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 void DirectionalLight::createSplitMatrices(const Camera *cam)
33 v3f look = cam->getDirection();
35 // camera view tangents
36 float tanFovY = tanf(cam->getFovY() * 0.5f);
37 float tanFovX = tanf(cam->getFovX() * 0.5f);
39 // adjusted frustum boundaries
40 float sfNear = future_frustum.zNear;
41 float sfFar = adjustDist(future_frustum.zFar, cam->getFovY());
43 // adjusted camera positions
44 v3f cam_pos_world = cam->getPosition();
45 v3f cam_pos_scene = v3f(cam_pos_world.X - cam->getOffset().X * BS,
46 cam_pos_world.Y - cam->getOffset().Y * BS,
47 cam_pos_world.Z - cam->getOffset().Z * BS);
48 cam_pos_scene += look * sfNear;
49 cam_pos_world += look * sfNear;
51 // center point of light frustum
52 v3f center_scene = cam_pos_scene + look * 0.35 * (sfFar - sfNear);
53 v3f center_world = cam_pos_world + look * 0.35 * (sfFar - sfNear);
55 // Create a vector to the frustum far corner
56 const v3f &viewUp = cam->getCameraNode()->getUpVector();
57 v3f viewRight = look.crossProduct(viewUp);
59 v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
60 // Compute the frustumBoundingSphere radius
61 v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene;
62 float radius = boundVec.getLength();
63 float length = radius * 3.0f;
64 v3f eye_displacement = direction * length;
66 // we must compute the viewmat with the position - the camera offset
67 // but the future_frustum position must be the actual world position
68 v3f eye = center_scene - eye_displacement;
69 future_frustum.player = cam_pos_scene;
70 future_frustum.position = center_world - eye_displacement;
71 future_frustum.length = length;
72 future_frustum.radius = radius;
73 future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, center_scene, v3f(0.0f, 1.0f, 0.0f));
74 future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(radius, radius,
76 future_frustum.camera_offset = cam->getOffset();
79 DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
80 const v3f &position, video::SColorf lightColor,
82 diffuseColor(lightColor),
83 farPlane(farValue), mapRes(shadowMapResolution), pos(position)
86 void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool force)
91 float zNear = cam->getCameraNode()->getNearValue();
92 float zFar = getMaxFarValue();
93 if (!client->getEnv().getClientMap().getControl().range_all)
94 zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
96 ///////////////////////////////////
97 // update splits near and fars
98 future_frustum.zNear = zNear;
99 future_frustum.zFar = zFar;
101 // update shadow frustum
102 createSplitMatrices(cam);
103 // get the draw list for shadows
104 client->getEnv().getClientMap().updateDrawListShadow(
105 getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
106 should_update_map_shadow = true;
109 // when camera offset changes, adjust the current frustum view matrix to avoid flicker
110 v3s16 cam_offset = cam->getOffset();
111 if (cam_offset != shadow_frustum.camera_offset) {
113 shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
114 shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
115 shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS);
116 shadow_frustum.camera_offset = cam_offset;
120 void DirectionalLight::commitFrustum()
125 shadow_frustum = future_frustum;
129 void DirectionalLight::setDirection(v3f dir)
132 direction.normalize();
135 v3f DirectionalLight::getPosition() const
137 return shadow_frustum.position;
140 v3f DirectionalLight::getPlayerPos() const
142 return shadow_frustum.player;
145 v3f DirectionalLight::getFuturePlayerPos() const
147 return future_frustum.player;
150 const m4f &DirectionalLight::getViewMatrix() const
152 return shadow_frustum.ViewMat;
155 const m4f &DirectionalLight::getProjectionMatrix() const
157 return shadow_frustum.ProjOrthMat;
160 const m4f &DirectionalLight::getFutureViewMatrix() const
162 return future_frustum.ViewMat;
165 const m4f &DirectionalLight::getFutureProjectionMatrix() const
167 return future_frustum.ProjOrthMat;
170 m4f DirectionalLight::getViewProjMatrix()
172 return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;