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Correct normal bias for entities

Remove use of magic constants.
Apply cameraOffset
Calculate distance projected on SM plane
This commit is contained in:
Dmitry Kostenko 2022-02-20 00:04:48 +01:00 committed by x2048
parent 25c1974e0d
commit 4801bdf45a
4 changed files with 14 additions and 15 deletions

View file

@ -58,15 +58,13 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
const v3f &viewUp = cam->getCameraNode()->getUpVector();
v3f viewRight = look.crossProduct(viewUp);
v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
// Compute the frustumBoundingSphere radius
v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
radius = boundVec.getLength() * 2.0f;
radius = boundVec.getLength();
// boundVec.getLength();
float vvolume = radius * 2.0f;
float vvolume = radius;
v3f frustumCenter = newCenter;
// probar radius multipliacdor en funcion del I, a menor I mas multiplicador
v3f eye_displacement = direction * vvolume;
// we must compute the viewmat with the position - the camera offset

View file

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_bloated.h"
#include <matrix4.h>
#include "util/basic_macros.h"
#include "constants.h"
class Camera;
class Client;
@ -67,7 +68,7 @@ public:
/// Gets the light's far value.
f32 getMaxFarValue() const
{
return farPlane;
return farPlane * BS;
}

View file

@ -118,12 +118,8 @@ size_t ShadowRenderer::getDirectionalLightCount() const
f32 ShadowRenderer::getMaxShadowFar() const
{
if (!m_light_list.empty()) {
float wanted_range = m_client->getEnv().getClientMap().getWantedRange();
float zMax = m_light_list[0].getMaxFarValue() > wanted_range
? wanted_range
: m_light_list[0].getMaxFarValue();
return zMax * MAP_BLOCKSIZE;
float zMax = m_light_list[0].getMaxFarValue();
return zMax;
}
return 0.0f;
}