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authorx2048 <codeforsmile@gmail.com>2021-07-11 17:15:19 +0200
committerGitHub <noreply@github.com>2021-07-11 08:15:19 -0700
commitf5706d444b02ccc1fcd854968087172d50cfcca2 (patch)
tree073af762f7981cf49b0be4fdbd203ecc341df811 /src/util
parent1d25d1f7ad35f739e8a64c2bdb44105998aed19b (diff)
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Improve shadow rendering with non-default camera FOV (#11385)
* Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
Diffstat (limited to 'src/util')
-rw-r--r--src/util/numeric.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/util/numeric.cpp b/src/util/numeric.cpp
index 99e4cfb5c..702ddce95 100644
--- a/src/util/numeric.cpp
+++ b/src/util/numeric.cpp
@@ -159,7 +159,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
return true;
}
-s16 adjustDist(s16 dist, float zoom_fov)
+inline float adjustDist(float dist, float zoom_fov)
{
// 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client.
// The heuristic threshold for zooming is half of that.
@@ -167,8 +167,13 @@ s16 adjustDist(s16 dist, float zoom_fov)
if (zoom_fov < 0.001f || zoom_fov > threshold_fov)
return dist;
- return std::round(dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
- (1.0f - std::cos(zoom_fov / 2.0f))));
+ return dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
+ (1.0f - std::cos(zoom_fov / 2.0f)));
+}
+
+s16 adjustDist(s16 dist, float zoom_fov)
+{
+ return std::round(adjustDist((float)dist, zoom_fov));
}
void setPitchYawRollRad(core::matrix4 &m, const v3f &rot)