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/*
Minetest
Copyright (C) 2021 Liso <anlismon@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <cmath>
#include "client/shadows/dynamicshadows.h"
#include "client/client.h"
#include "client/clientenvironment.h"
#include "client/clientmap.h"
#include "client/camera.h"
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);
float tanFovX = tanf(cam->getFovX() * 0.5f);
// adjusted frustum boundaries
float sfNear = future_frustum.zNear;
float sfFar = adjustDist(future_frustum.zFar, cam->getFovY());
// 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);
cam_pos_scene += look * sfNear;
cam_pos_world += look * sfNear;
// center point of light frustum
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).normalize();
// Compute the frustumBoundingSphere radius
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 = 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();
}
DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
const v3f &position, video::SColorf lightColor,
f32 farValue) :
diffuseColor(lightColor),
farPlane(farValue), mapRes(shadowMapResolution), pos(position)
{}
void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool force)
{
if (dirty && !force)
return;
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
future_frustum.zNear = zNear;
future_frustum.zFar = zFar;
// update shadow frustum
createSplitMatrices(cam);
// get the draw list for shadows
client->getEnv().getClientMap().updateDrawListShadow(
getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
should_update_map_shadow = true;
dirty = true;
// when camera offset changes, adjust the current frustum view matrix to avoid flicker
v3s16 cam_offset = cam->getOffset();
if (cam_offset != shadow_frustum.camera_offset) {
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;
}
}
void DirectionalLight::commitFrustum()
{
if (!dirty)
return;
shadow_frustum = future_frustum;
dirty = false;
}
void DirectionalLight::setDirection(v3f dir)
{
direction = -dir;
direction.normalize();
}
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;
}
const m4f &DirectionalLight::getProjectionMatrix() const
{
return shadow_frustum.ProjOrthMat;
}
const m4f &DirectionalLight::getFutureViewMatrix() const
{
return future_frustum.ViewMat;
}
const m4f &DirectionalLight::getFutureProjectionMatrix() const
{
return future_frustum.ProjOrthMat;
}
m4f DirectionalLight::getViewProjMatrix()
{
return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;
}
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