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Merge pull request #98307 from clayjohn/Light2D-shadow-projection
Precompute projection matrices when rendering 2D shadows
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2b02143d35
@ -1654,9 +1654,6 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c
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return;
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}
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for (int i = 0; i < 4; i++) {
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glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
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Projection projection;
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{
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real_t fov = 90;
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@ -1672,10 +1669,24 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c
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projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
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}
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Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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// Precomputed:
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// Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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// projection = projection * Projection(Transform3D().looking_at(cam_targets[i], Vector3(0, 0, -1)).affine_inverse());
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const Projection projections[4] = {
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projection * Projection(Vector4(0, 0, -1, 0), Vector4(1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
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shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
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projection * Projection(Vector4(-1, 0, 0, 0), Vector4(0, 0, -1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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projection * Projection(Vector4(0, 0, 1, 0), Vector4(-1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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projection * Projection(Vector4(1, 0, 0, 0), Vector4(0, 0, 1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1))
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};
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for (int i = 0; i < 4; i++) {
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glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
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shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projections[i], shadow_render.shader_version, variant);
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static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
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shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
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@ -993,14 +993,6 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
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Vector<Color> cc;
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cc.push_back(Color(p_far, p_far, p_far, 1.0));
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for (int i = 0; i < 4; i++) {
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//make sure it remains orthogonal, makes easy to read angle later
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//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
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Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
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Projection projection;
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{
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real_t fov = 90;
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@ -1016,13 +1008,28 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
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projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
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}
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Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
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// Precomputed:
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// Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
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// projection = projection * Projection(Transform3D().looking_at(cam_targets[i], Vector3(0, 0, -1)).affine_inverse());
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const Projection projections[4] = {
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projection * Projection(Vector4(0, 0, -1, 0), Vector4(1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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projection * Projection(Vector4(-1, 0, 0, 0), Vector4(0, 0, -1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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projection * Projection(Vector4(0, 0, 1, 0), Vector4(-1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)),
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projection * Projection(Vector4(1, 0, 0, 0), Vector4(0, 0, 1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1))
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};
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for (int i = 0; i < 4; i++) {
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Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
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ShadowRenderPushConstant push_constant;
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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push_constant.projection[y * 4 + x] = projection.columns[y][x];
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push_constant.projection[y * 4 + x] = projections[i].columns[y][x];
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}
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}
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static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
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