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Change CameraMatrix::get_viewport_size to get_viewport_half_extents

Fixes #26637.
Fixes #19900.

The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.

Code which called this function has also been modified accordingly.

This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.

It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
This commit is contained in:
lawnjelly
2020-01-21 18:39:16 +00:00
parent 11260fb87f
commit eaf8e5ce52
8 changed files with 37 additions and 40 deletions

View File

@@ -1398,9 +1398,9 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons
if (p_cam_orthogonal) {
float w, h;
p_cam_projection.get_viewport_size(w, h);
camera_matrix.set_orthogonal(w, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
} else {
float fov = p_cam_projection.get_fov();
@@ -2088,8 +2088,8 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
float zn = p_cam_projection.get_z_near();
Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
float vp_w, vp_h; //near plane size in screen coordinates
p_cam_projection.get_viewport_size(vp_w, vp_h);
// near plane half width and height
Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
switch (VSG::storage->light_get_type(ins->base)) {
@@ -2115,7 +2115,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_w + vp_h);
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
case VS::LIGHT_SPOT: {
@@ -2144,7 +2144,7 @@ void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const Ca
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_w + vp_h);
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
default: {