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Improve shadow rendering with non-default camera FOV (#11385)
* Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
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@@ -159,7 +159,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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return true;
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}
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s16 adjustDist(s16 dist, float zoom_fov)
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inline float adjustDist(float dist, float zoom_fov)
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{
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// 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client.
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// The heuristic threshold for zooming is half of that.
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@@ -167,8 +167,13 @@ s16 adjustDist(s16 dist, float zoom_fov)
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if (zoom_fov < 0.001f || zoom_fov > threshold_fov)
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return dist;
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return std::round(dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
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(1.0f - std::cos(zoom_fov / 2.0f))));
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return dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
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(1.0f - std::cos(zoom_fov / 2.0f)));
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}
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s16 adjustDist(s16 dist, float zoom_fov)
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{
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return std::round(adjustDist((float)dist, zoom_fov));
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}
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void setPitchYawRollRad(core::matrix4 &m, const v3f &rot)
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