1098,7 +1100,6 @@ void ShadowMap::initSceneInfo(FScene const& scene, filament::CameraInfo const& c
void ShadowMap::updateSceneInfo(const mat4f& Mv, FScene const& scene,
ShadowMap::SceneInfo& sceneInfo) {
sceneInfo.lsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
sceneInfo.vsNearFar = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::max() };
visitScene(scene, sceneInfo.visibleLayers,
[&](Aabb caster) {
float2 nf = ShadowMap::computeNearFar(Mv, caster);