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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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35 changed files with 2624 additions and 38 deletions
145
src/client/shadows/dynamicshadows.cpp
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145
src/client/shadows/dynamicshadows.cpp
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/*
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Minetest
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Copyright (C) 2021 Liso <anlismon@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <cmath>
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#include "client/shadows/dynamicshadows.h"
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#include "client/client.h"
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#include "client/clientenvironment.h"
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#include "client/clientmap.h"
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#include "client/camera.h"
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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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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 * shadow_frustum.zNear;
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camPos2 += look * shadow_frustum.zNear;
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float end = shadow_frustum.zNear + shadow_frustum.zFar;
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newCenter = camPos + look * (shadow_frustum.zNear + 0.05f * end);
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v3f world_center = camPos2 + look * (shadow_frustum.zNear + 0.05f * end);
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// Create a vector to the frustum far corner
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// @Liso: move all vars we can outside the loop.
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float tanFovY = tanf(cam->getFovY() * 0.5f);
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float tanFovX = tanf(cam->getFovX() * 0.5f);
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const v3f &viewUp = cam->getCameraNode()->getUpVector();
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// viewUp.normalize();
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v3f viewRight = look.crossProduct(viewUp);
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// viewRight.normalize();
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v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
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// Compute the frustumBoundingSphere radius
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v3f boundVec = (camPos + farCorner * shadow_frustum.zFar) - newCenter;
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radius = boundVec.getLength() * 2.0f;
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// boundVec.getLength();
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float vvolume = radius * 2.0f;
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float texelsPerUnit = getMapResolution() / vvolume;
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m4f mTexelScaling;
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mTexelScaling.setScale(texelsPerUnit);
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m4f mLookAt, mLookAtInv;
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mLookAt.buildCameraLookAtMatrixLH(v3f(0.0f, 0.0f, 0.0f), -direction, v3f(0.0f, 1.0f, 0.0f));
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mLookAt *= mTexelScaling;
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mLookAtInv = mLookAt;
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mLookAtInv.makeInverse();
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v3f frustumCenter = newCenter;
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mLookAt.transformVect(frustumCenter);
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frustumCenter.X = floorf(frustumCenter.X); // clamp to texel increment
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frustumCenter.Y = floorf(frustumCenter.Y); // clamp to texel increment
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frustumCenter.Z = floorf(frustumCenter.Z);
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mLookAtInv.transformVect(frustumCenter);
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// probar radius multipliacdor en funcion del I, a menor I mas multiplicador
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v3f eye_displacement = direction * vvolume;
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// we must compute the viewmat with the position - the camera offset
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// but the shadow_frustum position must be the actual world position
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v3f eye = frustumCenter - eye_displacement;
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shadow_frustum.position = world_center - eye_displacement;
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shadow_frustum.length = vvolume;
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shadow_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
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shadow_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(shadow_frustum.length,
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shadow_frustum.length, -shadow_frustum.length,
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shadow_frustum.length,false);
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}
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DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
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const v3f &position, video::SColorf lightColor,
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f32 farValue) :
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diffuseColor(lightColor),
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farPlane(farValue), mapRes(shadowMapResolution), pos(position)
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{}
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void DirectionalLight::update_frustum(const Camera *cam, Client *client)
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{
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should_update_map_shadow = true;
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float zNear = cam->getCameraNode()->getNearValue();
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float zFar = getMaxFarValue();
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///////////////////////////////////
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// update splits near and fars
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shadow_frustum.zNear = zNear;
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shadow_frustum.zFar = zFar;
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// update shadow frustum
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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(), shadow_frustum.length);
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should_update_map_shadow = true;
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}
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void DirectionalLight::setDirection(v3f dir)
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{
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direction = -dir;
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direction.normalize();
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}
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v3f DirectionalLight::getPosition() const
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{
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return shadow_frustum.position;
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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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}
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const m4f &DirectionalLight::getProjectionMatrix() const
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{
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return shadow_frustum.ProjOrthMat;
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}
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m4f DirectionalLight::getViewProjMatrix()
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{
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return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;
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}
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