3 Copyright (C) 2021 Liso <anlismon@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include "client/shadows/dynamicshadows.h"
23 #include "client/client.h"
24 #include "client/clientenvironment.h"
25 #include "client/clientmap.h"
26 #include "client/camera.h"
28 using m4f = core::matrix4;
30 static v3f quantizeDirection(v3f direction, float step)
33 float yaw = std::atan2(direction.Z, direction.X);
34 float pitch = std::asin(direction.Y); // assume look is normalized
36 yaw = std::floor(yaw / step) * step;
37 pitch = std::floor(pitch / step) * step;
39 return v3f(std::cos(yaw)*std::cos(pitch), std::sin(pitch), std::sin(yaw)*std::cos(pitch));
42 void DirectionalLight::createSplitMatrices(const Camera *cam)
44 const float DISTANCE_STEP = BS * 2.0; // 2 meters
46 v3f look = cam->getDirection();
47 look = quantizeDirection(look, M_PI / 12.0); // 15 degrees
49 // camera view tangents
50 float tanFovY = tanf(cam->getFovY() * 0.5f);
51 float tanFovX = tanf(cam->getFovX() * 0.5f);
53 // adjusted frustum boundaries
54 float sfNear = future_frustum.zNear;
55 float sfFar = adjustDist(future_frustum.zFar, cam->getFovY());
57 // adjusted camera positions
58 v3f cam_pos_world = cam->getPosition();
60 floor(cam_pos_world.X / DISTANCE_STEP) * DISTANCE_STEP,
61 floor(cam_pos_world.Y / DISTANCE_STEP) * DISTANCE_STEP,
62 floor(cam_pos_world.Z / DISTANCE_STEP) * DISTANCE_STEP);
63 v3f cam_pos_scene = v3f(cam_pos_world.X - cam->getOffset().X * BS,
64 cam_pos_world.Y - cam->getOffset().Y * BS,
65 cam_pos_world.Z - cam->getOffset().Z * BS);
66 cam_pos_scene += look * sfNear;
67 cam_pos_world += look * sfNear;
69 // center point of light frustum
70 v3f center_scene = cam_pos_scene + look * 0.35 * (sfFar - sfNear);
71 v3f center_world = cam_pos_world + look * 0.35 * (sfFar - sfNear);
73 // Create a vector to the frustum far corner
74 const v3f &viewUp = cam->getCameraNode()->getUpVector();
75 v3f viewRight = look.crossProduct(viewUp);
77 v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
78 // Compute the frustumBoundingSphere radius
79 v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene;
80 float radius = boundVec.getLength();
81 float length = radius * 3.0f;
82 v3f eye_displacement = quantizeDirection(direction, M_PI / 2880 /*15 seconds*/) * length;
84 // we must compute the viewmat with the position - the camera offset
85 // but the future_frustum position must be the actual world position
86 v3f eye = center_scene - eye_displacement;
87 future_frustum.player = cam_pos_scene;
88 future_frustum.position = center_world - eye_displacement;
89 future_frustum.length = length;
90 future_frustum.radius = radius;
91 future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, center_scene, v3f(0.0f, 1.0f, 0.0f));
92 future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(radius, radius,
94 future_frustum.camera_offset = cam->getOffset();
97 DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
98 const v3f &position, video::SColorf lightColor,
100 diffuseColor(lightColor),
101 farPlane(farValue), mapRes(shadowMapResolution), pos(position)
104 void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool force)
109 float zNear = cam->getCameraNode()->getNearValue();
110 float zFar = getMaxFarValue();
111 if (!client->getEnv().getClientMap().getControl().range_all)
112 zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
114 ///////////////////////////////////
115 // update splits near and fars
116 future_frustum.zNear = zNear;
117 future_frustum.zFar = zFar;
119 // update shadow frustum
120 createSplitMatrices(cam);
121 // get the draw list for shadows
122 client->getEnv().getClientMap().updateDrawListShadow(
123 getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
124 should_update_map_shadow = true;
127 // when camera offset changes, adjust the current frustum view matrix to avoid flicker
128 v3s16 cam_offset = cam->getOffset();
129 if (cam_offset != shadow_frustum.camera_offset) {
131 shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
132 shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
133 shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS);
134 shadow_frustum.camera_offset = cam_offset;
138 void DirectionalLight::commitFrustum()
143 shadow_frustum = future_frustum;
147 void DirectionalLight::setDirection(v3f dir)
150 direction.normalize();
153 v3f DirectionalLight::getPosition() const
155 return shadow_frustum.position;
158 v3f DirectionalLight::getPlayerPos() const
160 return shadow_frustum.player;
163 v3f DirectionalLight::getFuturePlayerPos() const
165 return future_frustum.player;
168 const m4f &DirectionalLight::getViewMatrix() const
170 return shadow_frustum.ViewMat;
173 const m4f &DirectionalLight::getProjectionMatrix() const
175 return shadow_frustum.ProjOrthMat;
178 const m4f &DirectionalLight::getFutureViewMatrix() const
180 return future_frustum.ViewMat;
183 const m4f &DirectionalLight::getFutureProjectionMatrix() const
185 return future_frustum.ProjOrthMat;
188 m4f DirectionalLight::getViewProjMatrix()
190 return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;