]> git.lizzy.rs Git - minetest.git/commitdiff
Adjust shadowmap distortion to use entire SM texture (#12166)
authorx2048 <codeforsmile@gmail.com>
Thu, 7 Apr 2022 20:13:50 +0000 (22:13 +0200)
committerGitHub <noreply@github.com>
Thu, 7 Apr 2022 20:13:50 +0000 (22:13 +0200)
12 files changed:
client/shaders/nodes_shader/opengl_fragment.glsl
client/shaders/object_shader/opengl_fragment.glsl
client/shaders/shadow_shaders/pass1_trans_vertex.glsl
client/shaders/shadow_shaders/pass1_vertex.glsl
src/client/clientmap.cpp
src/client/clientmap.h
src/client/shader.cpp
src/client/shadows/dynamicshadows.cpp
src/client/shadows/dynamicshadows.h
src/client/shadows/dynamicshadowsrender.cpp
src/client/shadows/shadowsshadercallbacks.cpp
src/client/shadows/shadowsshadercallbacks.h

index 3dc66bdb3ef0d69f680023b5ae58fbb910a12468..4d0d107d141fdaaf130d74abbb62b1fb2c482cc1 100644 (file)
@@ -17,6 +17,7 @@ uniform float animationTimer;
        uniform mat4 m_ShadowViewProj;
        uniform float f_shadowfar;
        uniform float f_shadow_strength;
+       uniform vec4 CameraPos;
        varying float normalOffsetScale;
        varying float adj_shadow_strength;
        varying float cosLight;
@@ -53,12 +54,13 @@ uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
-
-       float pDistance = length(shadowPosition.xy);
+       vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
+       vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
+       float pDistance = length(l);
        float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
-
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
-
+       l /= pFactor;
+       shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
+       shadowPosition.z *= zPerspectiveBias;
        return shadowPosition;
 }
 
@@ -171,13 +173,13 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
 
 float getBaseLength(vec2 smTexCoord)
 {
-       float l = length(2.0 * smTexCoord.xy - 1.0);     // length in texture coords
+       float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy);     // length in texture coords
        return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0);                              // return to undistorted coords
 }
 
 float getDeltaPerspectiveFactor(float l)
 {
-       return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1);                      // original distortion factor, divided by 10
+       return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1);                      // original distortion factor, divided by 10
 }
 
 float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -185,7 +187,6 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
        float baseLength = getBaseLength(smTexCoord);
        float perspectiveFactor;
 
-       if (PCFBOUND == 0.0) return 0.0;
        // Return fast if sharp shadows are requested
        if (PCFBOUND == 0.0)
                return 0.0;
@@ -489,11 +490,13 @@ void main(void)
                vec3 shadow_color = vec3(0.0, 0.0, 0.0);
                vec3 posLightSpace = getLightSpacePosition();
 
-               float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
+               float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
+               if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
+                       distance_rate = 0.0;
                float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1,  posLightSpace.z),0.0);
 
                if (distance_rate > 1e-7) {
-               
+
 #ifdef COLORED_SHADOWS
                        vec4 visibility;
                        if (cosLight > 0.0)
@@ -527,7 +530,7 @@ void main(void)
                }
 
                shadow_int *= f_adj_shadow_strength;
-               
+
                // calculate fragment color from components:
                col.rgb =
                                adjusted_night_ratio * col.rgb + // artificial light
index 2b9a59cd7781ceea2437158a00581a7345b1d592..2611bf8eff853b574a066ddeb7ff1899236d6c89 100644 (file)
@@ -6,8 +6,33 @@ uniform vec4 skyBgColor;
 uniform float fogDistance;
 uniform vec3 eyePosition;
 
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
+uniform float animationTimer;
+#ifdef ENABLE_DYNAMIC_SHADOWS
+       // shadow texture
+       uniform sampler2D ShadowMapSampler;
+       // shadow uniforms
+       uniform vec3 v_LightDirection;
+       uniform float f_textureresolution;
+       uniform mat4 m_ShadowViewProj;
+       uniform float f_shadowfar;
+       uniform float f_shadow_strength;
+       uniform vec4 CameraPos;
+       varying float normalOffsetScale;
+       varying float adj_shadow_strength;
+       varying float cosLight;
+       varying float f_normal_length;
+#endif
+
+
 varying vec3 vNormal;
 varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
 varying vec3 worldPosition;
 varying lowp vec4 varColor;
 #ifdef GL_ES
@@ -15,32 +40,15 @@ varying mediump vec2 varTexCoord;
 #else
 centroid varying vec2 varTexCoord;
 #endif
-
 varying vec3 eyeVec;
 varying float nightRatio;
 
 varying float vIDiff;
 
-const float e = 2.718281828459;
-const float BS = 10.0;
 const float fogStart = FOG_START;
 const float fogShadingParameter = 1.0 / (1.0 - fogStart);
 
-#ifdef ENABLE_DYNAMIC_SHADOWS
-       // shadow texture
-       uniform sampler2D ShadowMapSampler;
-       // shadow uniforms
-       uniform vec3 v_LightDirection;
-       uniform float f_textureresolution;
-       uniform mat4 m_ShadowViewProj;
-       uniform float f_shadowfar;
-       uniform float f_timeofday;
-       uniform float f_shadow_strength;
-       varying float normalOffsetScale;
-       varying float adj_shadow_strength;
-       varying float cosLight;
-       varying float f_normal_length;
-#endif
+
 
 #ifdef ENABLE_DYNAMIC_SHADOWS
 uniform float xyPerspectiveBias0;
@@ -49,15 +57,22 @@ uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
-
-       float pDistance = length(shadowPosition.xy);
+       vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
+       vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
+       float pDistance = length(l);
        float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
-
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
-
+       l /= pFactor;
+       shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
+       shadowPosition.z *= zPerspectiveBias;
        return shadowPosition;
 }
 
+// assuming near is always 1.0
+float getLinearDepth()
+{
+       return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
+}
+
 vec3 getLightSpacePosition()
 {
        vec4 pLightSpace;
@@ -161,13 +176,13 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
 
 float getBaseLength(vec2 smTexCoord)
 {
-       float l = length(2.0 * smTexCoord.xy - 1.0);     // length in texture coords
+       float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy);     // length in texture coords
        return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0);                              // return to undistorted coords
 }
 
 float getDeltaPerspectiveFactor(float l)
 {
-       return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1);                      // original distortion factor, divided by 10
+       return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (xyPerspectiveBias0 * l + xyPerspectiveBias1);                      // original distortion factor, divided by 10
 }
 
 float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
@@ -178,7 +193,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
        // Return fast if sharp shadows are requested
        if (PCFBOUND == 0.0)
                return 0.0;
-               
+
        if (SOFTSHADOWRADIUS <= 1.0) {
                perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
                return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
@@ -418,6 +433,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
 #endif
 
 #if ENABLE_TONE_MAPPING
+
 /* Hable's UC2 Tone mapping parameters
        A = 0.22;
        B = 0.30;
@@ -448,12 +464,14 @@ vec4 applyToneMapping(vec4 color)
 }
 #endif
 
+
+
 void main(void)
 {
        vec3 color;
        vec2 uv = varTexCoord.st;
-       vec4 base = texture2D(baseTexture, uv).rgba;
 
+       vec4 base = texture2D(baseTexture, uv).rgba;
        // If alpha is zero, we can just discard the pixel. This fixes transparency
        // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
        // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
@@ -467,8 +485,7 @@ void main(void)
 #endif
 
        color = base.rgb;
-       vec4 col = vec4(color.rgb, base.a);
-       col.rgb *= varColor.rgb;
+       vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
        col.rgb *= vIDiff;
 
 #ifdef ENABLE_DYNAMIC_SHADOWS
@@ -477,11 +494,13 @@ void main(void)
                vec3 shadow_color = vec3(0.0, 0.0, 0.0);
                vec3 posLightSpace = getLightSpacePosition();
 
-               float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
+               float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
+               if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
+                       distance_rate = 0.0;
                float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1,  posLightSpace.z),0.0);
 
                if (distance_rate > 1e-7) {
-       
+
 #ifdef COLORED_SHADOWS
                        vec4 visibility;
                        if (cosLight > 0.0)
@@ -506,8 +525,8 @@ void main(void)
                // Power ratio was measured on torches in MTG (brightness = 14).
                float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
 
-               // cosine of the normal-to-light angle when
-               // we start to apply self-shadowing
+               // Apply self-shadowing when light falls at a narrow angle to the surface
+               // Cosine of the cut-off angle.
                const float self_shadow_cutoff_cosine = 0.14;
                if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
                        shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
@@ -541,5 +560,7 @@ void main(void)
        float clarity = clamp(fogShadingParameter
                - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
        col = mix(skyBgColor, col, clarity);
-       gl_FragColor = vec4(col.rgb, base.a);
+       col = vec4(col.rgb, base.a);
+       
+       gl_FragColor = col;
 }
index 6d2877d185376dc4e7c5db730c445f296ce17af8..c2f57587639e236f000a662ac6598d66ccd3e53b 100644 (file)
@@ -1,4 +1,5 @@
 uniform mat4 LightMVP; // world matrix
+uniform vec4 CameraPos;
 varying vec4 tPos;
 #ifdef COLORED_SHADOWS
 varying vec3 varColor;
@@ -10,10 +11,13 @@ uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
-       float pDistance = length(shadowPosition.xy);
+       vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
+       vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
+       float pDistance = length(l);
        float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
-
+       l /= pFactor;
+       shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
+       shadowPosition.z *= zPerspectiveBias;
        return shadowPosition;
 }
 
index 3873ac6e68603160b44edfdd3235f1e4283c20e1..38aef361900d2af3db5b54bce3c570321525836f 100644 (file)
@@ -1,4 +1,5 @@
 uniform mat4 LightMVP; // world matrix
+uniform vec4 CameraPos; // camera position
 varying vec4 tPos;
 
 uniform float xyPerspectiveBias0;
@@ -7,10 +8,13 @@ uniform float zPerspectiveBias;
 
 vec4 getPerspectiveFactor(in vec4 shadowPosition)
 {
-       float pDistance = length(shadowPosition.xy);
+       vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
+       vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
+       float pDistance = length(l);
        float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
-       shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
-
+       l /= pFactor;
+       shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
+       shadowPosition.z *= zPerspectiveBias;
        return shadowPosition;
 }
 
index f070a58bb5bdf2295361b9084608273504776b99..8a059c922d08ef1a4578c3d63f43db0e3c1c2e66 100644 (file)
@@ -862,20 +862,14 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
 /*
        Custom update draw list for the pov of shadow light.
 */
-void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range)
+void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length)
 {
        ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
 
-       const v3f camera_position = shadow_light_pos;
-       const v3f camera_direction = shadow_light_dir;
-       // I "fake" fov just to avoid creating a new function to handle orthographic
-       // projection.
-       const f32 camera_fov = m_camera_fov * 1.9f;
-
-       v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
+       v3s16 cam_pos_nodes = floatToInt(shadow_light_pos, BS);
        v3s16 p_blocks_min;
        v3s16 p_blocks_max;
-       getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, shadow_range);
+       getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, radius + length);
 
        std::vector<v2s16> blocks_in_range;
 
@@ -889,10 +883,10 @@ void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &sha
        // they are not inside the light frustum and it creates glitches.
        // FIXME: This could be removed if we figure out why they are missing
        // from the light frustum.
-       for (auto &i : m_drawlist) {
-               i.second->refGrab();
-               m_drawlist_shadow[i.first] = i.second;
-       }
+       // for (auto &i : m_drawlist) {
+       //      i.second->refGrab();
+       //      m_drawlist_shadow[i.first] = i.second;
+       // }
 
        // Number of blocks currently loaded by the client
        u32 blocks_loaded = 0;
@@ -919,23 +913,13 @@ void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &sha
                                continue;
                        }
 
-                       float range = shadow_range;
-
-                       float d = 0.0;
-                       if (!isBlockInSight(block->getPos(), camera_position,
-                                           camera_direction, camera_fov, range, &d))
+                       v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS);
+                       v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
+                       if (projection.getDistanceFrom(block_pos) > radius)
                                continue;
 
                        blocks_in_range_with_mesh++;
 
-                       /*
-                               Occlusion culling
-                       */
-                       if (isBlockOccluded(block, cam_pos_nodes)) {
-                               blocks_occlusion_culled++;
-                               continue;
-                       }
-
                        // This block is in range. Reset usage timer.
                        block->resetUsageTimer();
 
index 4edad0d20275cd58c3f0d34d9b48113437091b70..7bd7af266ecfd7fa494df0abc715646833fb5a68 100644 (file)
@@ -116,7 +116,7 @@ class ClientMap : public Map, public scene::ISceneNode
        void getBlocksInViewRange(v3s16 cam_pos_nodes,
                v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
        void updateDrawList();
-       void updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range);
+       void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
        // Returns true if draw list needs updating before drawing the next frame.
        bool needsUpdateDrawList() { return m_needs_update_drawlist; }
        void renderMap(video::IVideoDriver* driver, s32 pass);
index d9c1952c409af46551ae074d1e5373111217fdb4..1be9ef128e2bac8b0a27e80409ead37a0269673e 100644 (file)
@@ -220,6 +220,7 @@ class MainShaderConstantSetter : public IShaderConstantSetter
        CachedPixelShaderSetting<f32> m_shadow_strength;
        CachedPixelShaderSetting<f32> m_time_of_day;
        CachedPixelShaderSetting<f32> m_shadowfar;
+       CachedPixelShaderSetting<f32, 4> m_camera_pos;
        CachedPixelShaderSetting<s32> m_shadow_texture;
        CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
        CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
@@ -252,6 +253,7 @@ class MainShaderConstantSetter : public IShaderConstantSetter
                , m_shadow_strength("f_shadow_strength")
                , m_time_of_day("f_timeofday")
                , m_shadowfar("f_shadowfar")
+               , m_camera_pos("CameraPos")
                , m_shadow_texture("ShadowMapSampler")
                , m_perspective_bias0_vertex("xyPerspectiveBias0")
                , m_perspective_bias0_pixel("xyPerspectiveBias0")
@@ -321,6 +323,10 @@ class MainShaderConstantSetter : public IShaderConstantSetter
                        f32 shadowFar = shadow->getMaxShadowFar();
                        m_shadowfar.set(&shadowFar, services);
 
+                       f32 cam_pos[4];
+                       shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
+                       m_camera_pos.set(cam_pos, services);
+
                        // I dont like using this hardcoded value. maybe something like
                        // MAX_TEXTURE - 1 or somthing like that??
                        s32 TextureLayerID = 3;
index ddec3a5d539eee5b918f0426b2b4aa5a4d6d555f..ca2d3ce379954e6d0dce6f96629c838fbcd8e26c 100644 (file)
@@ -29,7 +29,6 @@ using m4f = core::matrix4;
 
 void DirectionalLight::createSplitMatrices(const Camera *cam)
 {
-       float radius;
        v3f newCenter;
        v3f look = cam->getDirection();
 
@@ -42,17 +41,16 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
        float sfFar = adjustDist(future_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 * sfNear;
-       camPos2 += look * sfNear;
+       v3f cam_pos_world = cam->getPosition();
+       v3f cam_pos_scene = v3f(cam_pos_world.X - cam->getOffset().X * BS,
+                       cam_pos_world.Y - cam->getOffset().Y * BS,
+                       cam_pos_world.Z - cam->getOffset().Z * BS);
+       cam_pos_scene += look * sfNear;
+       cam_pos_world += 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);
+       v3f center_scene = cam_pos_scene + look * 0.35 * (sfFar - sfNear);
+       v3f center_world = cam_pos_world + look * 0.35 * (sfFar - sfNear);
 
        // Create a vector to the frustum far corner
        const v3f &viewUp = cam->getCameraNode()->getUpVector();
@@ -60,22 +58,21 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
 
        v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
        // Compute the frustumBoundingSphere radius
-       v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
-       radius = boundVec.getLength();
-       // boundVec.getLength();
-       float vvolume = radius;
-       v3f frustumCenter = newCenter;
-       v3f eye_displacement = direction * vvolume;
+       v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene;
+       float radius = boundVec.getLength();
+       float length = radius * 3.0f;
+       v3f eye_displacement = direction * length;
 
        // we must compute the viewmat with the position - the camera offset
        // but the future_frustum position must be the actual world position
-       v3f eye = frustumCenter - eye_displacement;
-       future_frustum.position = world_center - eye_displacement;
-       future_frustum.length = vvolume;
-       future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
-       future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(future_frustum.length,
-                       future_frustum.length, -future_frustum.length,
-                       future_frustum.length,false);
+       v3f eye = center_scene - eye_displacement;
+       future_frustum.player = cam_pos_scene;
+       future_frustum.position = center_world - eye_displacement;
+       future_frustum.length = length;
+       future_frustum.radius = radius;
+       future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, center_scene, v3f(0.0f, 1.0f, 0.0f));
+       future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(radius, radius, 
+                       0.0f, length, false);
        future_frustum.camera_offset = cam->getOffset();
 }
 
@@ -94,7 +91,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
        float zNear = cam->getCameraNode()->getNearValue();
        float zFar = getMaxFarValue();
        if (!client->getEnv().getClientMap().getControl().range_all)
-               zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS * 1.5);
+               zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
 
        ///////////////////////////////////
        // update splits near and fars
@@ -105,7 +102,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
        createSplitMatrices(cam);
        // get the draw list for shadows
        client->getEnv().getClientMap().updateDrawListShadow(
-                       getPosition(), getDirection(), future_frustum.length);
+                       getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
        should_update_map_shadow = true;
        dirty = true;
 
@@ -115,6 +112,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
                v3f rotated_offset;
                shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
                shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
+               shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS);
                shadow_frustum.camera_offset = cam_offset;
        }
 }
@@ -139,6 +137,16 @@ v3f DirectionalLight::getPosition() const
        return shadow_frustum.position;
 }
 
+v3f DirectionalLight::getPlayerPos() const
+{
+       return shadow_frustum.player;
+}
+
+v3f DirectionalLight::getFuturePlayerPos() const
+{
+       return future_frustum.player;
+}
+
 const m4f &DirectionalLight::getViewMatrix() const
 {
        return shadow_frustum.ViewMat;
index 03dd360140f168b6b5fe0139ff3d920386bb33a5..70574aa6c915f01622d9f73ea6eea06e6585d485 100644 (file)
@@ -29,12 +29,14 @@ class Client;
 
 struct shadowFrustum
 {
-       float zNear{0.0f};
-       float zFar{0.0f};
-       float length{0.0f};
+       f32 zNear{0.0f};
+       f32 zFar{0.0f};
+       f32 length{0.0f};
+       f32 radius{0.0f};
        core::matrix4 ProjOrthMat;
        core::matrix4 ViewMat;
        v3f position;
+       v3f player;
        v3s16 camera_offset;
 };
 
@@ -57,6 +59,8 @@ class DirectionalLight
                return direction;
        };
        v3f getPosition() const;
+       v3f getPlayerPos() const;
+       v3f getFuturePlayerPos() const;
 
        /// Gets the light's matrices.
        const core::matrix4 &getViewMatrix() const;
index 262711221f9a11c8677aeab5a842c80dbab1c083..1dfc90d1c4cc0fb1060b34a0468ab417480e3773 100644 (file)
@@ -158,7 +158,6 @@ void ShadowRenderer::setShadowIntensity(float shadow_intensity)
                disable();
 }
 
-
 void ShadowRenderer::addNodeToShadowList(
                scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
 {
@@ -261,8 +260,9 @@ void ShadowRenderer::updateSMTextures()
                                        cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
                                        cb->PerspectiveBiasXY = getPerspectiveBiasXY();
                                        cb->PerspectiveBiasZ = getPerspectiveBiasZ();
+                                       cb->CameraPos = light.getFuturePlayerPos();
                                }
-
+                       
                        // set the Render Target
                        // right now we can only render in usual RTT, not
                        // Depth texture is available in irrlicth maybe we
@@ -322,9 +322,10 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
        if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
 
                for (DirectionalLight &light : m_light_list) {
-                       // Static shader values.
-                       m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
-                       m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
+                       // Static shader values for entities are set in updateSMTextures
+                       // SM texture for entities is not updated incrementally and 
+                       // must by updated using current player position.
+                       m_shadow_depth_entity_cb->CameraPos = light.getPlayerPos();
 
                        // render shadows for the n0n-map objects.
                        m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
index 51ea8aa93110c7d67c5d546f21feb38b2ad724f7..b571ea9391ab7235dcf0480f13d663e4d6def754 100644 (file)
@@ -26,6 +26,10 @@ void ShadowDepthShaderCB::OnSetConstants(
 
        core::matrix4 lightMVP = driver->getTransform(video::ETS_PROJECTION);
        lightMVP *= driver->getTransform(video::ETS_VIEW);
+
+       f32 cam_pos[4];
+       lightMVP.transformVect(cam_pos, CameraPos);
+
        lightMVP *= driver->getTransform(video::ETS_WORLD);
 
        m_light_mvp_setting.set(lightMVP.pointer(), services);
@@ -39,4 +43,6 @@ void ShadowDepthShaderCB::OnSetConstants(
        m_perspective_bias1.set(&bias1, services);
        f32 zbias = PerspectiveBiasZ;
        m_perspective_zbias.set(&zbias, services);
+
+       m_cam_pos_setting.set(cam_pos, services);
 }
index d00f59c37e31ea5a01c330ce381d3a6de0bb0ea5..87833c0ec4ecaf1ba0ed61aa31f14d7477c3ba85 100644 (file)
@@ -33,7 +33,8 @@ class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
                        m_color_map_sampler_setting("ColorMapSampler"),
                        m_perspective_bias0("xyPerspectiveBias0"),
                        m_perspective_bias1("xyPerspectiveBias1"),
-                       m_perspective_zbias("zPerspectiveBias")
+                       m_perspective_zbias("zPerspectiveBias"),
+                       m_cam_pos_setting("CameraPos")
        {}
 
        void OnSetMaterial(const video::SMaterial &material) override {}
@@ -43,6 +44,7 @@ class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
 
        f32 MaxFar{2048.0f}, MapRes{1024.0f};
        f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
+       v3f CameraPos;
 
 private:
        CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
@@ -52,4 +54,5 @@ class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
        CachedVertexShaderSetting<f32> m_perspective_bias0;
        CachedVertexShaderSetting<f32> m_perspective_bias1;
        CachedVertexShaderSetting<f32> m_perspective_zbias;
+       CachedVertexShaderSetting<f32, 4> m_cam_pos_setting;
 };