forked from Mirrorlandia_minetest/minetest
f5706d444b
* Adjust minimum filter radius for perspective * Expand shadow frustum when camera FOV changes, reuse FOV distance adjustment from numeric.cpp * Read shadow_soft_radius setting as float * Use adaptive filter radius to accomodate for PSM distortion * Adjust filter radius for texture resolution
213 lines
5.3 KiB
C++
213 lines
5.3 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "numeric.h"
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#include "log.h"
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#include "constants.h" // BS, MAP_BLOCKSIZE
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#include "noise.h" // PseudoRandom, PcgRandom
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#include "threading/mutex_auto_lock.h"
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#include <cstring>
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#include <cmath>
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// myrand
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PcgRandom g_pcgrand;
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u32 myrand()
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{
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return g_pcgrand.next();
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}
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void mysrand(unsigned int seed)
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{
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g_pcgrand.seed(seed);
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}
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void myrand_bytes(void *out, size_t len)
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{
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g_pcgrand.bytes(out, len);
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}
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int myrand_range(int min, int max)
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{
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return g_pcgrand.range(min, max);
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}
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/*
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64-bit unaligned version of MurmurHash
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*/
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u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed)
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{
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const u64 m = 0xc6a4a7935bd1e995ULL;
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const int r = 47;
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u64 h = seed ^ (len * m);
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const u8 *data = (const u8 *)key;
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const u8 *end = data + (len / 8) * 8;
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while (data != end) {
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u64 k;
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memcpy(&k, data, sizeof(u64));
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data += sizeof(u64);
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k *= m;
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k ^= k >> r;
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k *= m;
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h ^= k;
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h *= m;
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}
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const unsigned char *data2 = (const unsigned char *)data;
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switch (len & 7) {
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case 7: h ^= (u64)data2[6] << 48;
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case 6: h ^= (u64)data2[5] << 40;
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case 5: h ^= (u64)data2[4] << 32;
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case 4: h ^= (u64)data2[3] << 24;
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case 3: h ^= (u64)data2[2] << 16;
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case 2: h ^= (u64)data2[1] << 8;
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case 1: h ^= (u64)data2[0];
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h *= m;
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}
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h ^= h >> r;
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h *= m;
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h ^= h >> r;
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return h;
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}
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/*
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blockpos_b: position of block in block coordinates
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camera_pos: position of camera in nodes
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camera_dir: an unit vector pointing to camera direction
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range: viewing range
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distance_ptr: return location for distance from the camera
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*/
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bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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f32 camera_fov, f32 range, f32 *distance_ptr)
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{
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v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
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// Block center position
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v3f blockpos(
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((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
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((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
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((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
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);
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// Block position relative to camera
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v3f blockpos_relative = blockpos - camera_pos;
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// Total distance
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f32 d = MYMAX(0, blockpos_relative.getLength() - BLOCK_MAX_RADIUS);
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if (distance_ptr)
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*distance_ptr = d;
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// If block is far away, it's not in sight
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if (d > range)
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return false;
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// If block is (nearly) touching the camera, don't
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// bother validating further (that is, render it anyway)
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if (d == 0)
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return true;
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// Adjust camera position, for purposes of computing the angle,
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// such that a block that has any portion visible with the
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// current camera position will have the center visible at the
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// adjusted postion
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f32 adjdist = BLOCK_MAX_RADIUS / cos((M_PI - camera_fov) / 2);
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// Block position relative to adjusted camera
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v3f blockpos_adj = blockpos - (camera_pos - camera_dir * adjdist);
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// Distance in camera direction (+=front, -=back)
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f32 dforward = blockpos_adj.dotProduct(camera_dir);
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// Cosine of the angle between the camera direction
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// and the block direction (camera_dir is an unit vector)
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f32 cosangle = dforward / blockpos_adj.getLength();
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// If block is not in the field of view, skip it
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// HOTFIX: use sligthly increased angle (+10%) to fix too agressive
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// culling. Somebody have to find out whats wrong with the math here.
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// Previous value: camera_fov / 2
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if (cosangle < std::cos(camera_fov * 0.55f))
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return false;
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return true;
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}
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inline float adjustDist(float dist, float zoom_fov)
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{
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// 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client.
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// The heuristic threshold for zooming is half of that.
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static constexpr const float threshold_fov = 1.775f / 2.0f;
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if (zoom_fov < 0.001f || zoom_fov > threshold_fov)
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return dist;
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return dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
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(1.0f - std::cos(zoom_fov / 2.0f)));
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}
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s16 adjustDist(s16 dist, float zoom_fov)
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{
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return std::round(adjustDist((float)dist, zoom_fov));
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}
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void setPitchYawRollRad(core::matrix4 &m, const v3f &rot)
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{
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f64 a1 = rot.Z, a2 = rot.X, a3 = rot.Y;
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f64 c1 = cos(a1), s1 = sin(a1);
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f64 c2 = cos(a2), s2 = sin(a2);
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f64 c3 = cos(a3), s3 = sin(a3);
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f32 *M = m.pointer();
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M[0] = s1 * s2 * s3 + c1 * c3;
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M[1] = s1 * c2;
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M[2] = s1 * s2 * c3 - c1 * s3;
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M[4] = c1 * s2 * s3 - s1 * c3;
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M[5] = c1 * c2;
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M[6] = c1 * s2 * c3 + s1 * s3;
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M[8] = c2 * s3;
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M[9] = -s2;
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M[10] = c2 * c3;
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}
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v3f getPitchYawRollRad(const core::matrix4 &m)
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{
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const f32 *M = m.pointer();
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f64 a1 = atan2(M[1], M[5]);
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f32 c2 = std::sqrt((f64)M[10]*M[10] + (f64)M[8]*M[8]);
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f32 a2 = atan2f(-M[9], c2);
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f64 c1 = cos(a1);
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f64 s1 = sin(a1);
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f32 a3 = atan2f(s1*M[6] - c1*M[2], c1*M[0] - s1*M[4]);
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return v3f(a2, a3, a1);
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}
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