Fix shadow flicker on camera offset update (#15709)

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sfan5 2025-01-25 10:47:52 +01:00 committed by GitHub
parent 7c6ade0fc5
commit b861f0c5c5
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GPG key ID: B5690EEEBB952194
4 changed files with 25 additions and 22 deletions

View file

@ -2984,6 +2984,10 @@ void Game::updateCameraOffset()
return;
if (!m_flags.disable_camera_update) {
auto *shadow = RenderingEngine::get_shadow_renderer();
if (shadow)
shadow->getDirectionalLight().updateCameraOffset(camera);
env.getClientMap().updateCamera(camera->getPosition(),
camera->getDirection(), camera->getFovMax(), camera_offset,
env.getLocalPlayer()->light_color);
@ -3978,11 +3982,10 @@ void Game::updateShadows()
v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
v3f sun_pos = light * offset_constant;
shadow->getDirectionalLight().setDirection(sun_pos);
shadow->setTimeOfDay(in_timeofday);
shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
shadow->getDirectionalLight().updateFrustum(camera, client);
}
void Game::drawScene(ProfilerGraph *graph, RunStats *stats)

View file

@ -36,7 +36,7 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
// adjusted camera positions
v3f cam_pos_world = cam->getPosition();
// if world position is less than 1 block away from the captured
// if world position is less than 1 node away from the captured
// world position then stick to the captured value, otherwise recapture.
if (cam_pos_world.getDistanceFromSQ(last_cam_pos_world) < BS * BS)
cam_pos_world = last_cam_pos_world;
@ -84,9 +84,16 @@ DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
farPlane(farValue), mapRes(shadowMapResolution), pos(position)
{}
void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool force)
void DirectionalLight::updateCameraOffset(const Camera *cam)
{
if (dirty && !force)
createSplitMatrices(cam);
should_update_map_shadow = true;
dirty = true;
}
void DirectionalLight::updateFrustum(const Camera *cam, Client *client)
{
if (dirty)
return;
float zNear = cam->getCameraNode()->getNearValue();
@ -106,16 +113,6 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
should_update_map_shadow = true;
dirty = true;
// when camera offset changes, adjust the current frustum view matrix to avoid flicker
v3s16 cam_offset = cam->getOffset();
if (cam_offset != shadow_frustum.camera_offset) {
v3f rotated_offset = shadow_frustum.ViewMat.rotateAndScaleVect(
intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS);
shadow_frustum.camera_offset = cam_offset;
}
}
void DirectionalLight::commitFrustum()

View file

@ -34,9 +34,9 @@ public:
f32 farValue = 100.0f);
~DirectionalLight() = default;
//DISABLE_CLASS_COPY(DirectionalLight)
void updateCameraOffset(const Camera *cam);
void update_frustum(const Camera *cam, Client *client, bool force = false);
void updateFrustum(const Camera *cam, Client *client);
// when set direction is updated to negative normalized(direction)
void setDirection(v3f dir);

View file

@ -256,11 +256,14 @@ void ShadowRenderer::updateSMTextures()
// detect if SM should be regenerated
for (DirectionalLight &light : m_light_list) {
if (light.should_update_map_shadow || m_force_update_shadow_map) {
light.should_update_map_shadow = false;
m_current_frame = 0;
reset_sm_texture = true;
}
if (light.should_update_map_shadow)
m_force_update_shadow_map = true;
light.should_update_map_shadow = false;
}
if (m_force_update_shadow_map) {
m_current_frame = 0;
reset_sm_texture = true;
}
video::ITexture* shadowMapTargetTexture = shadowMapClientMapFuture;