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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp45
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp47
2 files changed, 55 insertions, 37 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 3c959f0143..0138f99d50 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1654,28 +1654,39 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c
return;
}
- for (int i = 0; i < 4; i++) {
- glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
+ Projection projection;
+ {
+ real_t fov = 90;
+ real_t nearp = p_near;
+ real_t farp = p_far;
+ real_t aspect = 1.0;
- Projection projection;
- {
- real_t fov = 90;
- real_t nearp = p_near;
- real_t farp = p_far;
- real_t aspect = 1.0;
+ 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;
- 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.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
+ }
- projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
- }
+ // 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)),
- Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+ projection * Projection(Vector4(-1, 0, 0, 0), Vector4(0, 0, -1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
+
+ 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))
+
+ };
+
+ for (int i = 0; i < 4; i++) {
+ glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
- projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
- shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
+ shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projections[i], shadow_render.shader_version, variant);
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
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) };