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Improve shadow rendering with non-default camera FOV (#11385)

* Adjust minimum filter radius for perspective

* Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp

* Read shadow_soft_radius setting as float

* Use adaptive filter radius to accomodate for PSM distortion

* Adjust filter radius for texture resolution
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x2048 2021-07-11 17:15:19 +02:00 committed by GitHub
parent 1d25d1f7ad
commit f5706d444b
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4 changed files with 37 additions and 23 deletions

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@ -33,29 +33,34 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
v3f newCenter;
v3f look = cam->getDirection();
// camera view tangents
float tanFovY = tanf(cam->getFovY() * 0.5f);
float tanFovX = tanf(cam->getFovX() * 0.5f);
// adjusted frustum boundaries
float sfNear = shadow_frustum.zNear;
float sfFar = adjustDist(shadow_frustum.zFar, cam->getFovY());
// adjusted camera positions
v3f camPos2 = cam->getPosition();
v3f camPos = v3f(camPos2.X - cam->getOffset().X * BS,
camPos2.Y - cam->getOffset().Y * BS,
camPos2.Z - cam->getOffset().Z * BS);
camPos += look * shadow_frustum.zNear;
camPos2 += look * shadow_frustum.zNear;
float end = shadow_frustum.zNear + shadow_frustum.zFar;
newCenter = camPos + look * (shadow_frustum.zNear + 0.05f * end);
v3f world_center = camPos2 + look * (shadow_frustum.zNear + 0.05f * end);
camPos += look * sfNear;
camPos2 += look * sfNear;
// center point of light frustum
float end = sfNear + sfFar;
newCenter = camPos + look * (sfNear + 0.05f * end);
v3f world_center = camPos2 + look * (sfNear + 0.05f * end);
// Create a vector to the frustum far corner
// @Liso: move all vars we can outside the loop.
float tanFovY = tanf(cam->getFovY() * 0.5f);
float tanFovX = tanf(cam->getFovX() * 0.5f);
const v3f &viewUp = cam->getCameraNode()->getUpVector();
// viewUp.normalize();
v3f viewRight = look.crossProduct(viewUp);
// viewRight.normalize();
v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
// Compute the frustumBoundingSphere radius
v3f boundVec = (camPos + farCorner * shadow_frustum.zFar) - newCenter;
v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
radius = boundVec.getLength() * 2.0f;
// boundVec.getLength();
float vvolume = radius * 2.0f;