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Core: Use Math namespace for constants

This commit is contained in:
Thaddeus Crews
2025-04-10 11:21:05 -05:00
parent 06c71fbf40
commit 94282d88f9
181 changed files with 812 additions and 818 deletions

View File

@@ -1674,7 +1674,7 @@ void GI::SDFGI::debug_probes(RID p_framebuffer, const uint32_t p_view_count, con
push_constant.band_power = 4;
push_constant.sections_in_band = ((band_points / 2) - 1);
push_constant.band_mask = band_points - 2;
push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
push_constant.section_arc = Math::TAU / float(push_constant.sections_in_band);
push_constant.y_mult = y_mult;
uint32_t total_points = push_constant.sections_in_band * band_points;
@@ -1977,11 +1977,11 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
// Convert from Luminous Power to Luminous Intensity
if (lights[idx].type == RS::LIGHT_OMNI) {
lights[idx].energy *= 1.0 / (Math_PI * 4.0);
lights[idx].energy *= 1.0 / (Math::PI * 4.0);
} else if (lights[idx].type == RS::LIGHT_SPOT) {
// Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
// We make this assumption to keep them easy to control.
lights[idx].energy *= 1.0 / Math_PI;
lights[idx].energy *= 1.0 / Math::PI;
}
}
@@ -2440,11 +2440,11 @@ void GI::SDFGI::render_static_lights(RenderDataRD *p_render_data, Ref<RenderScen
// Convert from Luminous Power to Luminous Intensity
if (lights[idx].type == RS::LIGHT_OMNI) {
lights[idx].energy *= 1.0 / (Math_PI * 4.0);
lights[idx].energy *= 1.0 / (Math::PI * 4.0);
} else if (lights[idx].type == RS::LIGHT_SPOT) {
// Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
// We make this assumption to keep them easy to control.
lights[idx].energy *= 1.0 / Math_PI;
lights[idx].energy *= 1.0 / Math::PI;
}
}
@@ -2906,11 +2906,11 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
// Convert from Luminous Power to Luminous Intensity
if (l.type == RS::LIGHT_OMNI) {
l.energy *= 1.0 / (Math_PI * 4.0);
l.energy *= 1.0 / (Math::PI * 4.0);
} else if (l.type == RS::LIGHT_SPOT) {
// Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
// We make this assumption to keep them easy to control.
l.energy *= 1.0 / Math_PI;
l.energy *= 1.0 / Math::PI;
}
}