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@@ -993,36 +993,43 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
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Vector<Color> cc;
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cc.push_back(Color(p_far, p_far, p_far, 1.0));
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- for (int i = 0; i < 4; i++) {
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- //make sure it remains orthogonal, makes easy to read angle later
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+ Projection projection;
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+ {
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+ real_t fov = 90;
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+ real_t nearp = p_near;
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+ real_t farp = p_far;
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+ real_t aspect = 1.0;
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- //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
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+ real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
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+ real_t ymin = -ymax;
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+ real_t xmin = ymin * aspect;
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+ real_t xmax = ymax * aspect;
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- Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
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- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
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+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
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+ }
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- Projection projection;
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- {
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- real_t fov = 90;
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- real_t nearp = p_near;
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- real_t farp = p_far;
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- real_t aspect = 1.0;
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+ // Precomputed:
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+ // Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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+ // projection = projection * Projection(Transform3D().looking_at(cam_targets[i], Vector3(0, 0, -1)).affine_inverse());
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+ const Projection projections[4] = {
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+ projection * Projection(Vector4(0, 0, -1, 0), Vector4(1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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- real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
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- real_t ymin = -ymax;
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- real_t xmin = ymin * aspect;
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- real_t xmax = ymax * aspect;
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+ projection * Projection(Vector4(-1, 0, 0, 0), Vector4(0, 0, -1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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- projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
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- }
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+ projection * Projection(Vector4(0, 0, 1, 0), Vector4(-1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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+
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+ projection * Projection(Vector4(1, 0, 0, 0), Vector4(0, 0, 1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1))
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+
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+ };
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- Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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- projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
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+ for (int i = 0; i < 4; i++) {
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+ Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
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+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
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ShadowRenderPushConstant push_constant;
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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- push_constant.projection[y * 4 + x] = projection.columns[y][x];
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+ push_constant.projection[y * 4 + x] = projections[i].columns[y][x];
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}
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}
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static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
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