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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-21 17:05:20 +01:00

Support array textures in shadow renderer (the lazy way)

This commit is contained in:
sfan5
2025-11-09 13:33:55 +01:00
parent c3790dd7af
commit 760b20504f
7 changed files with 108 additions and 65 deletions

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@@ -1,18 +1,22 @@
// FIXME missing array texture handling #ifdef USE_ARRAY_TEXTURE
uniform sampler2D ColorMapSampler; uniform mediump sampler2DArray baseTexture;
#else
uniform sampler2D baseTexture;
#endif
varying vec4 tPos; varying vec4 tPos;
#ifdef GL_ES CENTROID_ VARYING_ mediump vec2 varTexCoord;
varying mediump vec2 varTexCoord; CENTROID_ VARYING_ float varTexLayer; // actually int
#else
centroid varying vec2 varTexCoord;
#endif
void main() void main()
{ {
vec4 col = texture2D(ColorMapSampler, varTexCoord); #ifdef USE_ARRAY_TEXTURE
// FIXME: magic number??? vec4 base = texture(baseTexture, vec3(varTexCoord, varTexLayer)).rgba;
if (col.a < 0.70) #else
vec4 base = texture2D(baseTexture, varTexCoord).rgba;
#endif
// (this totally ignores the node's alpha mode)
if (base.a < 0.70)
discard; discard;
float depth = 0.5 + tPos.z * 0.5; float depth = 0.5 + tPos.z * 0.5;

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@@ -6,11 +6,8 @@ uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1; uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias; uniform float zPerspectiveBias;
#ifdef GL_ES CENTROID_ VARYING_ mediump vec2 varTexCoord;
varying mediump vec2 varTexCoord; CENTROID_ VARYING_ float varTexLayer; // actually int
#else
centroid varying vec2 varTexCoord;
#endif
vec4 getRelativePosition(in vec4 position) vec4 getRelativePosition(in vec4 position)
{ {
@@ -45,5 +42,9 @@ void main()
tPos = applyPerspectiveDistortion(pos); tPos = applyPerspectiveDistortion(pos);
gl_Position = vec4(tPos.xyz, 1.0); gl_Position = vec4(tPos.xyz, 1.0);
varTexCoord = (mTexture * vec4(inTexCoord0.xy, 0.0, 1.0)).xy;
varTexCoord = (mTexture * vec4(inTexCoord0.xy, 1.0, 1.0)).st;
#ifdef USE_ARRAY_TEXTURE
varTexLayer = inVertexAux;
#endif
} }

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@@ -1,12 +1,12 @@
// FIXME missing array texture handling #ifdef USE_ARRAY_TEXTURE
uniform sampler2D ColorMapSampler; uniform mediump sampler2DArray baseTexture;
#else
uniform sampler2D baseTexture;
#endif
varying vec4 tPos; varying vec4 tPos;
#ifdef GL_ES CENTROID_ VARYING_ mediump vec2 varTexCoord;
varying mediump vec2 varTexCoord; CENTROID_ VARYING_ float varTexLayer; // actually int
#else
centroid varying vec2 varTexCoord;
#endif
#ifdef COLORED_SHADOWS #ifdef COLORED_SHADOWS
varying vec3 varColor; varying vec3 varColor;
@@ -21,27 +21,27 @@ float packColor(vec3 color)
+ floor(color.g * c_precision + 0.5) * c_precisionp1 + floor(color.g * c_precision + 0.5) * c_precisionp1
+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1; + floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
} }
const vec3 black = vec3(0.0);
#endif #endif
void main() void main()
{ {
vec4 col = texture2D(ColorMapSampler, varTexCoord); #ifdef USE_ARRAY_TEXTURE
vec4 base = texture(baseTexture, vec3(varTexCoord, varTexLayer)).rgba;
#else
vec4 base = texture2D(baseTexture, varTexCoord).rgba;
#endif
#ifndef COLORED_SHADOWS #ifndef COLORED_SHADOWS
if (col.a < 0.5) if (base.a < 0.5)
discard; discard;
#endif #endif
float depth = 0.5 + tPos.z * 0.5; float depth = 0.5 + tPos.z * 0.5;
// ToDo: Liso: Apply movement on waving plants
// depth in [0, 1] for texture // depth in [0, 1] for texture
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
#ifdef COLORED_SHADOWS #ifdef COLORED_SHADOWS
col.rgb *= varColor.rgb; base.rgb *= varColor.rgb;
// premultiply color alpha (see-through side) // premultiply color alpha (see-through side)
float packedColor = packColor(col.rgb * (1.0 - col.a)); float packedColor = packColor(base.rgb * (1.0 - base.a));
gl_FragColor = vec4(depth, packedColor, 0.0,1.0); gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
#else #else
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0); gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);

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@@ -9,11 +9,8 @@ uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1; uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias; uniform float zPerspectiveBias;
#ifdef GL_ES CENTROID_ VARYING_ mediump vec2 varTexCoord;
varying mediump vec2 varTexCoord; CENTROID_ VARYING_ float varTexLayer; // actually int
#else
centroid varying vec2 varTexCoord;
#endif
vec4 getRelativePosition(in vec4 position) vec4 getRelativePosition(in vec4 position)
{ {
@@ -48,7 +45,11 @@ void main()
tPos = applyPerspectiveDistortion(pos); tPos = applyPerspectiveDistortion(pos);
gl_Position = vec4(tPos.xyz, 1.0); gl_Position = vec4(tPos.xyz, 1.0);
varTexCoord = inTexCoord0.xy;
varTexCoord = (mTexture * vec4(inTexCoord0.xy, 1.0, 1.0)).st;
#ifdef USE_ARRAY_TEXTURE
varTexLayer = inVertexAux;
#endif
#ifdef COLORED_SHADOWS #ifdef COLORED_SHADOWS
varColor = inVertexColor.rgb; varColor = inVertexColor.rgb;

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@@ -192,9 +192,6 @@ static size_t getArrayTextureMax(IShaderSource *shdsrc)
// must support sampling from them // must support sampling from them
if (!shdsrc->supportsSampler2DArray()) if (!shdsrc->supportsSampler2DArray())
return 0; return 0;
// shadow shaders can't handle array textures yet (TODO)
if (g_settings->getBool("enable_dynamic_shadows"))
return 0;
u32 n = driver->getLimits().MaxArrayTextureImages; u32 n = driver->getLimits().MaxArrayTextureImages;
constexpr u32 type_max = std::numeric_limits<decltype(TileLayer::texture_layer_idx)>::max(); constexpr u32 type_max = std::numeric_limits<decltype(TileLayer::texture_layer_idx)>::max();

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@@ -49,13 +49,16 @@ ShadowRenderer::~ShadowRenderer()
// call to disable releases dynamically allocated resources // call to disable releases dynamically allocated resources
disable(); disable();
if (m_shadow_depth_cb) { for (auto *ptr : m_shadow_depth_cb) {
m_shadow_depth_cb->drop(); if (ptr)
m_shadow_depth_cb = nullptr; ptr->drop();
} }
if (m_shadow_depth_trans_cb) { m_shadow_depth_cb.clear();
m_shadow_depth_trans_cb->drop();
m_shadow_depth_trans_cb = nullptr; auto *gpu = m_driver->getGPUProgrammingServices();
for (auto id : {depth_shader, depth_shader_a, depth_shader_trans, depth_shader_trans_a}) {
if (id != video::EMT_INVALID)
gpu->deleteShaderMaterial(id);
} }
delete m_screen_quad; delete m_screen_quad;
@@ -231,14 +234,14 @@ void ShadowRenderer::updateSMTextures()
video::ECOLOR_FORMAT frt; video::ECOLOR_FORMAT frt;
if (m_shadow_map_texture_32bit) { if (m_shadow_map_texture_32bit) {
if (m_shadow_map_colored) if (m_shadow_map_colored)
frt = video::ECOLOR_FORMAT::ECF_A32B32G32R32F; frt = video::ECF_A32B32G32R32F;
else else
frt = video::ECOLOR_FORMAT::ECF_R32F; frt = video::ECF_R32F;
} else { } else {
if (m_shadow_map_colored) if (m_shadow_map_colored)
frt = video::ECOLOR_FORMAT::ECF_A16B16G16R16F; frt = video::ECF_A16B16G16R16F;
else else
frt = video::ECOLOR_FORMAT::ECF_R16F; frt = video::ECF_R16F;
} }
shadowMapTextureFinal = getSMTexture( shadowMapTextureFinal = getSMTexture(
std::string("shadowmap_final_") + itos(m_shadow_map_texture_size), std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
@@ -271,7 +274,7 @@ void ShadowRenderer::updateSMTextures()
// Update SM incrementally: // Update SM incrementally:
for (DirectionalLight &light : m_light_list) { for (DirectionalLight &light : m_light_list) {
// Static shader values. // Static shader values.
for (auto *cb : {m_shadow_depth_cb, m_shadow_depth_trans_cb}) { for (auto *cb : m_shadow_depth_cb) {
if (cb) { if (cb) {
cb->MapRes = (u32)m_shadow_map_texture_size; cb->MapRes = (u32)m_shadow_map_texture_size;
cb->MaxFar = (f32)m_shadow_map_max_distance * BS; cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
@@ -292,7 +295,6 @@ void ShadowRenderer::updateSMTextures()
// This is also handled in ClientMap. // This is also handled in ClientMap.
if (m_current_frame == m_map_shadow_update_frames - 1 || m_force_update_shadow_map) { if (m_current_frame == m_map_shadow_update_frames - 1 || m_force_update_shadow_map) {
if (m_shadow_map_colored) { if (m_shadow_map_colored) {
m_driver->setRenderTarget(0, false, false);
m_driver->setRenderTarget(shadowMapTextureColors, m_driver->setRenderTarget(shadowMapTextureColors,
true, false, video::SColor(255, 255, 255, 255)); true, false, video::SColor(255, 255, 255, 255));
} }
@@ -340,7 +342,10 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
// Static shader values for entities are set in updateSMTextures // Static shader values for entities are set in updateSMTextures
// SM texture for entities is not updated incrementally and // SM texture for entities is not updated incrementally and
// must by updated using current player position. // must by updated using current player position.
m_shadow_depth_cb->CameraPos = light.getPlayerPos(); for (auto *cb : m_shadow_depth_cb) {
if (cb)
cb->CameraPos = light.getPlayerPos();
}
// render shadows for the non-map objects. // render shadows for the non-map objects.
m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true, m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
@@ -435,10 +440,19 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
mat.FrontfaceCulling = false; mat.FrontfaceCulling = false;
} }
/*
* Here we unconditionally replace the material shader with our custom ones
* to render the depth map.
* Be warned that this is a very flawed approach and the reason why waving
* doesn't work or why the node alpha mode is totally ignored.
* Array texture support was tacked on but this should really be rewritten:
* The shadow map code should be part of nodes_shader and activated on demand.
*/
bool array_tex = mat.getTexture(0) && mat.getTexture(0)->getType() == video::ETT_2D_ARRAY;
if (m_shadow_map_colored && is_transparent_pass) { if (m_shadow_map_colored && is_transparent_pass) {
mat.MaterialType = depth_shader_trans; mat.MaterialType = array_tex ? depth_shader_trans_a : depth_shader_trans;
} else { } else {
mat.MaterialType = depth_shader; mat.MaterialType = array_tex ? depth_shader_a : depth_shader;
mat.BlendOperation = video::EBO_MIN; mat.BlendOperation = video::EBO_MIN;
} }
}; };
@@ -478,6 +492,8 @@ void ShadowRenderer::renderShadowObjects(
auto &current_mat = shadow_node.node->getMaterial(m); auto &current_mat = shadow_node.node->getMaterial(m);
BufferMaterialList.push_back(current_mat.MaterialType); BufferMaterialList.push_back(current_mat.MaterialType);
// Note: this suffers from the same misdesign and will break once we
// start doing more special shader things for entities.
current_mat.MaterialType = depth_shader; current_mat.MaterialType = depth_shader;
BufferMaterialCullingList.emplace_back( BufferMaterialCullingList.emplace_back(
@@ -517,22 +533,43 @@ void ShadowRenderer::createShaders()
{ {
auto *shdsrc = m_client->getShaderSource(); auto *shdsrc = m_client->getShaderSource();
assert(!m_shadow_depth_cb); assert(m_shadow_depth_cb.empty());
ShaderConstants a_const;
a_const["USE_ARRAY_TEXTURE"] = 1;
{ {
m_shadow_depth_cb = new ShadowDepthUniformSetter(); auto *cb = new ShadowDepthUniformSetter();
m_shadow_depth_cb.push_back(cb);
u32 shader_id = shdsrc->getShader("shadow/pass1", {}, u32 shader_id = shdsrc->getShader("shadow/pass1", {},
video::EMT_SOLID, m_shadow_depth_cb); video::EMT_SOLID, cb);
depth_shader = shdsrc->getShaderInfo(shader_id).material; depth_shader = shdsrc->getShaderInfo(shader_id).material;
} }
if (shdsrc->supportsSampler2DArray()) {
auto *cb = new ShadowDepthUniformSetter();
m_shadow_depth_cb.push_back(cb);
u32 shader_id = shdsrc->getShader("shadow/pass1", a_const,
video::EMT_SOLID, cb);
depth_shader_a = shdsrc->getShaderInfo(shader_id).material;
}
if (m_shadow_map_colored) { if (m_shadow_map_colored) {
m_shadow_depth_trans_cb = new ShadowDepthUniformSetter(); auto *cb = new ShadowDepthUniformSetter();
m_shadow_depth_cb.push_back(cb);
u32 shader_id = shdsrc->getShader("shadow/pass1_trans", {}, u32 shader_id = shdsrc->getShader("shadow/pass1_trans", {},
video::EMT_SOLID, m_shadow_depth_trans_cb); video::EMT_SOLID, cb);
depth_shader_trans = shdsrc->getShaderInfo(shader_id).material; depth_shader_trans = shdsrc->getShaderInfo(shader_id).material;
} }
if (m_shadow_map_colored && shdsrc->supportsSampler2DArray()) {
auto *cb = new ShadowDepthUniformSetter();
m_shadow_depth_cb.push_back(cb);
u32 shader_id = shdsrc->getShader("shadow/pass1_trans", a_const,
video::EMT_SOLID, cb);
depth_shader_trans_a = shdsrc->getShaderInfo(shader_id).material;
}
{ {
auto *shadow_mix_cb = new ShadowScreenQuadUniformSetter(); auto *shadow_mix_cb = new ShadowScreenQuadUniformSetter();
u32 shader_id = shdsrc->getShader("shadow/pass2", {}, u32 shader_id = shdsrc->getShader("shadow/pass2", {},

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@@ -138,17 +138,20 @@ private:
f32 m_perspective_bias_xy; f32 m_perspective_bias_xy;
f32 m_perspective_bias_z; f32 m_perspective_bias_z;
video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F}; video::ECOLOR_FORMAT m_texture_format{video::ECF_R16F};
video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16}; video::ECOLOR_FORMAT m_texture_format_color{video::ECF_R16G16};
// Shadow Shader stuff // Shadow Shader stuff
void createShaders(); void createShaders();
video::E_MATERIAL_TYPE depth_shader, depth_shader_trans; // _a suffix is with support for array textures
video::E_MATERIAL_TYPE depth_shader{video::EMT_INVALID},
depth_shader_a{video::EMT_INVALID};
video::E_MATERIAL_TYPE depth_shader_trans{video::EMT_INVALID},
depth_shader_trans_a{video::EMT_INVALID};
ShadowDepthUniformSetter *m_shadow_depth_cb{nullptr}; std::vector<ShadowDepthUniformSetter*> m_shadow_depth_cb;
ShadowDepthUniformSetter *m_shadow_depth_trans_cb{nullptr};
ShadowScreenQuad *m_screen_quad{nullptr}; ShadowScreenQuad *m_screen_quad{nullptr};
}; };