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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-02-01 20:55:25 +0100
committerGitHub <noreply@github.com>2021-02-01 20:55:25 +0100
commitd2e121650476af0a91bc24ea38253428e97f9695 (patch)
tree22b120a76f0430faa9e4a9383f7c0c83557616b6 /servers/rendering/renderer_rd
parent264504d76d2c1ea374d5508e6a2634e2b5002d84 (diff)
parent1d5042c9e265219dec8da7311879f12ef3ef698b (diff)
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index c354ad8c1c..2a1a4efe48 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1622,7 +1622,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
- Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 1461be8088..6764eb7b2b 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -4929,7 +4929,7 @@ void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawLi
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_PI * 2.0) / float(push_constant.sections_in_band);
+ push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
push_constant.y_mult = rb->sdfgi->y_mult;
uint32_t total_points = push_constant.sections_in_band * band_points;