Use Sky class to obtain directional light source position for shadows (#12662)

* Also remove unused Sky::getSkyBodyOrbitTilt method

Fixes misalignment of sun position and shadow direction at high tilt values.
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x2048 2022-08-17 16:30:05 +02:00 committed by GitHub
parent 3f67215df9
commit 8c29c4f620
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 25 additions and 11 deletions

@ -4065,10 +4065,7 @@ void Game::updateShadows()
timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
const float offset_constant = 10000.0f;
v3f light(0.0f, 0.0f, -1.0f);
light.rotateXZBy(90);
light.rotateXYBy(timeoftheday * 360 - 90);
light.rotateYZBy(sky->getSkyBodyOrbitTilt());
v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
v3f sun_pos = light * offset_constant;

@ -554,6 +554,25 @@ void Sky::update(float time_of_day, float time_brightness,
}
}
static v3f getSkyBodyPosition(float horizon_position, float day_position, float orbit_tilt)
{
v3f result = v3f(0, 0, -1);
result.rotateXZBy(horizon_position);
result.rotateXYBy(day_position);
result.rotateYZBy(orbit_tilt);
return result;
}
v3f Sky::getSunDirection()
{
return getSkyBodyPosition(90, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_body_orbit_tilt);
}
v3f Sky::getMoonDirection()
{
return getSkyBodyPosition(270, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_body_orbit_tilt);
}
void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day)
/* Draw sun in the sky.
@ -703,15 +722,13 @@ void Sky::place_sky_body(
* day_position: turn the body around the Z axis, to place it depending of the time of the day
*/
{
v3f centrum(0, 0, -1);
centrum.rotateXZBy(horizon_position);
centrum.rotateXYBy(day_position);
centrum.rotateYZBy(m_sky_body_orbit_tilt);
v3f centrum = getSkyBodyPosition(horizon_position, day_position, m_sky_body_orbit_tilt);
v3f untilted_centrum = getSkyBodyPosition(horizon_position, day_position, 0.f);
for (video::S3DVertex &vertex : vertices) {
// Body is directed to -Z (south) by default
vertex.Pos.rotateXZBy(horizon_position);
vertex.Pos.rotateXYBy(day_position);
vertex.Pos.Z += centrum.Z;
vertex.Pos += centrum - untilted_centrum;
}
}

@ -71,12 +71,14 @@ public:
void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
void setSunriseVisible(bool glow_visible) { m_sun_params.sunrise_visible = glow_visible; }
void setSunriseTexture(const std::string &sunglow_texture, ITextureSource* tsrc);
v3f getSunDirection();
void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
bool getMoonVisible() const { return m_moon_params.visible; }
void setMoonTexture(const std::string &moon_texture,
const std::string &moon_tonemap, ITextureSource *tsrc);
void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }
v3f getMoonDirection();
void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
void setStarCount(u16 star_count);
@ -108,8 +110,6 @@ public:
ITextureSource *tsrc);
const video::SColorf &getCurrentStarColor() const { return m_star_color; }
float getSkyBodyOrbitTilt() const { return m_sky_body_orbit_tilt; }
private:
aabb3f m_box;
video::SMaterial m_materials[SKY_MATERIAL_COUNT];