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-rw-r--r--src/client/shadows/dynamicshadows.cpp8
-rw-r--r--src/client/shadows/dynamicshadows.h3
-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp8
3 files changed, 7 insertions, 12 deletions
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;
}