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author | x2048 <codeforsmile@gmail.com> | 2022-05-23 23:45:18 +0200 |
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committer | GitHub <noreply@github.com> | 2022-05-23 23:45:18 +0200 |
commit | ed26ed5a1f49fc66facd4a745d29441aba5a92c3 (patch) | |
tree | 2cd07a00e55939c7ada57551049d962d2d063bf4 /src/client/shadows | |
parent | 16a30556dfa8e27c82d026bd63467f82d2e37a1c (diff) | |
download | minetest-ed26ed5a1f49fc66facd4a745d29441aba5a92c3.tar.gz minetest-ed26ed5a1f49fc66facd4a745d29441aba5a92c3.tar.bz2 minetest-ed26ed5a1f49fc66facd4a745d29441aba5a92c3.zip |
Quantize light frustum calculations (#12357)
* Quantize light frustum calculations
Reduces shadow flicker
* Fix function name to match conventions
Diffstat (limited to 'src/client/shadows')
-rw-r--r-- | src/client/shadows/dynamicshadows.cpp | 20 |
1 files changed, 19 insertions, 1 deletions
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp index ca2d3ce37..9f26ba94a 100644 --- a/src/client/shadows/dynamicshadows.cpp +++ b/src/client/shadows/dynamicshadows.cpp @@ -27,10 +27,24 @@ with this program; if not, write to the Free Software Foundation, Inc., using m4f = core::matrix4; +static v3f quantizeDirection(v3f direction, float step) +{ + + float yaw = std::atan2(direction.Z, direction.X); + float pitch = std::asin(direction.Y); // assume look is normalized + + yaw = std::floor(yaw / step) * step; + pitch = std::floor(pitch / step) * step; + + return v3f(std::cos(yaw)*std::cos(pitch), std::sin(pitch), std::sin(yaw)*std::cos(pitch)); +} + void DirectionalLight::createSplitMatrices(const Camera *cam) { + const float DISTANCE_STEP = BS * 2.0; // 2 meters v3f newCenter; v3f look = cam->getDirection(); + look = quantizeDirection(look, M_PI / 12.0); // 15 degrees // camera view tangents float tanFovY = tanf(cam->getFovY() * 0.5f); @@ -42,6 +56,10 @@ void DirectionalLight::createSplitMatrices(const Camera *cam) // adjusted camera positions v3f cam_pos_world = cam->getPosition(); + cam_pos_world = v3f( + floor(cam_pos_world.X / DISTANCE_STEP) * DISTANCE_STEP, + floor(cam_pos_world.Y / DISTANCE_STEP) * DISTANCE_STEP, + floor(cam_pos_world.Z / DISTANCE_STEP) * DISTANCE_STEP); v3f cam_pos_scene = v3f(cam_pos_world.X - cam->getOffset().X * BS, cam_pos_world.Y - cam->getOffset().Y * BS, cam_pos_world.Z - cam->getOffset().Z * BS); @@ -61,7 +79,7 @@ void DirectionalLight::createSplitMatrices(const Camera *cam) v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene; float radius = boundVec.getLength(); float length = radius * 3.0f; - v3f eye_displacement = direction * length; + v3f eye_displacement = quantizeDirection(direction, M_PI / 2880 /*15 seconds*/) * length; // we must compute the viewmat with the position - the camera offset // but the future_frustum position must be the actual world position |