mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-17 10:25:21 +02:00
Port shadow shaders to work with OpenGL3
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
@@ -1,9 +1,15 @@
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uniform sampler2D ColorMapSampler;
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varying vec4 tPos;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main()
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{
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vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
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vec4 col = texture2D(ColorMapSampler, varTexCoord);
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if (col.a < 0.70)
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discard;
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@@ -6,6 +6,12 @@ uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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@@ -34,10 +40,10 @@ vec4 applyPerspectiveDistortion(in vec4 position)
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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vec4 pos = LightMVP * inVertexPosition;
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tPos = applyPerspectiveDistortion(pos);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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varTexCoord = (mTexture * vec4(inTexCoord0.xy, 0.0, 1.0)).xy;
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}
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@@ -1,6 +1,12 @@
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uniform sampler2D ColorMapSampler;
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varying vec4 tPos;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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@@ -20,7 +26,7 @@ const vec3 black = vec3(0.0);
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void main()
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{
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vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
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vec4 col = texture2D(ColorMapSampler, varTexCoord);
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#ifndef COLORED_SHADOWS
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if (col.a < 0.5)
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discard;
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@@ -9,6 +9,12 @@ uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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@@ -37,14 +43,14 @@ vec4 applyPerspectiveDistortion(in vec4 position)
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void main()
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{
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vec4 pos = LightMVP * gl_Vertex;
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vec4 pos = LightMVP * inVertexPosition;
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tPos = applyPerspectiveDistortion(LightMVP * gl_Vertex);
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tPos = applyPerspectiveDistortion(pos);
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gl_Position = vec4(tPos.xyz, 1.0);
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gl_TexCoord[0].st = gl_MultiTexCoord0.st;
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varTexCoord = inTexCoord0.xy;
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#ifdef COLORED_SHADOWS
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varColor = gl_Color.rgb;
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varColor = inVertexColor.rgb;
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#endif
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}
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@@ -4,20 +4,25 @@ uniform sampler2D ShadowMapClientMapTraslucent;
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#endif
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uniform sampler2D ShadowMapSamplerdynamic;
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void main() {
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main()
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{
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#ifdef COLORED_SHADOWS
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vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
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vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
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vec2 first_depth = texture2D(ShadowMapClientMap, varTexCoord).rg;
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vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, varTexCoord).r, 0.0);
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if (first_depth.r > depth_splitdynamics.r)
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first_depth = depth_splitdynamics;
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vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
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vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, varTexCoord).rg;
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gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
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#else
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float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
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float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
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float first_depth = texture2D(ShadowMapClientMap, varTexCoord).r;
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float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, varTexCoord).r;
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first_depth = min(first_depth, depth_splitdynamics);
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gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
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#endif
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}
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12
client/shaders/shadow/pass2/opengl_vertex.glsl
Normal file
12
client/shaders/shadow/pass2/opengl_vertex.glsl
Normal file
@@ -0,0 +1,12 @@
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main()
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{
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vec4 uv = vec4(inVertexPosition.xyz, 1.0) * 0.5 + 0.5;
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varTexCoord = uv.st;
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gl_Position = vec4(inVertexPosition.xyz, 1.0);
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}
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@@ -1,9 +0,0 @@
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void main()
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{
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vec4 uv = vec4(gl_Vertex.xyz, 1.0) * 0.5 + 0.5;
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gl_TexCoord[0] = uv;
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gl_TexCoord[1] = uv;
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gl_TexCoord[2] = uv;
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gl_Position = vec4(gl_Vertex.xyz, 1.0);
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}
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@@ -8,14 +8,11 @@
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#include "client/shadows/shadowsScreenQuad.h"
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#include "client/shadows/shadowsshadercallbacks.h"
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#include "settings.h"
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#include "filesys.h"
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#include "util/string.h"
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#include "client/shader.h"
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#include "client/client.h"
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#include "client/clientmap.h"
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#include "profiler.h"
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#include "IGPUProgrammingServices.h"
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#include "IMaterialRenderer.h"
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#include "IVideoDriver.h"
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ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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@@ -24,8 +21,6 @@ ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_time_day(0.0f), m_force_update_shadow_map(false), m_current_frame(0),
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m_perspective_bias_xy(0.8f), m_perspective_bias_z(0.5f)
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{
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(void) m_client;
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m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
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m_shadows_enabled = true;
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@@ -43,6 +38,8 @@ ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_shadow_samples = g_settings->getS32("shadow_filters");
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m_map_shadow_update_frames = g_settings->getS16("shadow_update_frames");
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m_screen_quad = new ShadowScreenQuad();
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// add at least one light
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addDirectionalLight();
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}
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@@ -52,21 +49,23 @@ ShadowRenderer::~ShadowRenderer()
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// call to disable releases dynamically allocated resources
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disable();
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if (m_shadow_depth_cb)
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delete m_shadow_depth_cb;
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if (m_shadow_depth_entity_cb)
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delete m_shadow_depth_entity_cb;
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if (m_shadow_depth_trans_cb)
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delete m_shadow_depth_trans_cb;
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if (m_shadow_mix_cb)
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delete m_shadow_mix_cb;
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m_shadow_node_array.clear();
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m_light_list.clear();
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if (m_shadow_depth_cb) {
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m_shadow_depth_cb->drop();
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m_shadow_depth_cb = nullptr;
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}
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if (m_shadow_depth_trans_cb) {
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m_shadow_depth_trans_cb->drop();
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m_shadow_depth_trans_cb = nullptr;
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}
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delete m_screen_quad;
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m_screen_quad = nullptr;
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}
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void ShadowRenderer::disable()
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{
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m_shadows_enabled = false;
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if (shadowMapTextureFinal) {
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m_driver->setRenderTarget(shadowMapTextureFinal, true, true,
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video::SColor(255, 255, 255, 255));
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@@ -79,6 +78,11 @@ void ShadowRenderer::disable()
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}
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if (shadowMapTextureFinal) {
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for (auto &node : m_shadow_node_array) {
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node.node->forEachMaterial([] (auto &mat) {
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mat.setTexture(TEXTURE_LAYER_SHADOW, nullptr);
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});
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}
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m_driver->removeTexture(shadowMapTextureFinal);
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shadowMapTextureFinal = nullptr;
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}
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@@ -97,11 +101,6 @@ void ShadowRenderer::disable()
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m_driver->removeTexture(shadowMapClientMapFuture);
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shadowMapClientMapFuture = nullptr;
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}
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for (auto node : m_shadow_node_array)
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node.node->forEachMaterial([] (auto &mat) {
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mat.setTexture(TEXTURE_LAYER_SHADOW, nullptr);
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});
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}
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void ShadowRenderer::preInit(IWritableShaderSource *shsrc)
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@@ -246,10 +245,11 @@ void ShadowRenderer::updateSMTextures()
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frt, true);
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assert(shadowMapTextureFinal != nullptr);
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for (auto &node : m_shadow_node_array)
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for (auto &node : m_shadow_node_array) {
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node.node->forEachMaterial([this] (auto &mat) {
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mat.setTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
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});
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}
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}
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if (!m_shadow_node_array.empty()) {
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@@ -271,7 +271,7 @@ void ShadowRenderer::updateSMTextures()
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// Update SM incrementally:
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for (DirectionalLight &light : m_light_list) {
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// Static shader values.
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for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb}) {
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for (auto *cb : {m_shadow_depth_cb, m_shadow_depth_trans_cb}) {
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if (cb) {
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cb->MapRes = (u32)m_shadow_map_texture_size;
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cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
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@@ -336,14 +336,13 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
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if (!m_shadow_node_array.empty()) {
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for (DirectionalLight &light : m_light_list) {
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// Static shader values for entities are set in updateSMTextures
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// SM texture for entities is not updated incrementally and
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// must by updated using current player position.
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m_shadow_depth_entity_cb->CameraPos = light.getPlayerPos();
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m_shadow_depth_cb->CameraPos = light.getPlayerPos();
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// render shadows for the n0n-map objects.
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// render shadows for the non-map objects.
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m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
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true, video::SColor(255, 255, 255, 255));
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renderShadowObjects(shadowMapTextureDynamicObjects, light);
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@@ -371,7 +370,7 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
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void ShadowRenderer::drawDebug()
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{
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/* this code just shows shadows textures in screen and in ONLY for debugging*/
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#if 0
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#if 0
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// this is debug, ignore for now.
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if (shadowMapTextureFinal)
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m_driver->draw2DImage(shadowMapTextureFinal,
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@@ -396,7 +395,7 @@ void ShadowRenderer::drawDebug()
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128 + 128, 128 + 50 + 128 + 128 + 128),
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core::rect<s32>({0, 0}, shadowMapTextureColors->getSize()));
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}
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#endif
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#endif
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}
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@@ -431,11 +430,9 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
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material.FrontfaceCulling = true;
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if (m_shadow_map_colored && pass != scene::ESNRP_SOLID) {
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material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
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}
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else {
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material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader;
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material.BlendOperation = video::EBO_MIN;
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material.MaterialType = depth_shader_trans;
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} else {
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material.MaterialType = depth_shader;
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}
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m_driver->setTransform(video::ETS_WORLD,
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@@ -460,12 +457,10 @@ void ShadowRenderer::renderShadowObjects(
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// render other objects
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u32 n_node_materials = shadow_node.node->getMaterialCount();
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std::vector<s32> BufferMaterialList;
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std::vector<video::E_MATERIAL_TYPE> BufferMaterialList;
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std::vector<std::pair<bool, bool>> BufferMaterialCullingList;
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std::vector<video::E_BLEND_OPERATION> BufferBlendOperationList;
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BufferMaterialList.reserve(n_node_materials);
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BufferMaterialCullingList.reserve(n_node_materials);
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BufferBlendOperationList.reserve(n_node_materials);
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// backup materialtype for each material
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// (aka shader)
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@@ -474,13 +469,10 @@ void ShadowRenderer::renderShadowObjects(
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auto ¤t_mat = shadow_node.node->getMaterial(m);
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BufferMaterialList.push_back(current_mat.MaterialType);
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current_mat.MaterialType =
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(video::E_MATERIAL_TYPE)depth_shader_entities;
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current_mat.MaterialType = depth_shader;
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BufferMaterialCullingList.emplace_back(
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(bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling);
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BufferBlendOperationList.push_back(current_mat.BlendOperation);
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current_mat.BackfaceCulling = true;
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current_mat.FrontfaceCulling = false;
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}
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@@ -494,11 +486,10 @@ void ShadowRenderer::renderShadowObjects(
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for (u32 m = 0; m < n_node_materials; m++) {
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auto ¤t_mat = shadow_node.node->getMaterial(m);
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current_mat.MaterialType = (video::E_MATERIAL_TYPE) BufferMaterialList[m];
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current_mat.MaterialType = BufferMaterialList[m];
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current_mat.BackfaceCulling = BufferMaterialCullingList[m].first;
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current_mat.FrontfaceCulling = BufferMaterialCullingList[m].second;
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current_mat.BlendOperation = BufferBlendOperationList[m];
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}
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} // end for caster shadow nodes
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@@ -508,183 +499,34 @@ void ShadowRenderer::mixShadowsQuad()
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{
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}
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/*
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* @Liso's disclaimer ;) This function loads the Shadow Mapping Shaders.
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* I used a custom loader because I couldn't figure out how to use the base
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* Shaders system with custom IShaderConstantSetCallBack without messing up the
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* code too much. If anyone knows how to integrate this with the standard MT
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* shaders, please feel free to change it.
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*
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* TODO: as of now (2025) it should be possible to hook these up to the normal
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* shader system.
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*/
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void ShadowRenderer::createShaders()
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{
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auto *gpu = m_driver->getGPUProgrammingServices();
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auto *shdsrc = m_client->getShaderSource();
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if (depth_shader == -1) {
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std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
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if (depth_shader_vs.empty()) {
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m_shadows_supported = false;
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errorstream << "Error shadow mapping vs shader not found." << std::endl;
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return;
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}
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std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
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if (depth_shader_fs.empty()) {
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m_shadows_supported = false;
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errorstream << "Error shadow mapping fs shader not found." << std::endl;
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return;
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}
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m_shadow_depth_cb = new ShadowDepthShaderCB();
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assert(!m_shadow_depth_cb);
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depth_shader = gpu->addHighLevelShaderMaterial(
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readShaderFile(depth_shader_vs).c_str(),
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readShaderFile(depth_shader_fs).c_str(), nullptr,
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m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
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if (depth_shader == -1) {
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// upsi, something went wrong loading shader.
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delete m_shadow_depth_cb;
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m_shadow_depth_cb = nullptr;
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m_shadows_enabled = false;
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m_shadows_supported = false;
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errorstream << "Error compiling shadow mapping shader." << std::endl;
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return;
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}
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// HACK, TODO: investigate this better
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// Grab the material renderer once more so minetest doesn't crash
|
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// on exit
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m_driver->getMaterialRenderer(depth_shader)->grab();
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{
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m_shadow_depth_cb = new ShadowDepthUniformSetter();
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u32 shader_id = shdsrc->getShader("shadow/pass1", {},
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video::EMT_SOLID, m_shadow_depth_cb);
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depth_shader = shdsrc->getShaderInfo(shader_id).material;
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}
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// This creates a clone of depth_shader with base material set to EMT_SOLID,
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// because entities won't render shadows with base material EMP_ONETEXTURE_BLEND
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if (depth_shader_entities == -1) {
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std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
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if (depth_shader_vs.empty()) {
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m_shadows_supported = false;
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errorstream << "Error shadow mapping vs shader not found." << std::endl;
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return;
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}
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std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
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||||
if (depth_shader_fs.empty()) {
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m_shadows_supported = false;
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errorstream << "Error shadow mapping fs shader not found." << std::endl;
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||||
return;
|
||||
}
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m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
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||||
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depth_shader_entities = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(),
|
||||
readShaderFile(depth_shader_fs).c_str(), nullptr,
|
||||
m_shadow_depth_entity_cb);
|
||||
|
||||
if (depth_shader_entities == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
delete m_shadow_depth_entity_cb;
|
||||
m_shadow_depth_entity_cb = nullptr;
|
||||
m_shadows_enabled = false;
|
||||
m_shadows_supported = false;
|
||||
errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// HACK, TODO: investigate this better
|
||||
// Grab the material renderer once more so minetest doesn't crash
|
||||
// on exit
|
||||
m_driver->getMaterialRenderer(depth_shader_entities)->grab();
|
||||
if (m_shadow_map_colored) {
|
||||
m_shadow_depth_trans_cb = new ShadowDepthUniformSetter();
|
||||
u32 shader_id = shdsrc->getShader("shadow/pass1_trans", {},
|
||||
video::EMT_SOLID, m_shadow_depth_trans_cb);
|
||||
depth_shader_trans = shdsrc->getShaderInfo(shader_id).material;
|
||||
}
|
||||
|
||||
if (mixcsm_shader == -1) {
|
||||
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
|
||||
if (depth_shader_vs.empty()) {
|
||||
m_shadows_supported = false;
|
||||
errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass2_fragment.glsl");
|
||||
if (depth_shader_fs.empty()) {
|
||||
m_shadows_supported = false;
|
||||
errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
m_shadow_mix_cb = new shadowScreenQuadCB();
|
||||
m_screen_quad = new shadowScreenQuad();
|
||||
mixcsm_shader = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(),
|
||||
readShaderFile(depth_shader_fs).c_str(), nullptr,
|
||||
m_shadow_mix_cb);
|
||||
|
||||
{
|
||||
auto *shadow_mix_cb = new ShadowScreenQuadUniformSetter();
|
||||
u32 shader_id = shdsrc->getShader("shadow/pass2", {},
|
||||
video::EMT_SOLID, shadow_mix_cb);
|
||||
shadow_mix_cb->drop();
|
||||
m_screen_quad->getMaterial().MaterialType =
|
||||
(video::E_MATERIAL_TYPE)mixcsm_shader;
|
||||
|
||||
if (mixcsm_shader == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
delete m_shadow_mix_cb;
|
||||
delete m_screen_quad;
|
||||
m_shadows_supported = false;
|
||||
errorstream << "Error compiling cascade shadow mapping shader." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// HACK, TODO: investigate this better
|
||||
// Grab the material renderer once more so minetest doesn't crash
|
||||
// on exit
|
||||
m_driver->getMaterialRenderer(mixcsm_shader)->grab();
|
||||
shdsrc->getShaderInfo(shader_id).material;
|
||||
}
|
||||
|
||||
if (m_shadow_map_colored && depth_shader_trans == -1) {
|
||||
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_trans_vertex.glsl");
|
||||
if (depth_shader_vs.empty()) {
|
||||
m_shadows_supported = false;
|
||||
errorstream << "Error shadow mapping vs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_trans_fragment.glsl");
|
||||
if (depth_shader_fs.empty()) {
|
||||
m_shadows_supported = false;
|
||||
errorstream << "Error shadow mapping fs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
m_shadow_depth_trans_cb = new ShadowDepthShaderCB();
|
||||
|
||||
depth_shader_trans = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(),
|
||||
readShaderFile(depth_shader_fs).c_str(), nullptr,
|
||||
m_shadow_depth_trans_cb);
|
||||
|
||||
if (depth_shader_trans == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
delete m_shadow_depth_trans_cb;
|
||||
m_shadow_depth_trans_cb = nullptr;
|
||||
m_shadow_map_colored = false;
|
||||
m_shadows_supported = false;
|
||||
errorstream << "Error compiling colored shadow mapping shader." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// HACK, TODO: investigate this better
|
||||
// Grab the material renderer once more so minetest doesn't crash
|
||||
// on exit
|
||||
m_driver->getMaterialRenderer(depth_shader_trans)->grab();
|
||||
}
|
||||
}
|
||||
|
||||
std::string ShadowRenderer::readShaderFile(const std::string &path)
|
||||
{
|
||||
std::string prefix;
|
||||
if (m_shadow_map_colored)
|
||||
prefix.append("#define COLORED_SHADOWS 1\n");
|
||||
prefix.append("#line 0\n");
|
||||
|
||||
std::string content;
|
||||
if (!fs::ReadFile(path, content, true))
|
||||
return "";
|
||||
|
||||
return prefix + content;
|
||||
}
|
||||
|
||||
std::unique_ptr<ShadowRenderer> createShadowRenderer(IrrlichtDevice *device, Client *client)
|
||||
|
@@ -12,9 +12,9 @@
|
||||
#include <ISceneNode.h>
|
||||
#include <ISceneManager.h>
|
||||
|
||||
class ShadowDepthShaderCB;
|
||||
class shadowScreenQuad;
|
||||
class shadowScreenQuadCB;
|
||||
class ShadowDepthUniformSetter;
|
||||
class ShadowScreenQuad;
|
||||
class ShadowScreenQuadUniformSetter;
|
||||
class IWritableShaderSource;
|
||||
|
||||
enum E_SHADOW_MODE : u8
|
||||
@@ -144,19 +144,13 @@ private:
|
||||
// Shadow Shader stuff
|
||||
|
||||
void createShaders();
|
||||
std::string readShaderFile(const std::string &path);
|
||||
|
||||
s32 depth_shader{-1};
|
||||
s32 depth_shader_entities{-1};
|
||||
s32 depth_shader_trans{-1};
|
||||
s32 mixcsm_shader{-1};
|
||||
video::E_MATERIAL_TYPE depth_shader, depth_shader_trans;
|
||||
|
||||
ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
|
||||
ShadowDepthShaderCB *m_shadow_depth_entity_cb{nullptr};
|
||||
ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
|
||||
ShadowDepthUniformSetter *m_shadow_depth_cb{nullptr};
|
||||
ShadowDepthUniformSetter *m_shadow_depth_trans_cb{nullptr};
|
||||
|
||||
shadowScreenQuad *m_screen_quad{nullptr};
|
||||
shadowScreenQuadCB *m_shadow_mix_cb{nullptr};
|
||||
ShadowScreenQuad *m_screen_quad{nullptr};
|
||||
};
|
||||
|
||||
/**
|
||||
|
@@ -5,7 +5,7 @@
|
||||
#include "shadowsScreenQuad.h"
|
||||
#include <IVideoDriver.h>
|
||||
|
||||
shadowScreenQuad::shadowScreenQuad()
|
||||
ShadowScreenQuad::ShadowScreenQuad()
|
||||
{
|
||||
Material.Wireframe = false;
|
||||
|
||||
@@ -24,7 +24,7 @@ shadowScreenQuad::shadowScreenQuad()
|
||||
1.0f, 1.0f, 0.0f, 0, 0, 1, color, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
void shadowScreenQuad::render(video::IVideoDriver *driver)
|
||||
void ShadowScreenQuad::render(video::IVideoDriver *driver)
|
||||
{
|
||||
u16 indices[6] = {0, 1, 2, 3, 4, 5};
|
||||
driver->setMaterial(Material);
|
||||
@@ -32,8 +32,7 @@ void shadowScreenQuad::render(video::IVideoDriver *driver)
|
||||
driver->drawIndexedTriangleList(&Vertices[0], 6, &indices[0], 2);
|
||||
}
|
||||
|
||||
void shadowScreenQuadCB::OnSetConstants(
|
||||
video::IMaterialRendererServices *services, s32 userData)
|
||||
void ShadowScreenQuadUniformSetter::onSetUniforms(video::IMaterialRendererServices *services)
|
||||
{
|
||||
s32 TextureId = 0;
|
||||
m_sm_client_map_setting.set(&TextureId, services);
|
||||
|
@@ -4,13 +4,12 @@
|
||||
|
||||
#pragma once
|
||||
#include <IMaterialRendererServices.h>
|
||||
#include <IShaderConstantSetCallBack.h>
|
||||
#include "client/shader.h"
|
||||
|
||||
class shadowScreenQuad
|
||||
class ShadowScreenQuad
|
||||
{
|
||||
public:
|
||||
shadowScreenQuad();
|
||||
ShadowScreenQuad();
|
||||
|
||||
void render(video::IVideoDriver *driver);
|
||||
video::SMaterial &getMaterial() { return Material; }
|
||||
@@ -20,11 +19,11 @@ private:
|
||||
video::SMaterial Material;
|
||||
};
|
||||
|
||||
class shadowScreenQuadCB : public video::IShaderConstantSetCallBack
|
||||
class ShadowScreenQuadUniformSetter : public IShaderUniformSetterRC
|
||||
{
|
||||
public:
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices *services,
|
||||
s32 userData);
|
||||
virtual void onSetUniforms(video::IMaterialRendererServices *services) override;
|
||||
|
||||
private:
|
||||
CachedPixelShaderSetting<s32> m_sm_client_map_setting{"ShadowMapClientMap"};
|
||||
CachedPixelShaderSetting<s32>
|
||||
|
@@ -52,10 +52,9 @@ void ShadowUniformSetter::onSetUniforms(video::IMaterialRendererServices *servic
|
||||
m_perspective_zbias_pixel.set(&zbias, services);
|
||||
}
|
||||
|
||||
void ShadowDepthShaderCB::OnSetConstants(
|
||||
video::IMaterialRendererServices *services, s32 userData)
|
||||
void ShadowDepthUniformSetter::onSetUniforms(video::IMaterialRendererServices *services)
|
||||
{
|
||||
video::IVideoDriver *driver = services->getVideoDriver();
|
||||
auto *driver = services->getVideoDriver();
|
||||
|
||||
core::matrix4 lightMVP = driver->getTransform(video::ETS_PROJECTION);
|
||||
lightMVP *= driver->getTransform(video::ETS_VIEW);
|
||||
|
@@ -4,8 +4,8 @@
|
||||
|
||||
#pragma once
|
||||
#include <IMaterialRendererServices.h>
|
||||
#include <IShaderConstantSetCallBack.h>
|
||||
#include "client/shader.h"
|
||||
#include "util/string.h"
|
||||
|
||||
// Used by main game rendering
|
||||
|
||||
@@ -43,19 +43,18 @@ class ShadowUniformSetterFactory : public IShaderUniformSetterFactory
|
||||
{
|
||||
public:
|
||||
virtual IShaderUniformSetter *create(const std::string &name) {
|
||||
if (str_starts_with(name, "shadow/"))
|
||||
return nullptr;
|
||||
return new ShadowUniformSetter();
|
||||
}
|
||||
};
|
||||
|
||||
// Used by depth shader
|
||||
|
||||
class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
|
||||
class ShadowDepthUniformSetter : public IShaderUniformSetterRC
|
||||
{
|
||||
public:
|
||||
void OnSetMaterial(const video::SMaterial &material) override {}
|
||||
|
||||
void OnSetConstants(video::IMaterialRendererServices *services,
|
||||
s32 userData) override;
|
||||
virtual void onSetUniforms(video::IMaterialRendererServices *services) override;
|
||||
|
||||
f32 MaxFar{2048.0f}, MapRes{1024.0f};
|
||||
f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
|
||||
|
Reference in New Issue
Block a user