-
Notifications
You must be signed in to change notification settings - Fork 2.2k
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
[MAPS3D-831] Shadows: tree shadows and shadow map frustum optimization (
#470) * Tree shadows, casting and receiving Basic implementation, no instancing nor frustums optimization yet. * Update dynamic style Still unsupported: - icon-emissive-strength using measure-light - model-height-based-emissive-strength-multiplier (waiting on landmarks) - model-emissive-strength using measure-light (waiting on landmark) * Shadow frustum culling for trees * Remove u_cascade_distances and fade between cascades. Extend shadow map far to fill the top of tilted shadow map camera Set dynamic style (rebase to latest dynamic.json) as default. Enable usage or original style fill extrusions (not adding from 3d-playground) * render tests * setEventedParent for modelManager * load lights from style if present * Fix shader after rebase * revert back end fade range behavior (was using cascade[1].far * 0.75 on GPU earlier * shadow map extend frustum far on terrain. shadow cast and receive terrain raster shadows use non biased ground version to prevent peter panning.
- Loading branch information
Showing
26 changed files
with
3,787 additions
and
2,458 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.