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Get rid of depth buffer workaround in the render pipeline code (#15407)
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether,
but that ended up being too much work.
The remaining usage is in "dynamicshadowsrender.cpp".
Here's a comment I wrote about the workaround:
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Use legacy call when there's single texture without depth texture
This means Irrlicht creates a depth texture for us and binds it to the FBO
This is currently necessary for a working depth buffer in the following cases:
- post-processing disabled, undersampling enabled
(addUpscaling specifies no depth texture)
- post-processing disabled, 3d_mode = sidebyside / topbottom / crossview
(populateSideBySidePipeline specifies no depth texture)
- post-processing disabled, 3d_mode = interlaced
(probably, can't test since it's broken)
(populateInterlacedPipeline specifies no depth texture)
With post-processing disabled, the world is rendered to the TextureBufferOutput
created in the functions listed above, so a depth buffer is needed
(-> this workaround is needed).
With post-processing enabled, only a fullscreen rectangle is rendered to
this TextureBufferOutput, so a depth buffer isn't actually needed.
But: These pipeline steps shouldn't rely on what ends up being rendered to
the TextureBufferOutput they provide, since that may change.
This workaround was added in 1e96403954 /
https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940
This workaround should be replaced by explicitly configuring depth
textures where needed.
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This commit is contained in:
@@ -4,6 +4,7 @@
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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#include "sidebyside.h"
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#include "client/client.h"
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#include "client/hud.h"
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#include "client/camera.h"
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@@ -35,6 +36,11 @@ void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool h
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{
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static const u8 TEXTURE_LEFT = 0;
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static const u8 TEXTURE_RIGHT = 1;
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static const u8 TEXTURE_DEPTH = 2;
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auto driver = client->getSceneManager()->getVideoDriver();
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video::ECOLOR_FORMAT color_format = selectColorFormat(driver);
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video::ECOLOR_FORMAT depth_format = selectDepthFormat(driver);
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v2f offset;
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if (horizontal) {
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@@ -47,15 +53,17 @@ void populateSideBySidePipeline(RenderPipeline *pipeline, Client *client, bool h
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}
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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buffer->setTexture(TEXTURE_LEFT, virtual_size_scale, "3d_render_left", video::ECF_A8R8G8B8);
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buffer->setTexture(TEXTURE_RIGHT, virtual_size_scale, "3d_render_right", video::ECF_A8R8G8B8);
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buffer->setTexture(TEXTURE_LEFT, virtual_size_scale, "3d_render_left", color_format);
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buffer->setTexture(TEXTURE_RIGHT, virtual_size_scale, "3d_render_right", color_format);
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buffer->setTexture(TEXTURE_DEPTH, virtual_size_scale, "3d_depthmap_sidebyside", depth_format);
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auto step3D = pipeline->own(create3DStage(client, virtual_size_scale));
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// eyes
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for (bool right : { false, true }) {
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pipeline->addStep<OffsetCameraStep>(flipped ? !right : right);
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auto output = pipeline->createOwned<TextureBufferOutput>(buffer, right ? TEXTURE_RIGHT : TEXTURE_LEFT);
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auto output = pipeline->createOwned<TextureBufferOutput>(
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buffer, std::vector<u8> {right ? TEXTURE_RIGHT : TEXTURE_LEFT}, TEXTURE_DEPTH);
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pipeline->addStep<SetRenderTargetStep>(step3D, output);
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pipeline->addStep(step3D);
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pipeline->addStep<DrawWield>();
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