Avoid shadow flicker at certain angles (#12961)

Change the way look direction and camera position are quantized when calculating light frustum
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x2048 2022-11-20 21:28:01 +01:00 committed by GitHub
parent 5f24a3c0c7
commit 70a82b0784
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2 changed files with 21 additions and 7 deletions

View File

@ -41,10 +41,16 @@ static v3f quantizeDirection(v3f direction, float step)
void DirectionalLight::createSplitMatrices(const Camera *cam)
{
const float DISTANCE_STEP = BS * 2.0; // 2 meters
static const float COS_15_DEG = 0.965926f;
v3f newCenter;
v3f look = cam->getDirection();
look = quantizeDirection(look, M_PI / 12.0); // 15 degrees
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);
@ -56,10 +62,14 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
// 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);
// if world position is less than 1 block 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);

View File

@ -114,6 +114,10 @@ private:
v3f pos;
v3f direction{0};
v3f last_cam_pos_world{0,0,0};
v3f last_look{0,1,0};
shadowFrustum shadow_frustum;
shadowFrustum future_frustum;
bool dirty{false};