You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-16 14:00:40 +00:00
Use Vector* component-wise min/max/clamp functions where applicable
This commit is contained in:
@@ -509,9 +509,7 @@ Vector3i Fog::_point_get_position_in_froxel_volume(const Vector3 &p_point, float
|
||||
fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread));
|
||||
fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5);
|
||||
|
||||
fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x);
|
||||
fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y);
|
||||
fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z);
|
||||
fog_position = fog_position.clamp(Vector3(), fog_size);
|
||||
|
||||
return Vector3i(fog_position);
|
||||
}
|
||||
@@ -680,8 +678,8 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
|
||||
max = Vector3i(1, 1, 1);
|
||||
|
||||
for (int j = 0; j < 8; j++) {
|
||||
min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z));
|
||||
max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z));
|
||||
min = min.min(points[j]);
|
||||
max = max.max(points[j]);
|
||||
}
|
||||
|
||||
kernel_size = max - min;
|
||||
|
||||
Reference in New Issue
Block a user