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authorDmitry Kostenko <codeforsmile@gmail.com>2022-02-20 00:04:48 +0100
committerx2048 <codeforsmile@gmail.com>2022-03-07 23:45:26 +0100
commit4801bdf45aaaa9238bc52a157e1d25c9d477d81a (patch)
tree7d557eda80e935b62129f40ae683e7685b28bc8f
parent25c1974e0d734b6e80d128b325e8e6b506a7401b (diff)
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Correct normal bias for entities
Remove use of magic constants. Apply cameraOffset Calculate distance projected on SM plane
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl10
-rw-r--r--src/client/shadows/dynamicshadows.cpp8
-rw-r--r--src/client/shadows/dynamicshadows.h3
-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp8
4 files changed, 14 insertions, 15 deletions
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index 12078f532..185551c58 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -3,6 +3,7 @@ uniform vec3 dayLight;
uniform vec3 eyePosition;
uniform float animationTimer;
uniform vec4 emissiveColor;
+uniform vec3 cameraOffset;
varying vec3 vNormal;
@@ -110,10 +111,13 @@ void main(void)
// Calculate normal offset scale based on the texel size adjusted for
// curvature of the SM texture. This code must be change together with
// getPerspectiveFactor or any light-space transformation.
- float distanceToPlayer = length((eyePosition - worldPosition).xyz) / f_shadowfar;
+ vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
+ // Distance from the vertex to the player
+ float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
+ // perspective factor estimation according to the
float perspectiveFactor = distanceToPlayer * bias0 + bias1;
- float texelSize = 1.0 / f_textureresolution;
- texelSize *= f_shadowfar * perspectiveFactor / (bias1 / perspectiveFactor - texelSize * bias0) * 0.15;
+ float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
+ (f_textureresolution * bias1 - perspectiveFactor * bias0);
float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
normalOffsetScale = texelSize * slopeScale;
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp
index 6ef5a4f1d..a45bf64fe 100644
--- a/src/client/shadows/dynamicshadows.cpp
+++ b/src/client/shadows/dynamicshadows.cpp
@@ -58,15 +58,13 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
const v3f &viewUp = cam->getCameraNode()->getUpVector();
v3f viewRight = look.crossProduct(viewUp);
- v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
+ v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
// Compute the frustumBoundingSphere radius
v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
- radius = boundVec.getLength() * 2.0f;
+ radius = boundVec.getLength();
// boundVec.getLength();
- float vvolume = radius * 2.0f;
-
+ float vvolume = radius;
v3f frustumCenter = newCenter;
- // probar radius multipliacdor en funcion del I, a menor I mas multiplicador
v3f eye_displacement = direction * vvolume;
// we must compute the viewmat with the position - the camera offset
diff --git a/src/client/shadows/dynamicshadows.h b/src/client/shadows/dynamicshadows.h
index d8be66be8..03dd36014 100644
--- a/src/client/shadows/dynamicshadows.h
+++ b/src/client/shadows/dynamicshadows.h
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_bloated.h"
#include <matrix4.h>
#include "util/basic_macros.h"
+#include "constants.h"
class Camera;
class Client;
@@ -67,7 +68,7 @@ public:
/// Gets the light's far value.
f32 getMaxFarValue() const
{
- return farPlane;
+ return farPlane * BS;
}
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp
index a913a9290..528415aaf 100644
--- a/src/client/shadows/dynamicshadowsrender.cpp
+++ b/src/client/shadows/dynamicshadowsrender.cpp
@@ -118,12 +118,8 @@ size_t ShadowRenderer::getDirectionalLightCount() const
f32 ShadowRenderer::getMaxShadowFar() const
{
if (!m_light_list.empty()) {
- float wanted_range = m_client->getEnv().getClientMap().getWantedRange();
-
- float zMax = m_light_list[0].getMaxFarValue() > wanted_range
- ? wanted_range
- : m_light_list[0].getMaxFarValue();
- return zMax * MAP_BLOCKSIZE;
+ float zMax = m_light_list[0].getMaxFarValue();
+ return zMax;
}
return 0.0f;
}