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Quantize light frustum calculations (#12357)
* Quantize light frustum calculations Reduces shadow flicker * Fix function name to match conventions
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@ -27,10 +27,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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using m4f = core::matrix4;
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static v3f quantizeDirection(v3f direction, float step)
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{
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float yaw = std::atan2(direction.Z, direction.X);
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float pitch = std::asin(direction.Y); // assume look is normalized
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yaw = std::floor(yaw / step) * step;
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pitch = std::floor(pitch / step) * step;
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return v3f(std::cos(yaw)*std::cos(pitch), std::sin(pitch), std::sin(yaw)*std::cos(pitch));
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}
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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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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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// camera view tangents
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float tanFovY = tanf(cam->getFovY() * 0.5f);
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@ -42,6 +56,10 @@ 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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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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@ -61,7 +79,7 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
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v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene;
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float radius = boundVec.getLength();
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float length = radius * 3.0f;
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v3f eye_displacement = direction * length;
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v3f eye_displacement = quantizeDirection(direction, M_PI / 2880 /*15 seconds*/) * length;
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// we must compute the viewmat with the position - the camera offset
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// but the future_frustum position must be the actual world position
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