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-rw-r--r--src/client/shader.cpp2
-rw-r--r--src/client/shadows/dynamicshadows.cpp31
-rw-r--r--src/util/numeric.cpp11
3 files changed, 27 insertions, 17 deletions
diff --git a/src/client/shader.cpp b/src/client/shader.cpp
index 355366bd3..0b35c37af 100644
--- a/src/client/shader.cpp
+++ b/src/client/shader.cpp
@@ -740,7 +740,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
s32 shadow_filter = g_settings->getS32("shadow_filters");
shaders_header << "#define SHADOW_FILTER " << shadow_filter << "\n";
- float shadow_soft_radius = g_settings->getS32("shadow_soft_radius");
+ float shadow_soft_radius = g_settings->getFloat("shadow_soft_radius");
if (shadow_soft_radius < 1.0f)
shadow_soft_radius = 1.0f;
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp
index 775cdebce..17b711a61 100644
--- a/src/client/shadows/dynamicshadows.cpp
+++ b/src/client/shadows/dynamicshadows.cpp
@@ -33,29 +33,34 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
v3f newCenter;
v3f look = cam->getDirection();
+ // camera view tangents
+ float tanFovY = tanf(cam->getFovY() * 0.5f);
+ float tanFovX = tanf(cam->getFovX() * 0.5f);
+
+ // adjusted frustum boundaries
+ float sfNear = shadow_frustum.zNear;
+ float sfFar = adjustDist(shadow_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 * shadow_frustum.zNear;
- camPos2 += look * shadow_frustum.zNear;
- float end = shadow_frustum.zNear + shadow_frustum.zFar;
- newCenter = camPos + look * (shadow_frustum.zNear + 0.05f * end);
- v3f world_center = camPos2 + look * (shadow_frustum.zNear + 0.05f * end);
- // Create a vector to the frustum far corner
- // @Liso: move all vars we can outside the loop.
- float tanFovY = tanf(cam->getFovY() * 0.5f);
- float tanFovX = tanf(cam->getFovX() * 0.5f);
+ camPos += look * sfNear;
+ camPos2 += look * sfNear;
- const v3f &viewUp = cam->getCameraNode()->getUpVector();
- // viewUp.normalize();
+ // 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);
+ // Create a vector to the frustum far corner
+ const v3f &viewUp = cam->getCameraNode()->getUpVector();
v3f viewRight = look.crossProduct(viewUp);
- // viewRight.normalize();
v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
// Compute the frustumBoundingSphere radius
- v3f boundVec = (camPos + farCorner * shadow_frustum.zFar) - newCenter;
+ v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
radius = boundVec.getLength() * 2.0f;
// boundVec.getLength();
float vvolume = radius * 2.0f;
diff --git a/src/util/numeric.cpp b/src/util/numeric.cpp
index 99e4cfb5c..702ddce95 100644
--- a/src/util/numeric.cpp
+++ b/src/util/numeric.cpp
@@ -159,7 +159,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
return true;
}
-s16 adjustDist(s16 dist, float zoom_fov)
+inline float adjustDist(float dist, float zoom_fov)
{
// 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client.
// The heuristic threshold for zooming is half of that.
@@ -167,8 +167,13 @@ s16 adjustDist(s16 dist, float zoom_fov)
if (zoom_fov < 0.001f || zoom_fov > threshold_fov)
return dist;
- return std::round(dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
- (1.0f - std::cos(zoom_fov / 2.0f))));
+ return dist * std::cbrt((1.0f - std::cos(threshold_fov)) /
+ (1.0f - std::cos(zoom_fov / 2.0f)));
+}
+
+s16 adjustDist(s16 dist, float zoom_fov)
+{
+ return std::round(adjustDist((float)dist, zoom_fov));
}
void setPitchYawRollRad(core::matrix4 &m, const v3f &rot)