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Shadow mapping render pass (#11244)

Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
Liso
2021-06-06 18:51:21 +02:00
committed by GitHub
parent 46f42e15c4
commit c47313db65
35 changed files with 2624 additions and 38 deletions

View File

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/*
Minetest
Copyright (C) 2021 Liso <anlismon@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "shadowsScreenQuad.h"
shadowScreenQuad::shadowScreenQuad()
{
Material.Wireframe = false;
Material.Lighting = false;
video::SColor color(0x0);
Vertices[0] = video::S3DVertex(
-1.0f, -1.0f, 0.0f, 0, 0, 1, color, 0.0f, 1.0f);
Vertices[1] = video::S3DVertex(
-1.0f, 1.0f, 0.0f, 0, 0, 1, color, 0.0f, 0.0f);
Vertices[2] = video::S3DVertex(
1.0f, 1.0f, 0.0f, 0, 0, 1, color, 1.0f, 0.0f);
Vertices[3] = video::S3DVertex(
1.0f, -1.0f, 0.0f, 0, 0, 1, color, 1.0f, 1.0f);
Vertices[4] = video::S3DVertex(
-1.0f, -1.0f, 0.0f, 0, 0, 1, color, 0.0f, 1.0f);
Vertices[5] = video::S3DVertex(
1.0f, 1.0f, 0.0f, 0, 0, 1, color, 1.0f, 0.0f);
}
void shadowScreenQuad::render(video::IVideoDriver *driver)
{
u16 indices[6] = {0, 1, 2, 3, 4, 5};
driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->drawIndexedTriangleList(&Vertices[0], 6, &indices[0], 2);
}
void shadowScreenQuadCB::OnSetConstants(
video::IMaterialRendererServices *services, s32 userData)
{
s32 TextureId = 0;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapClientMap"),
&TextureId, 1);
TextureId = 1;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapClientMapTraslucent"),
&TextureId, 1);
TextureId = 2;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapSamplerdynamic"),
&TextureId, 1);
}