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Adjust shadowmap distortion to use entire SM texture (#12166)
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parent
0b5b2b2633
commit
48f7c5603e
12 changed files with 159 additions and 115 deletions
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@ -29,7 +29,6 @@ using m4f = core::matrix4;
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void DirectionalLight::createSplitMatrices(const Camera *cam)
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{
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float radius;
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v3f newCenter;
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v3f look = cam->getDirection();
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@ -42,17 +41,16 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
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float sfFar = adjustDist(future_frustum.zFar, cam->getFovY());
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// adjusted camera positions
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v3f camPos2 = cam->getPosition();
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v3f camPos = v3f(camPos2.X - cam->getOffset().X * BS,
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camPos2.Y - cam->getOffset().Y * BS,
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camPos2.Z - cam->getOffset().Z * BS);
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camPos += look * sfNear;
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camPos2 += look * sfNear;
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v3f cam_pos_world = cam->getPosition();
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v3f cam_pos_scene = v3f(cam_pos_world.X - cam->getOffset().X * BS,
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cam_pos_world.Y - cam->getOffset().Y * BS,
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cam_pos_world.Z - cam->getOffset().Z * BS);
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cam_pos_scene += look * sfNear;
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cam_pos_world += look * sfNear;
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// center point of light frustum
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float end = sfNear + sfFar;
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newCenter = camPos + look * (sfNear + 0.05f * end);
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v3f world_center = camPos2 + look * (sfNear + 0.05f * end);
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v3f center_scene = cam_pos_scene + look * 0.35 * (sfFar - sfNear);
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v3f center_world = cam_pos_world + look * 0.35 * (sfFar - sfNear);
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// Create a vector to the frustum far corner
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const v3f &viewUp = cam->getCameraNode()->getUpVector();
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@ -60,22 +58,21 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
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v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
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// Compute the frustumBoundingSphere radius
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v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
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radius = boundVec.getLength();
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// boundVec.getLength();
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float vvolume = radius;
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v3f frustumCenter = newCenter;
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v3f eye_displacement = direction * vvolume;
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v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene;
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float radius = boundVec.getLength();
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float length = radius * 3.0f;
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v3f eye_displacement = direction * length;
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// we must compute the viewmat with the position - the camera offset
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// but the future_frustum position must be the actual world position
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v3f eye = frustumCenter - eye_displacement;
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future_frustum.position = world_center - eye_displacement;
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future_frustum.length = vvolume;
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future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
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future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(future_frustum.length,
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future_frustum.length, -future_frustum.length,
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future_frustum.length,false);
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v3f eye = center_scene - eye_displacement;
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future_frustum.player = cam_pos_scene;
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future_frustum.position = center_world - eye_displacement;
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future_frustum.length = length;
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future_frustum.radius = radius;
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future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, center_scene, v3f(0.0f, 1.0f, 0.0f));
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future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(radius, radius,
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0.0f, length, false);
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future_frustum.camera_offset = cam->getOffset();
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}
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@ -94,7 +91,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
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float zNear = cam->getCameraNode()->getNearValue();
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float zFar = getMaxFarValue();
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if (!client->getEnv().getClientMap().getControl().range_all)
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zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS * 1.5);
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zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
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///////////////////////////////////
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// update splits near and fars
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@ -105,7 +102,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
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createSplitMatrices(cam);
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// get the draw list for shadows
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client->getEnv().getClientMap().updateDrawListShadow(
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getPosition(), getDirection(), future_frustum.length);
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getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
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should_update_map_shadow = true;
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dirty = true;
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@ -115,6 +112,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
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v3f rotated_offset;
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shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
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shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
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shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS);
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shadow_frustum.camera_offset = cam_offset;
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}
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}
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@ -139,6 +137,16 @@ v3f DirectionalLight::getPosition() const
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return shadow_frustum.position;
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}
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v3f DirectionalLight::getPlayerPos() const
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{
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return shadow_frustum.player;
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}
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v3f DirectionalLight::getFuturePlayerPos() const
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{
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return future_frustum.player;
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}
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const m4f &DirectionalLight::getViewMatrix() const
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{
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return shadow_frustum.ViewMat;
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@ -29,12 +29,14 @@ class Client;
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struct shadowFrustum
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{
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float zNear{0.0f};
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float zFar{0.0f};
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float length{0.0f};
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f32 zNear{0.0f};
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f32 zFar{0.0f};
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f32 length{0.0f};
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f32 radius{0.0f};
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core::matrix4 ProjOrthMat;
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core::matrix4 ViewMat;
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v3f position;
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v3f player;
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v3s16 camera_offset;
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};
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@ -57,6 +59,8 @@ public:
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return direction;
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};
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v3f getPosition() const;
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v3f getPlayerPos() const;
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v3f getFuturePlayerPos() const;
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/// Gets the light's matrices.
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const core::matrix4 &getViewMatrix() const;
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@ -158,7 +158,6 @@ void ShadowRenderer::setShadowIntensity(float shadow_intensity)
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disable();
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}
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void ShadowRenderer::addNodeToShadowList(
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scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
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{
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@ -261,8 +260,9 @@ void ShadowRenderer::updateSMTextures()
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cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
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cb->PerspectiveBiasXY = getPerspectiveBiasXY();
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cb->PerspectiveBiasZ = getPerspectiveBiasZ();
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cb->CameraPos = light.getFuturePlayerPos();
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}
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// set the Render Target
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// right now we can only render in usual RTT, not
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// Depth texture is available in irrlicth maybe we
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@ -322,9 +322,10 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
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if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
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for (DirectionalLight &light : m_light_list) {
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// Static shader values.
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m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
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m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
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// Static shader values for entities are set in updateSMTextures
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// SM texture for entities is not updated incrementally and
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// must by updated using current player position.
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m_shadow_depth_entity_cb->CameraPos = light.getPlayerPos();
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// render shadows for the n0n-map objects.
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m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
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@ -26,6 +26,10 @@ void ShadowDepthShaderCB::OnSetConstants(
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core::matrix4 lightMVP = driver->getTransform(video::ETS_PROJECTION);
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lightMVP *= driver->getTransform(video::ETS_VIEW);
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f32 cam_pos[4];
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lightMVP.transformVect(cam_pos, CameraPos);
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lightMVP *= driver->getTransform(video::ETS_WORLD);
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m_light_mvp_setting.set(lightMVP.pointer(), services);
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@ -39,4 +43,6 @@ void ShadowDepthShaderCB::OnSetConstants(
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m_perspective_bias1.set(&bias1, services);
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f32 zbias = PerspectiveBiasZ;
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m_perspective_zbias.set(&zbias, services);
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m_cam_pos_setting.set(cam_pos, services);
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}
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@ -33,7 +33,8 @@ public:
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m_color_map_sampler_setting("ColorMapSampler"),
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m_perspective_bias0("xyPerspectiveBias0"),
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m_perspective_bias1("xyPerspectiveBias1"),
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m_perspective_zbias("zPerspectiveBias")
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m_perspective_zbias("zPerspectiveBias"),
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m_cam_pos_setting("CameraPos")
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{}
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void OnSetMaterial(const video::SMaterial &material) override {}
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@ -43,6 +44,7 @@ public:
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f32 MaxFar{2048.0f}, MapRes{1024.0f};
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f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
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v3f CameraPos;
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private:
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CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
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@ -52,4 +54,5 @@ private:
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CachedVertexShaderSetting<f32> m_perspective_bias0;
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CachedVertexShaderSetting<f32> m_perspective_bias1;
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CachedVertexShaderSetting<f32> m_perspective_zbias;
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CachedVertexShaderSetting<f32, 4> m_cam_pos_setting;
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};
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