Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
24 changes: 9 additions & 15 deletions crates/bevy_light/src/cascade.rs
Original file line number Diff line number Diff line change
Expand Up @@ -230,22 +230,16 @@ pub fn build_directional_light_cascades(

for (view_entity, projection, view_to_world) in views.iter().copied() {
let camera_to_light_view = light_to_world_inverse * view_to_world;
let view_cascades = cascades_config
.bounds
.iter()
.enumerate()
.map(|(idx, far_bound)| {
let overlap_factor = 1.0 - cascades_config.overlap_proportion;
let far_bounds = cascades_config.bounds.iter();
let near_bounds = [cascades_config.minimum_distance]
.into_iter()
.chain(far_bounds.clone().map(|bound| overlap_factor * bound));
let view_cascades = near_bounds
.zip(far_bounds)
.map(|(near_bound, far_bound)| {
// Negate bounds as -z is camera forward direction.
let z_near = if idx > 0 {
(1.0 - cascades_config.overlap_proportion)
* -cascades_config.bounds[idx - 1]
} else {
-cascades_config.minimum_distance
};
let z_far = -far_bound;

let corners = projection.get_frustum_corners(z_near, z_far);

let corners = projection.get_frustum_corners(-near_bound, -far_bound);
calculate_cascade(
corners,
directional_light_shadow_map.size as f32,
Expand Down
Loading