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luanti/src/client/shadows/shadowsshadercallbacks.h

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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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "client/shader.h"
// Used by main game rendering
class ShadowConstantSetter : public IShaderConstantSetter
{
CachedPixelShaderSetting<f32, 16> m_shadow_view_proj{"m_ShadowViewProj"};
CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};
CachedPixelShaderSetting<s32> m_shadow_texture{"ShadowMapSampler"};
CachedVertexShaderSetting<f32>
m_perspective_bias0_vertex{"xyPerspectiveBias0"};
CachedPixelShaderSetting<f32>
m_perspective_bias0_pixel{"xyPerspectiveBias0"};
CachedVertexShaderSetting<f32>
m_perspective_bias1_vertex{"xyPerspectiveBias1"};
CachedPixelShaderSetting<f32>
m_perspective_bias1_pixel{"xyPerspectiveBias1"};
CachedVertexShaderSetting<f32>
m_perspective_zbias_vertex{"zPerspectiveBias"};
CachedPixelShaderSetting<f32> m_perspective_zbias_pixel{"zPerspectiveBias"};
public:
ShadowConstantSetter() = default;
~ShadowConstantSetter() = default;
virtual void onSetConstants(video::IMaterialRendererServices *services) override;
};
class ShadowConstantSetterFactory : public IShaderConstantSetterFactory
{
public:
virtual IShaderConstantSetter *create() {
return new ShadowConstantSetter();
}
};
// Used by depth shader
class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
{
public:
void OnSetMaterial(const video::SMaterial &material) override {}
void OnSetConstants(video::IMaterialRendererServices *services,
s32 userData) override;
f32 MaxFar{2048.0f}, MapRes{1024.0f};
f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
v3f CameraPos;
private:
CachedVertexShaderSetting<f32, 16> m_light_mvp_setting{"LightMVP"};
CachedVertexShaderSetting<f32> m_map_resolution_setting{"MapResolution"};
CachedVertexShaderSetting<f32> m_max_far_setting{"MaxFar"};
CachedPixelShaderSetting<s32>
m_color_map_sampler_setting{"ColorMapSampler"};
CachedVertexShaderSetting<f32> m_perspective_bias0{"xyPerspectiveBias0"};
CachedVertexShaderSetting<f32> m_perspective_bias1{"xyPerspectiveBias1"};
CachedVertexShaderSetting<f32> m_perspective_zbias{"zPerspectiveBias"};
CachedVertexShaderSetting<f32, 4> m_cam_pos_setting{"CameraPos"};
};