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Remove shadow direction quantization, increase shadow update frames instead (#15665)
* This removes shadow direction quantization and defaults shadow_update_frames to 16 instead.
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3 changed files with 3 additions and 15 deletions
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@ -1899,7 +1899,7 @@ shadow_poisson_filter (Poisson filtering) bool true
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# Minimum value: 1; maximum value: 16
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#
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# Requires: enable_dynamic_shadows, opengl
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shadow_update_frames (Map shadows update frames) int 8 1 16
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shadow_update_frames (Map shadows update frames) int 16 1 32
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# Set to true to render debugging breakdown of the bloom effect.
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# In debug mode, the screen is split into 4 quadrants:
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@ -13,18 +13,6 @@
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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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static const float COS_15_DEG = 0.965926f;
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@ -74,7 +62,7 @@ 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 = quantizeDirection(direction, M_PI / 2880 /*15 seconds*/) * length;
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v3f eye_displacement = direction * 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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@ -341,7 +341,7 @@ void set_default_settings()
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settings->setDefault("shadow_map_color", "false");
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settings->setDefault("shadow_filters", "1");
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settings->setDefault("shadow_poisson_filter", "true");
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settings->setDefault("shadow_update_frames", "8");
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settings->setDefault("shadow_update_frames", "16");
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settings->setDefault("shadow_soft_radius", "5.0");
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settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
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