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Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
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@@ -1924,7 +1924,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
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lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
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lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
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lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
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lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
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lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
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lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
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idx++;
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@@ -2362,7 +2362,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
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lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
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lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
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lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
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lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
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lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
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lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
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idx++;
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@@ -2800,7 +2800,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
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l.color[1] = color.g;
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l.color[2] = color.b;
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l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
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l.cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
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l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
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Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
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