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Merge pull request #73478 from NewDefectus/master
Use the original canvas to calculate light positioning
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5e57205365
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@ -224,13 +224,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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l = l->next_ptr;
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ERR_CONTINUE(!clight);
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}
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Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
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Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
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state.light_uniforms[index].position[0] = canvas_light_pos.x;
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state.light_uniforms[index].position[1] = canvas_light_pos.y;
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_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
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_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
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_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
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state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
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@ -1252,13 +1252,12 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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l = l->next_ptr;
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ERR_CONTINUE(!clight);
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}
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Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
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Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
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state.light_uniforms[index].position[0] = canvas_light_pos.x;
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state.light_uniforms[index].position[1] = canvas_light_pos.y;
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_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
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_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
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_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
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state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
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@ -349,7 +349,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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Transform2D scale;
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scale.scale(cl->rect_cache.size);
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scale.columns[2] = cl->rect_cache.position;
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cl->light_shader_xform = cl->xform * scale;
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cl->light_shader_xform = xf * cl->xform * scale;
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if (cl->use_shadow) {
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cl->shadows_next_ptr = lights_with_shadow;
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if (lights_with_shadow == nullptr) {
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