diff options
Diffstat (limited to 'src/client/shadows/dynamicshadows.cpp')
-rw-r--r-- | src/client/shadows/dynamicshadows.cpp | 58 |
1 files changed, 33 insertions, 25 deletions
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp index ddec3a5d5..ca2d3ce37 100644 --- a/src/client/shadows/dynamicshadows.cpp +++ b/src/client/shadows/dynamicshadows.cpp @@ -29,7 +29,6 @@ using m4f = core::matrix4; void DirectionalLight::createSplitMatrices(const Camera *cam) { - float radius; v3f newCenter; v3f look = cam->getDirection(); @@ -42,17 +41,16 @@ void DirectionalLight::createSplitMatrices(const Camera *cam) float sfFar = adjustDist(future_frustum.zFar, cam->getFovY()); // adjusted camera positions - v3f camPos2 = cam->getPosition(); - v3f camPos = v3f(camPos2.X - cam->getOffset().X * BS, - camPos2.Y - cam->getOffset().Y * BS, - camPos2.Z - cam->getOffset().Z * BS); - camPos += look * sfNear; - camPos2 += look * sfNear; + v3f cam_pos_world = cam->getPosition(); + 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); + cam_pos_scene += look * sfNear; + cam_pos_world += look * sfNear; // center point of light frustum - float end = sfNear + sfFar; - newCenter = camPos + look * (sfNear + 0.05f * end); - v3f world_center = camPos2 + look * (sfNear + 0.05f * end); + v3f center_scene = cam_pos_scene + look * 0.35 * (sfFar - sfNear); + v3f center_world = cam_pos_world + look * 0.35 * (sfFar - sfNear); // Create a vector to the frustum far corner const v3f &viewUp = cam->getCameraNode()->getUpVector(); @@ -60,22 +58,21 @@ void DirectionalLight::createSplitMatrices(const Camera *cam) v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize(); // Compute the frustumBoundingSphere radius - v3f boundVec = (camPos + farCorner * sfFar) - newCenter; - radius = boundVec.getLength(); - // boundVec.getLength(); - float vvolume = radius; - v3f frustumCenter = newCenter; - v3f eye_displacement = direction * vvolume; + v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene; + float radius = boundVec.getLength(); + float length = radius * 3.0f; + v3f eye_displacement = direction * length; // we must compute the viewmat with the position - the camera offset // but the future_frustum position must be the actual world position - v3f eye = frustumCenter - eye_displacement; - future_frustum.position = world_center - eye_displacement; - future_frustum.length = vvolume; - future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f)); - future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(future_frustum.length, - future_frustum.length, -future_frustum.length, - future_frustum.length,false); + v3f eye = center_scene - eye_displacement; + future_frustum.player = cam_pos_scene; + future_frustum.position = center_world - eye_displacement; + future_frustum.length = length; + future_frustum.radius = radius; + future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, center_scene, v3f(0.0f, 1.0f, 0.0f)); + future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(radius, radius, + 0.0f, length, false); future_frustum.camera_offset = cam->getOffset(); } @@ -94,7 +91,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo float zNear = cam->getCameraNode()->getNearValue(); float zFar = getMaxFarValue(); if (!client->getEnv().getClientMap().getControl().range_all) - zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS * 1.5); + zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS); /////////////////////////////////// // update splits near and fars @@ -105,7 +102,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo createSplitMatrices(cam); // get the draw list for shadows client->getEnv().getClientMap().updateDrawListShadow( - getPosition(), getDirection(), future_frustum.length); + getPosition(), getDirection(), future_frustum.radius, future_frustum.length); should_update_map_shadow = true; dirty = true; @@ -115,6 +112,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo v3f rotated_offset; shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS)); shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset); + shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS); shadow_frustum.camera_offset = cam_offset; } } @@ -139,6 +137,16 @@ v3f DirectionalLight::getPosition() const return shadow_frustum.position; } +v3f DirectionalLight::getPlayerPos() const +{ + return shadow_frustum.player; +} + +v3f DirectionalLight::getFuturePlayerPos() const +{ + return future_frustum.player; +} + const m4f &DirectionalLight::getViewMatrix() const { return shadow_frustum.ViewMat; |