forked from Mirrorlandia_minetest/minetest
Avoid shadow flicker at certain angles (#12961)
Change the way look direction and camera position are quantized when calculating light frustum
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@ -41,10 +41,16 @@ static v3f quantizeDirection(v3f direction, float step)
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void DirectionalLight::createSplitMatrices(const Camera *cam)
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{
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const float DISTANCE_STEP = BS * 2.0; // 2 meters
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static const float COS_15_DEG = 0.965926f;
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v3f newCenter;
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v3f look = cam->getDirection();
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look = quantizeDirection(look, M_PI / 12.0); // 15 degrees
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v3f look = cam->getDirection().normalize();
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// if current look direction is < 15 degrees away from the captured
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// look direction then stick to the captured value, otherwise recapture.
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if (look.dotProduct(last_look) >= COS_15_DEG)
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look = last_look;
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else
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last_look = look;
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// camera view tangents
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float tanFovY = tanf(cam->getFovY() * 0.5f);
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@ -56,10 +62,14 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
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// adjusted camera positions
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v3f cam_pos_world = cam->getPosition();
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cam_pos_world = v3f(
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floor(cam_pos_world.X / DISTANCE_STEP) * DISTANCE_STEP,
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floor(cam_pos_world.Y / DISTANCE_STEP) * DISTANCE_STEP,
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floor(cam_pos_world.Z / DISTANCE_STEP) * DISTANCE_STEP);
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// if world position is less than 1 block away from the captured
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// world position then stick to the captured value, otherwise recapture.
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if (cam_pos_world.getDistanceFromSQ(last_cam_pos_world) < BS * BS)
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cam_pos_world = last_cam_pos_world;
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else
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last_cam_pos_world = cam_pos_world;
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v3f cam_pos_scene = v3f(cam_pos_world.X - cam->getOffset().X * BS,
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cam_pos_world.Y - cam->getOffset().Y * BS,
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cam_pos_world.Z - cam->getOffset().Z * BS);
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@ -114,6 +114,10 @@ private:
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v3f pos;
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v3f direction{0};
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v3f last_cam_pos_world{0,0,0};
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v3f last_look{0,1,0};
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shadowFrustum shadow_frustum;
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shadowFrustum future_frustum;
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bool dirty{false};
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