Remove shadow direction quantization, increase shadow update frames instead (#15665)

* This removes shadow direction quantization and defaults shadow_update_frames to 16 instead.
This commit is contained in:
lhofhansl 2025-01-11 16:41:50 -08:00 committed by GitHub
parent d044c27b5f
commit d15214af52
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
3 changed files with 3 additions and 15 deletions

View file

@ -1899,7 +1899,7 @@ shadow_poisson_filter (Poisson filtering) bool true
# Minimum value: 1; maximum value: 16
#
# Requires: enable_dynamic_shadows, opengl
shadow_update_frames (Map shadows update frames) int 8 1 16
shadow_update_frames (Map shadows update frames) int 16 1 32
# Set to true to render debugging breakdown of the bloom effect.
# In debug mode, the screen is split into 4 quadrants:

View file

@ -13,18 +13,6 @@
using m4f = core::matrix4;
static v3f quantizeDirection(v3f direction, float step)
{
float yaw = std::atan2(direction.Z, direction.X);
float pitch = std::asin(direction.Y); // assume look is normalized
yaw = std::floor(yaw / step) * step;
pitch = std::floor(pitch / step) * step;
return v3f(std::cos(yaw)*std::cos(pitch), std::sin(pitch), std::sin(yaw)*std::cos(pitch));
}
void DirectionalLight::createSplitMatrices(const Camera *cam)
{
static const float COS_15_DEG = 0.965926f;
@ -74,7 +62,7 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene;
float radius = boundVec.getLength();
float length = radius * 3.0f;
v3f eye_displacement = quantizeDirection(direction, M_PI / 2880 /*15 seconds*/) * length;
v3f eye_displacement = direction * length;
// we must compute the viewmat with the position - the camera offset
// but the future_frustum position must be the actual world position

View file

@ -341,7 +341,7 @@ void set_default_settings()
settings->setDefault("shadow_map_color", "false");
settings->setDefault("shadow_filters", "1");
settings->setDefault("shadow_poisson_filter", "true");
settings->setDefault("shadow_update_frames", "8");
settings->setDefault("shadow_update_frames", "16");
settings->setDefault("shadow_soft_radius", "5.0");
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");