You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Precompute projection matrices when rendering 2D shadows
This commit is contained in:
@@ -1654,28 +1654,39 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
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)),
|
||||
|
||||
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;
|
||||
{
|
||||
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;
|
||||
|
||||
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
|
||||
}
|
||||
|
||||
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());
|
||||
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);
|
||||
|
||||
Reference in New Issue
Block a user