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authorRémi Verschelde <rverschelde@gmail.com>2020-01-22 22:02:09 +0100
committerGitHub <noreply@github.com>2020-01-22 22:02:09 +0100
commit37897dba80ae88785ca1cc7e0a717a6b15081a5b (patch)
treea5f03261aac00dd417b6e3ce731527da078d6e26 /scene
parent91b0be18dcc3ba3b1ecd35e8a7e416883776cf7b (diff)
parenteaf8e5ce52331d05ee117c21e114ab0990dd3a9b (diff)
Merge pull request #35406 from lawnjelly/ortho-shadow
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
Diffstat (limited to 'scene')
-rw-r--r--scene/3d/arvr_nodes.cpp10
-rw-r--r--scene/3d/camera.cpp10
2 files changed, 8 insertions, 12 deletions
diff --git a/scene/3d/arvr_nodes.cpp b/scene/3d/arvr_nodes.cpp
index f0aaba1065..8d1556ef1c 100644
--- a/scene/3d/arvr_nodes.cpp
+++ b/scene/3d/arvr_nodes.cpp
@@ -85,9 +85,8 @@ Vector3 ARVRCamera::project_local_ray_normal(const Point2 &p_pos) const {
Vector3 ray;
CameraMatrix cm = arvr_interface->get_projection_for_eye(ARVRInterface::EYE_MONO, viewport_size.aspect(), get_znear(), get_zfar());
- float screen_w, screen_h;
- cm.get_viewport_size(screen_w, screen_h);
- ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_w, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_h, -get_znear()).normalized();
+ Vector2 screen_he = cm.get_viewport_half_extents();
+ ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -get_znear()).normalized();
return ray;
};
@@ -138,13 +137,12 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point, float p_z_depth) con
CameraMatrix cm = arvr_interface->get_projection_for_eye(ARVRInterface::EYE_MONO, viewport_size.aspect(), get_znear(), get_zfar());
- Size2 vp_size;
- cm.get_viewport_size(vp_size.x, vp_size.y);
+ Vector2 vp_he = cm.get_viewport_half_extents();
Vector2 point;
point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
- point *= vp_size;
+ point *= vp_he;
Vector3 p(point.x, point.y, -p_z_depth);
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp
index 3a30755f7f..640189a26e 100644
--- a/scene/3d/camera.cpp
+++ b/scene/3d/camera.cpp
@@ -291,9 +291,8 @@ Vector3 Camera::project_local_ray_normal(const Point2 &p_pos) const {
} else {
CameraMatrix cm;
cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
- float screen_w, screen_h;
- cm.get_viewport_size(screen_w, screen_h);
- ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_w, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_h, -near).normalized();
+ Vector2 screen_he = cm.get_viewport_half_extents();
+ ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -near).normalized();
}
return ray;
@@ -402,13 +401,12 @@ Vector3 Camera::project_position(const Point2 &p_point, float p_z_depth) const {
else
cm.set_perspective(fov, viewport_size.aspect(), p_z_depth, far, keep_aspect == KEEP_WIDTH);
- Size2 vp_size;
- cm.get_viewport_size(vp_size.x, vp_size.y);
+ Vector2 vp_he = cm.get_viewport_half_extents();
Vector2 point;
point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0;
point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0;
- point *= vp_size;
+ point *= vp_he;
Vector3 p(point.x, point.y, -p_z_depth);