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@@ -320,7 +320,7 @@ void View::GetDrawables()
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sceneBox_.defined_ = false;
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sceneViewBox_.min_ = sceneViewBox_.max_ = Vector3::ZERO;
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sceneViewBox_.defined_ = false;
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- Matrix3x4 view(camera_->InverseWorldTransform());
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+ Matrix3x4 view(camera_->GetInverseWorldTransform());
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unsigned cameraViewMask = camera_->GetViewMask();
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for (unsigned i = 0; i < tempDrawables_.Size(); ++i)
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@@ -1051,7 +1051,7 @@ void View::RenderBatchesDeferred()
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renderer_->GetPixelShader(shaderName), false);
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// Store view transform for next frame
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- lastCameraView_ = camera_->InverseWorldTransform();
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+ lastCameraView_ = camera_->GetInverseWorldTransform();
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}
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}
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@@ -1254,7 +1254,7 @@ unsigned View::ProcessLight(Light* light)
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bool generateBoxes = (isSplitShadowed) && (split->GetShadowFocus().focus_);
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Matrix3x4 lightView;
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if (shadowCamera)
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- lightView = shadowCamera->InverseWorldTransform();
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+ lightView = shadowCamera->GetInverseWorldTransform();
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if (!optimize)
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{
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@@ -1400,7 +1400,7 @@ void View::ProcessLightQuery(unsigned splitIndex, const PODVector<Drawable*>& re
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if (shadowCamera)
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{
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bool projectBoxes = !shadowCamera->IsOrthographic();
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- lightView = shadowCamera->InverseWorldTransform();
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+ lightView = shadowCamera->GetInverseWorldTransform();
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lightProj = shadowCamera->GetProjection();
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// Transform scene frustum into shadow camera's view space for shadow caster visibility check
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@@ -1567,7 +1567,7 @@ void View::SetupShadowCamera(Light* light, bool shadowOcclusion)
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if ((shadowOcclusion) || (parameters.focus_))
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sceneMaxZ = Min(sceneViewBox_.max_.z_, sceneMaxZ);
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- Matrix3x4 lightView(shadowCamera->InverseWorldTransform());
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+ Matrix3x4 lightView(shadowCamera->GetInverseWorldTransform());
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Frustum lightViewSplitFrustum = camera_->GetSplitFrustum(light->GetNearSplit() - light->GetNearFadeRange(),
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Min(light->GetFarSplit(), sceneMaxZ)).Transformed(lightView);
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@@ -1605,7 +1605,7 @@ void View::SetupShadowCamera(Light* light, bool shadowOcclusion)
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if ((light->GetLightType() == LIGHT_SPOT) && (parameters.zoomOut_))
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{
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// Make sure the out-zooming does not start while we are inside the spot
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- float distance = Max((camera_->InverseWorldTransform() * light->GetWorldPosition()).z_ - light->GetRange(), 1.0f);
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+ float distance = Max((camera_->GetInverseWorldTransform() * light->GetWorldPosition()).z_ - light->GetRange(), 1.0f);
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float lightPixels = (((float)height_ * light->GetRange() * camera_->GetZoom() * 0.5f) / distance);
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// Clamp pixel amount to a sufficient minimum to avoid self-shadowing artifacts due to loss of precision
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@@ -1735,7 +1735,7 @@ const Rect& View::GetLightScissor(Light* light)
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if (i != lightScissorCache_.End())
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return i->second_;
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- Matrix3x4 view(camera_->InverseWorldTransform());
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+ Matrix3x4 view(camera_->GetInverseWorldTransform());
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Matrix4 projection(camera_->GetProjection());
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switch (light->GetLightType())
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@@ -2014,7 +2014,7 @@ void View::SetShaderParameters()
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void View::DrawSplitLightToStencil(Camera& camera, Light* light, bool clear)
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{
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graphics_->ClearTransformSources();
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- Matrix3x4 view(camera.InverseWorldTransform());
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+ Matrix3x4 view(camera.GetInverseWorldTransform());
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switch (light->GetLightType())
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{
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