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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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@@ -2862,7 +2862,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
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light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
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light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
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if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
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WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
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@@ -2877,7 +2877,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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// I know tan(0) is 0, but let's not risk it with numerical precision.
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// technically this will keep expanding until reaching the sun, but all we care
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// is expand until we reach the radius of the near plane (there can't be more occluders than that)
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angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
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angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
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if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
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// Only enable PCSS-like soft shadows if blurring is enabled.
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// Otherwise, performance would decrease with no visual difference.
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@@ -3092,7 +3092,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
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float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
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light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
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light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
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light_data.mask = light_storage->light_get_cull_mask(base);
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@@ -3193,7 +3193,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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// Only enable PCSS-like soft shadows if blurring is enabled.
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// Otherwise, performance would decrease with no visual difference.
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Projection cm = li->shadow_transform[0].camera;
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float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
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float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle));
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light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
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} else {
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light_data.soft_shadow_size = 0.0;
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