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luanti/src/client/shadows/dynamicshadows.cpp

172 lines
4.7 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2021 Liso <anlismon@gmail.com>
#include <cmath>
#include "client/shadows/dynamicshadows.h"
#include "client/client.h"
#include "client/clientenvironment.h"
#include "client/clientmap.h"
#include "client/camera.h"
#include <IVideoDriver.h>
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;
}