// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2021 Liso #include #include "client/shadows/dynamicshadows.h" #include "client/client.h" #include "client/clientenvironment.h" #include "client/clientmap.h" #include "client/camera.h" #include using m4f = core::matrix4; void DirectionalLight::createSplitMatrices(const Camera *cam) { static const float COS_15_DEG = 0.965926f; v3f look = cam->getDirection().normalize(); // if current look direction is < 15 degrees away from the captured // look direction then stick to the captured value, otherwise recapture. if (look.dotProduct(last_look) >= COS_15_DEG) look = last_look; else last_look = look; // 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(); // if world position is less than 1 node away from the captured // world position then stick to the captured value, otherwise recapture. if (cam_pos_world.getDistanceFromSQ(last_cam_pos_world) < BS * BS) cam_pos_world = last_cam_pos_world; else last_cam_pos_world = cam_pos_world; 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 = direction * 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::updateCameraOffset(const Camera *cam) { createSplitMatrices(cam); should_update_map_shadow = true; dirty = true; } void DirectionalLight::updateFrustum(const Camera *cam, Client *client) { if (dirty) 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; } 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; }