diff options
Diffstat (limited to 'src/client/shadows/dynamicshadows.cpp')
-rw-r--r-- | src/client/shadows/dynamicshadows.cpp | 80 |
1 files changed, 53 insertions, 27 deletions
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp index 6ef5a4f1d..9f26ba94a 100644 --- a/src/client/shadows/dynamicshadows.cpp +++ b/src/client/shadows/dynamicshadows.cpp @@ -27,11 +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) { - float radius; + 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); @@ -42,42 +55,42 @@ 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(); + 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); + 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(); 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; - // boundVec.getLength(); - float vvolume = radius * 2.0f; - - v3f frustumCenter = newCenter; - // probar radius multipliacdor en funcion del I, a menor I mas multiplicador - 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 = 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 - 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(); } @@ -95,6 +108,8 @@ 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); /////////////////////////////////// // update splits near and fars @@ -105,7 +120,7 @@ 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 +130,7 @@ 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 +155,16 @@ 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; |