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author | Thaddeus Crews <repiteo@outlook.com> | 2024-11-10 12:12:14 -0600 |
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committer | Thaddeus Crews <repiteo@outlook.com> | 2024-11-10 12:12:14 -0600 |
commit | 2b02143d35ed6bf271cb30ae70a927e76b9f5088 (patch) | |
tree | 40be68334b4233a29564162a448848f2b8fd523b /servers | |
parent | e65a23762b36b564eb94672031f37fdadba72333 (diff) | |
parent | 62516df757401ad5280a1384bd6d341aac8ac1df (diff) | |
download | redot-engine-2b02143d35ed6bf271cb30ae70a927e76b9f5088.tar.gz |
Merge pull request #98307 from clayjohn/Light2D-shadow-projection
Precompute projection matrices when rendering 2D shadows
Diffstat (limited to 'servers')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 47 |
1 files changed, 27 insertions, 20 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index c4a732fef1..0dcdb90948 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -993,36 +993,43 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, Vector<Color> cc; cc.push_back(Color(p_far, p_far, p_far, 1.0)); - for (int i = 0; i < 4; i++) { - //make sure it remains orthogonal, makes easy to read angle later + Projection projection; + { + real_t fov = 90; + real_t nearp = p_near; + real_t farp = p_far; + real_t aspect = 1.0; - //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); + real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); + real_t ymin = -ymax; + real_t xmin = ymin * aspect; + real_t xmax = ymax * aspect; - Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); - 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); + projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); + } - Projection projection; - { - real_t fov = 90; - real_t nearp = p_near; - real_t farp = p_far; - real_t aspect = 1.0; + // Precomputed: + // Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); + // projection = projection * Projection(Transform3D().looking_at(cam_targets[i], Vector3(0, 0, -1)).affine_inverse()); + const Projection projections[4] = { + projection * Projection(Vector4(0, 0, -1, 0), Vector4(1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), - real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); - real_t ymin = -ymax; - real_t xmin = ymin * aspect; - real_t xmax = ymax * aspect; + projection * Projection(Vector4(-1, 0, 0, 0), Vector4(0, 0, -1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), - projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); - } + projection * Projection(Vector4(0, 0, 1, 0), Vector4(-1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), + + projection * Projection(Vector4(1, 0, 0, 0), Vector4(0, 0, 1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)) + + }; - Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); - projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); + for (int i = 0; i < 4; i++) { + Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); + 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); ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { - push_constant.projection[y * 4 + x] = projection.columns[y][x]; + push_constant.projection[y * 4 + x] = projections[i].columns[y][x]; } } static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; |