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[dragonfireclient.git] / src / client / shadows / dynamicshadows.cpp
1 /*
2 Minetest
3 Copyright (C) 2021 Liso <anlismon@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include <cmath>
21
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"
27
28 using m4f = core::matrix4;
29
30 void DirectionalLight::createSplitMatrices(const Camera *cam)
31 {
32         float radius;
33         v3f newCenter;
34         v3f look = cam->getDirection();
35
36         // camera view tangents
37         float tanFovY = tanf(cam->getFovY() * 0.5f);
38         float tanFovX = tanf(cam->getFovX() * 0.5f);
39
40         // adjusted frustum boundaries
41         float sfNear = future_frustum.zNear;
42         float sfFar = adjustDist(future_frustum.zFar, cam->getFovY());
43
44         // adjusted camera positions
45         v3f camPos2 = cam->getPosition();
46         v3f camPos = v3f(camPos2.X - cam->getOffset().X * BS,
47                         camPos2.Y - cam->getOffset().Y * BS,
48                         camPos2.Z - cam->getOffset().Z * BS);
49         camPos += look * sfNear;
50         camPos2 += look * sfNear;
51
52         // center point of light frustum
53         float end = sfNear + sfFar;
54         newCenter = camPos + look * (sfNear + 0.05f * end);
55         v3f world_center = camPos2 + look * (sfNear + 0.05f * end);
56
57         // Create a vector to the frustum far corner
58         const v3f &viewUp = cam->getCameraNode()->getUpVector();
59         v3f viewRight = look.crossProduct(viewUp);
60
61         v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
62         // Compute the frustumBoundingSphere radius
63         v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
64         radius = boundVec.getLength();
65         // boundVec.getLength();
66         float vvolume = radius;
67         v3f frustumCenter = newCenter;
68         v3f eye_displacement = direction * vvolume;
69
70         // we must compute the viewmat with the position - the camera offset
71         // but the future_frustum position must be the actual world position
72         v3f eye = frustumCenter - eye_displacement;
73         future_frustum.position = world_center - eye_displacement;
74         future_frustum.length = vvolume;
75         future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
76         future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(future_frustum.length,
77                         future_frustum.length, -future_frustum.length,
78                         future_frustum.length,false);
79         future_frustum.camera_offset = cam->getOffset();
80 }
81
82 DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
83                 const v3f &position, video::SColorf lightColor,
84                 f32 farValue) :
85                 diffuseColor(lightColor),
86                 farPlane(farValue), mapRes(shadowMapResolution), pos(position)
87 {}
88
89 void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool force)
90 {
91         if (dirty && !force)
92                 return;
93
94         float zNear = cam->getCameraNode()->getNearValue();
95         float zFar = getMaxFarValue();
96
97         ///////////////////////////////////
98         // update splits near and fars
99         future_frustum.zNear = zNear;
100         future_frustum.zFar = zFar;
101
102         // update shadow frustum
103         createSplitMatrices(cam);
104         // get the draw list for shadows
105         client->getEnv().getClientMap().updateDrawListShadow(
106                         getPosition(), getDirection(), future_frustum.length);
107         should_update_map_shadow = true;
108         dirty = true;
109
110         // when camera offset changes, adjust the current frustum view matrix to avoid flicker
111         v3s16 cam_offset = cam->getOffset();
112         if (cam_offset != shadow_frustum.camera_offset) {
113                 v3f rotated_offset;
114                 shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
115                 shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
116                 shadow_frustum.camera_offset = cam_offset;
117         }
118 }
119
120 void DirectionalLight::commitFrustum()
121 {
122         if (!dirty)
123                 return;
124
125         shadow_frustum = future_frustum;
126         dirty = false;
127 }
128
129 void DirectionalLight::setDirection(v3f dir)
130 {
131         direction = -dir;
132         direction.normalize();
133 }
134
135 v3f DirectionalLight::getPosition() const
136 {
137         return shadow_frustum.position;
138 }
139
140 const m4f &DirectionalLight::getViewMatrix() const
141 {
142         return shadow_frustum.ViewMat;
143 }
144
145 const m4f &DirectionalLight::getProjectionMatrix() const
146 {
147         return shadow_frustum.ProjOrthMat;
148 }
149
150 const m4f &DirectionalLight::getFutureViewMatrix() const
151 {
152         return future_frustum.ViewMat;
153 }
154
155 const m4f &DirectionalLight::getFutureProjectionMatrix() const
156 {
157         return future_frustum.ProjOrthMat;
158 }
159
160 m4f DirectionalLight::getViewProjMatrix()
161 {
162         return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;
163 }