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Fix shadow flicker on camera offset update (#15709)
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7c6ade0fc5
commit
b861f0c5c5
4 changed files with 25 additions and 22 deletions
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@ -2984,6 +2984,10 @@ void Game::updateCameraOffset()
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return;
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if (!m_flags.disable_camera_update) {
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auto *shadow = RenderingEngine::get_shadow_renderer();
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if (shadow)
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shadow->getDirectionalLight().updateCameraOffset(camera);
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env.getClientMap().updateCamera(camera->getPosition(),
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camera->getDirection(), camera->getFovMax(), camera_offset,
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env.getLocalPlayer()->light_color);
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@ -3978,11 +3982,10 @@ void Game::updateShadows()
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v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
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v3f sun_pos = light * offset_constant;
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shadow->getDirectionalLight().setDirection(sun_pos);
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shadow->setTimeOfDay(in_timeofday);
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shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
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shadow->getDirectionalLight().updateFrustum(camera, client);
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}
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void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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@ -36,7 +36,7 @@ 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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// if world position is less than 1 block away from the captured
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// if world position is less than 1 node 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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@ -84,9 +84,16 @@ DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
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farPlane(farValue), mapRes(shadowMapResolution), pos(position)
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{}
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void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool force)
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void DirectionalLight::updateCameraOffset(const Camera *cam)
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{
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if (dirty && !force)
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createSplitMatrices(cam);
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should_update_map_shadow = true;
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dirty = true;
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}
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void DirectionalLight::updateFrustum(const Camera *cam, Client *client)
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{
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if (dirty)
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return;
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float zNear = cam->getCameraNode()->getNearValue();
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@ -106,16 +113,6 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
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getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
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should_update_map_shadow = true;
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dirty = true;
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// when camera offset changes, adjust the current frustum view matrix to avoid flicker
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v3s16 cam_offset = cam->getOffset();
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if (cam_offset != shadow_frustum.camera_offset) {
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v3f rotated_offset = shadow_frustum.ViewMat.rotateAndScaleVect(
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intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
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shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
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shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS);
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shadow_frustum.camera_offset = cam_offset;
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}
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}
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void DirectionalLight::commitFrustum()
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@ -34,9 +34,9 @@ public:
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f32 farValue = 100.0f);
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~DirectionalLight() = default;
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//DISABLE_CLASS_COPY(DirectionalLight)
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void updateCameraOffset(const Camera *cam);
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void update_frustum(const Camera *cam, Client *client, bool force = false);
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void updateFrustum(const Camera *cam, Client *client);
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// when set direction is updated to negative normalized(direction)
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void setDirection(v3f dir);
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@ -256,11 +256,14 @@ void ShadowRenderer::updateSMTextures()
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// detect if SM should be regenerated
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for (DirectionalLight &light : m_light_list) {
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if (light.should_update_map_shadow || m_force_update_shadow_map) {
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light.should_update_map_shadow = false;
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m_current_frame = 0;
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reset_sm_texture = true;
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}
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if (light.should_update_map_shadow)
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m_force_update_shadow_map = true;
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light.should_update_map_shadow = false;
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}
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if (m_force_update_shadow_map) {
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m_current_frame = 0;
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reset_sm_texture = true;
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}
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video::ITexture* shadowMapTargetTexture = shadowMapClientMapFuture;
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