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authorRémi Verschelde <remi@verschelde.fr>2022-08-26 23:04:06 +0200
committerGitHub <noreply@github.com>2022-08-26 23:04:06 +0200
commitf9f24469720a9422a1b08e387c81378d734ace82 (patch)
treee92f458834fa3935e208ae35d5da8af7d56c0b23 /servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
parent4f60fd04809490ef46e43936bfe7f28a5e97830b (diff)
parent59e11934d893cbcde70c10f9f861c710b19f3dfa (diff)
downloadredot-engine-f9f24469720a9422a1b08e387c81378d734ace82.tar.gz
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index d8499681ad..dd42271c95 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2862,7 +2862,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+ light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
@@ -2877,7 +2877,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
@@ -3092,7 +3092,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
+ light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
light_data.mask = light_storage->light_get_cull_mask(base);
@@ -3193,7 +3193,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
Projection cm = li->shadow_transform[0].camera;
- float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
+ float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle));
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
light_data.soft_shadow_size = 0.0;