diff options
Diffstat (limited to 'src/client')
-rw-r--r-- | src/client/shader.cpp | 2 | ||||
-rw-r--r-- | src/client/shadows/dynamicshadows.cpp | 31 |
2 files changed, 19 insertions, 14 deletions
diff --git a/src/client/shader.cpp b/src/client/shader.cpp index 355366bd3..0b35c37af 100644 --- a/src/client/shader.cpp +++ b/src/client/shader.cpp @@ -740,7 +740,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name, s32 shadow_filter = g_settings->getS32("shadow_filters"); shaders_header << "#define SHADOW_FILTER " << shadow_filter << "\n"; - float shadow_soft_radius = g_settings->getS32("shadow_soft_radius"); + float shadow_soft_radius = g_settings->getFloat("shadow_soft_radius"); if (shadow_soft_radius < 1.0f) shadow_soft_radius = 1.0f; shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n"; diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp index 775cdebce..17b711a61 100644 --- a/src/client/shadows/dynamicshadows.cpp +++ b/src/client/shadows/dynamicshadows.cpp @@ -33,29 +33,34 @@ void DirectionalLight::createSplitMatrices(const Camera *cam) v3f newCenter; v3f look = cam->getDirection(); + // camera view tangents + float tanFovY = tanf(cam->getFovY() * 0.5f); + float tanFovX = tanf(cam->getFovX() * 0.5f); + + // adjusted frustum boundaries + float sfNear = shadow_frustum.zNear; + float sfFar = adjustDist(shadow_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 * shadow_frustum.zNear; - camPos2 += look * shadow_frustum.zNear; - float end = shadow_frustum.zNear + shadow_frustum.zFar; - newCenter = camPos + look * (shadow_frustum.zNear + 0.05f * end); - v3f world_center = camPos2 + look * (shadow_frustum.zNear + 0.05f * end); - // Create a vector to the frustum far corner - // @Liso: move all vars we can outside the loop. - float tanFovY = tanf(cam->getFovY() * 0.5f); - float tanFovX = tanf(cam->getFovX() * 0.5f); + camPos += look * sfNear; + camPos2 += look * sfNear; - const v3f &viewUp = cam->getCameraNode()->getUpVector(); - // viewUp.normalize(); + // 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); + // Create a vector to the frustum far corner + const v3f &viewUp = cam->getCameraNode()->getUpVector(); v3f viewRight = look.crossProduct(viewUp); - // viewRight.normalize(); v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY; // Compute the frustumBoundingSphere radius - v3f boundVec = (camPos + farCorner * shadow_frustum.zFar) - newCenter; + v3f boundVec = (camPos + farCorner * sfFar) - newCenter; radius = boundVec.getLength() * 2.0f; // boundVec.getLength(); float vvolume = radius * 2.0f; |