Jelajahi Sumber

Use the original canvas to calculate light positioning

Alon Ran 2 tahun lalu
induk
melakukan
2d7db30f0d

+ 1 - 2
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -224,13 +224,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
 				l = l->next_ptr;
 				ERR_CONTINUE(!clight);
 			}
-			Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
 
 			Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
 			state.light_uniforms[index].position[0] = canvas_light_pos.x;
 			state.light_uniforms[index].position[1] = canvas_light_pos.y;
 
-			_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+			_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
 			_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
 
 			state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss

+ 1 - 2
servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp

@@ -1252,13 +1252,12 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
 				l = l->next_ptr;
 				ERR_CONTINUE(!clight);
 			}
-			Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
 
 			Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
 			state.light_uniforms[index].position[0] = canvas_light_pos.x;
 			state.light_uniforms[index].position[1] = canvas_light_pos.y;
 
-			_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+			_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
 			_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
 
 			state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss

+ 1 - 1
servers/rendering/renderer_viewport.cpp

@@ -349,7 +349,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 						Transform2D scale;
 						scale.scale(cl->rect_cache.size);
 						scale.columns[2] = cl->rect_cache.position;
-						cl->light_shader_xform = cl->xform * scale;
+						cl->light_shader_xform = xf * cl->xform * scale;
 						if (cl->use_shadow) {
 							cl->shadows_next_ptr = lights_with_shadow;
 							if (lights_with_shadow == nullptr) {