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-rw-r--r--scene/resources/camera_attributes.cpp13
1 files changed, 4 insertions, 9 deletions
diff --git a/scene/resources/camera_attributes.cpp b/scene/resources/camera_attributes.cpp
index af5df165b3..3a021720c6 100644
--- a/scene/resources/camera_attributes.cpp
+++ b/scene/resources/camera_attributes.cpp
@@ -373,11 +373,6 @@ real_t CameraAttributesPhysical::get_fov() const {
return frustum_fov;
}
-#ifdef MINGW_ENABLED
-#undef near
-#undef far
-#endif
-
void CameraAttributesPhysical::_update_frustum() {
//https://en.wikipedia.org/wiki/Circle_of_confusion#Circle_of_confusion_diameter_limit_based_on_d/1500
Vector2i sensor_size = Vector2i(36, 24); // Matches high-end DSLR, could be made variable if there is demand.
@@ -393,12 +388,12 @@ void CameraAttributesPhysical::_update_frustum() {
// that it is not picked up by the camera sensors.
// To be properly physically-based, we would run the DoF shader at all depths. To be efficient, we are only running it where the CoC
// will be visible, this introduces some value shifts in the near field that we have to compensate for below.
- float near = ((hyperfocal_length * u) / (hyperfocal_length + (u - frustum_focal_length))) / 1000.0; // In meters.
- float far = ((hyperfocal_length * u) / (hyperfocal_length - (u - frustum_focal_length))) / 1000.0; // In meters.
+ float depth_near = ((hyperfocal_length * u) / (hyperfocal_length + (u - frustum_focal_length))) / 1000.0; // In meters.
+ float depth_far = ((hyperfocal_length * u) / (hyperfocal_length - (u - frustum_focal_length))) / 1000.0; // In meters.
float scale = (frustum_focal_length / (u - frustum_focal_length)) * (frustum_focal_length / exposure_aperture);
- bool use_far = (far < frustum_far) && (far > 0.0);
- bool use_near = near > frustum_near;
+ bool use_far = (depth_far < frustum_far) && (depth_far > 0.0);
+ bool use_near = depth_near > frustum_near;
#ifdef DEBUG_ENABLED
if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
// Force disable DoF in editor builds to suppress warnings.