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Volumetric effects
This commit is contained in:
parent
cd6e304cfa
commit
22ba7449f2
15 changed files with 468 additions and 23 deletions
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@ -28,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include <cmath>
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// Menu clouds are created later
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class Clouds;
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Clouds *g_menuclouds = NULL;
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@ -344,6 +343,7 @@ void Clouds::updateMesh()
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void Clouds::render()
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{
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#if 0
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if (m_params.density <= 0.0f)
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return; // no need to do anything
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@ -394,13 +394,7 @@ void Clouds::render()
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// Restore fog settings
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driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
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fog_pixelfog, fog_rangefog);
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}
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void Clouds::renderVolumetrics() {
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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v2u32 ss = driver->getScreenSize();
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core::rect<s32> rect(0, 0, ss.X, ss.Y);
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driver->draw2DRectangle(video::SColor(255, 255, 255, 255), rect);
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#endif
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}
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void Clouds::step(float dtime)
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@ -52,8 +52,6 @@ public:
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virtual void render();
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void renderVolumetrics();
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virtual const aabb3f &getBoundingBox() const
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{
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return m_box;
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@ -93,6 +91,10 @@ public:
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invalidateMesh();
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}
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float getDensity() const {
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return m_params.density;
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}
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void setColorBright(video::SColor color_bright)
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{
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m_params.color_bright = color_bright;
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@ -112,6 +114,10 @@ public:
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invalidateMesh();
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}
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float getHeight() const {
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return m_params.height;
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}
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void setSpeed(v2f speed)
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{
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m_params.speed = speed;
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@ -126,6 +132,10 @@ public:
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invalidateMesh();
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}
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float getThickness() const {
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return m_params.thickness;
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}
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bool isCameraInsideCloud() const { return m_camera_inside_cloud; }
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const video::SColor getColor() const { return m_color.toSColor(); }
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@ -147,7 +157,7 @@ private:
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bool gridFilled(int x, int y) const;
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video::SMaterial m_volume_material;
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video::ITexture *m_density_texture = nullptr;
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video::SMaterial m_material;
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irr_ptr<scene::SMeshBuffer> m_meshbuffer;
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@ -383,9 +383,18 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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m_animation_timer_delta_pixel{"animationTimerDelta"};
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CachedPixelShaderSetting<float, 3> m_artificial_light{ "artificialLight" };
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CachedPixelShaderSetting<float, 3> m_day_light{"dayLight"};
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CachedPixelShaderSetting<float, 3> m_eye_position_pixel{ "eyePosition" };
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CachedVertexShaderSetting<float, 3> m_eye_position_vertex{ "eyePosition" };
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CachedPixelShaderSetting<float, 3> m_minimap_yaw{"yawVec"};
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CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{"cameraOffset"};
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CachedVertexShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
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CachedPixelShaderSetting<float, 3> m_camera_position_pixel{"cameraPosition"};
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CachedVertexShaderSetting<float, 16> m_camera_projinv_vertex{"mCameraProjInv"};
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CachedPixelShaderSetting<float, 16> m_camera_projinv_pixel{"mCameraProjInv"};
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CachedVertexShaderSetting<float, 16> m_camera_view_vertex{"mCameraView"};
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CachedPixelShaderSetting<float, 16> m_camera_view_pixel{"mCameraView"};
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CachedPixelShaderSetting<float> m_camera_near_pixel{"cameraNear"};
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CachedPixelShaderSetting<float> m_camera_far_pixel{"cameraFar"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
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@ -408,6 +417,9 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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float m_bloom_strength;
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CachedPixelShaderSetting<float> m_bloom_radius_pixel{"bloomRadius"};
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float m_bloom_radius;
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CachedPixelShaderSetting<float> m_cloud_height_pixel{"cloudHeight"};
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CachedPixelShaderSetting<float> m_cloud_thickness_pixel{"cloudThickness"};
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CachedPixelShaderSetting<float> m_cloud_density_pixel{"cloudDensity"};
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CachedPixelShaderSetting<float> m_saturation_pixel{"saturation"};
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float m_gamma;
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CachedPixelShaderSetting<float> m_gamma_pixel{"gamma"};
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@ -489,6 +501,10 @@ public:
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m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
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m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
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v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
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m_eye_position_pixel.set(epos, services);
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m_eye_position_vertex.set(epos, services);
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if (m_client->getMinimap()) {
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v3f minimap_yaw = m_client->getMinimap()->getYawVec();
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m_minimap_yaw.set(minimap_yaw, services);
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@ -498,6 +514,24 @@ public:
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m_camera_offset_pixel.set(offset, services);
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m_camera_offset_vertex.set(offset, services);
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v3f camera_position = m_client->getCamera()->getPosition();
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m_camera_position_pixel.set(camera_position, services);
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core::matrix4 camera_proj = m_client->getCamera()->getCameraNode()->getProjectionMatrix();
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core::matrix4 camera_projinv;
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camera_proj.getInverse(camera_projinv);
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m_camera_projinv_vertex.set(camera_projinv, services);
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m_camera_projinv_pixel.set(camera_projinv, services);
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core::matrix4 camera_view = m_client->getCamera()->getCameraNode()->getViewMatrix();
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m_camera_view_vertex.set(camera_view, services);
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m_camera_view_pixel.set(camera_view, services);
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float camera_near = m_client->getCamera()->getCameraNode()->getNearValue();
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m_camera_near_pixel.set(&camera_near, services);
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float camera_far = m_client->getCamera()->getCameraNode()->getFarValue();
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m_camera_far_pixel.set(&camera_far, services);
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SamplerLayer_t tex_id;
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tex_id = 0;
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m_texture0.set(&tex_id, services);
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@ -537,6 +571,17 @@ public:
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video::SColorf artificial_light = lighting.artificial_light_color;
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m_artificial_light.set(artificial_light, services);
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// TODO: settings
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Clouds* clouds = m_client->getClouds();
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if (m_client->getClouds()) {
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float cloud_height = clouds->getHeight() * 10.0f;
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m_cloud_height_pixel.set(&cloud_height, services);
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float cloud_thickness = clouds->getThickness() * 10.0f;
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m_cloud_thickness_pixel.set(&cloud_thickness, services);
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float cloud_density = clouds->getDensity();
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m_cloud_density_pixel.set(&cloud_density, services);
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}
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if (m_volumetric_light_enabled) {
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// Map directional light to screen space
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auto camera_node = m_client->getCamera()->getCameraNode();
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@ -66,11 +66,6 @@ void DrawHUD::run(PipelineContext &context)
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context.client->getCamera()->drawNametags();
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}
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context.device->getGUIEnvironment()->drawAll();
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// TODO: proper settings
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if (true && context.client->getClouds()) {
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context.client->getClouds()->renderVolumetrics();
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}
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}
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@ -25,6 +25,65 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/tile.h"
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#include "settings.h"
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class NoiseStep : public RenderStep {
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public:
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NoiseStep(u32 shader_id, u8 texture_id) :
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shader_id(shader_id), texture_id(texture_id)
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{
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material.UseMipMaps = false;
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material.ZBuffer = true;
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material.ZWriteEnable = video::EZW_ON;
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}
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void setRenderSource(RenderSource* _source) override {
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source = _source;
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}
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void setRenderTarget(RenderTarget* _target) override {
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target = _target;
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}
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void reset(PipelineContext& context) override {}
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void run(PipelineContext& context) override {
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video::ITexture* texture = source->getTexture(texture_id);
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if (texture != last_texture) {
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last_texture = texture;
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if (target)
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target->activate(context);
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// attach the shader
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material.MaterialType = context.client->getShaderSource()->getShaderInfo(shader_id).material;
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auto driver = context.device->getVideoDriver();
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static const video::SColor color = video::SColor(0, 0, 0, 255);
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static const video::S3DVertex vertices[4] = {
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video::S3DVertex(1.0, -1.0, 0.0, 0.0, 0.0, -1.0,
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color, 1.0, 0.0),
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video::S3DVertex(-1.0, -1.0, 0.0, 0.0, 0.0, -1.0,
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color, 0.0, 0.0),
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video::S3DVertex(-1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
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color, 0.0, 1.0),
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video::S3DVertex(1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
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color, 1.0, 1.0),
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};
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static const u16 indices[6] = { 0, 1, 2, 2, 3, 0 };
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driver->setMaterial(material);
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driver->drawVertexPrimitiveList(&vertices, 4, &indices, 2);
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}
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}
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private:
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u32 shader_id;
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u8 texture_id;
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video::SMaterial material;
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video::ITexture* last_texture = nullptr;
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RenderSource* source{ nullptr };
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RenderTarget* target{ nullptr };
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};
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PostProcessingStep::PostProcessingStep(u32 _shader_id, const std::vector<u8> &_texture_map) :
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shader_id(_shader_id), texture_map(_texture_map)
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{
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@ -65,7 +124,6 @@ void PostProcessingStep::run(PipelineContext &context)
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if (target)
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target->activate(context);
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// attach the shader
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material.MaterialType = context.client->getShaderSource()->getShaderInfo(shader_id).material;
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auto driver = context.device->getVideoDriver();
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@ -96,6 +154,12 @@ void PostProcessingStep::setBilinearFilter(u8 index, bool value)
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material.TextureLayers[index].MagFilter = value ? video::ETMAGF_LINEAR : video::ETMAGF_NEAREST;
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}
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void PostProcessingStep::setWrapRepeat(u8 index, bool value) {
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assert(index < video::MATERIAL_MAX_TEXTURES);
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material.TextureLayers[index].TextureWrapU = value ? video::ETC_REPEAT : video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[index].TextureWrapV = value ? video::ETC_REPEAT : video::ETC_CLAMP_TO_EDGE;
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}
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RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep, v2f scale, Client *client)
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{
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auto buffer = pipeline->createOwned<TextureBuffer>();
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@ -121,8 +185,13 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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static const u8 TEXTURE_EXPOSURE_2 = 4;
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static const u8 TEXTURE_FXAA = 5;
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static const u8 TEXTURE_VOLUME = 6;
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static const u8 TEXTURE_SCALE_DOWN = 10;
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static const u8 TEXTURE_SCALE_UP = 20;
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static const u8 TEXTURE_CLOUDS_1 = 7;
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static const u8 TEXTURE_CLOUDS_2 = 8;
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static const u8 TEXTURE_CLOUD_DENSITY = 9;
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static const u8 TEXTURE_NOISE = 10;
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static const u8 TEXTURE_NOISE_COARSE = 11;
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static const u8 TEXTURE_SCALE_DOWN = 20;
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static const u8 TEXTURE_SCALE_UP = 30;
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// Super-sampling is simply rendering into a larger texture.
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// Downscaling is done by the final step when rendering to the screen.
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@ -132,6 +201,8 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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const bool enable_ssaa = antialiasing == "ssaa";
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const bool enable_fxaa = antialiasing == "fxaa";
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const bool enable_volumetric_light = g_settings->getBool("enable_volumetric_lighting") && enable_bloom;
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const bool enable_volumetric_clouds = true;
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// TODO: Add clouds setting
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if (enable_ssaa) {
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u16 ssaa_scale = MYMAX(2, g_settings->getU16("fsaa"));
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@ -152,10 +223,47 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// Number of mipmap levels of the bloom downsampling texture
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const u8 MIPMAP_LEVELS = 4;
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// post-processing stage
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u8 source = TEXTURE_COLOR;
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if (enable_volumetric_clouds) {
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buffer->setTexture(TEXTURE_NOISE, core::dimension2du(256, 256), "noise", color_format);
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shader_id = client->getShaderSource()->getShader("noise_shader", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *noise_step = pipeline->addStep<NoiseStep>(shader_id, TEXTURE_NOISE);
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noise_step->setRenderSource(buffer);
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noise_step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_NOISE));
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buffer->setTexture(TEXTURE_NOISE_COARSE, core::dimension2du(256, 256), "noise", color_format);
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shader_id = client->getShaderSource()->getShader("coarse_noise_shader", TILE_MATERIAL_PLAIN, NDT_MESH);
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noise_step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8>());
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noise_step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_NOISE_COARSE));
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buffer->setTexture(TEXTURE_CLOUDS_1, scale * 0.25f, "clouds_1", color_format, /*clear:*/ true);
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buffer->setTexture(TEXTURE_CLOUDS_2, scale, "clouds_2", color_format);
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buffer->setTexture(TEXTURE_CLOUD_DENSITY, scale, "cloud_density", color_format);
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shader_id = client->getShaderSource()->getShader("volumetric_clouds", TILE_MATERIAL_PLAIN, NDT_MESH);
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PostProcessingStep *volumetric_clouds = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_DEPTH, TEXTURE_NOISE, TEXTURE_NOISE_COARSE });
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volumetric_clouds->setRenderSource(buffer);
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volumetric_clouds->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_CLOUDS_1));
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volumetric_clouds->setBilinearFilter(1, true);
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volumetric_clouds->setBilinearFilter(2, true);
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volumetric_clouds->setWrapRepeat(1, true);
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volumetric_clouds->setWrapRepeat(2, true);
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source = TEXTURE_CLOUDS_1;
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shader_id = client->getShaderSource()->getShader("clouds_merge", TILE_MATERIAL_PLAIN, NDT_MESH);
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PostProcessingStep* blend_clouds = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_CLOUDS_1, TEXTURE_COLOR });
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blend_clouds->setRenderSource(buffer);
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blend_clouds->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_CLOUDS_2));
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blend_clouds->setBilinearFilter(0, true);
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source = TEXTURE_CLOUDS_2;
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}
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// common downsampling step for bloom or autoexposure
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if (enable_bloom || enable_auto_exposure) {
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@ -173,7 +281,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source, TEXTURE_EXPOSURE_1 });
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auto extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source, TEXTURE_EXPOSURE_1 });
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extract_bloom->setRenderSource(buffer);
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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source = TEXTURE_BLOOM;
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@ -224,7 +332,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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}
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// FXAA
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u8 final_stage_source = TEXTURE_COLOR;
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u8 final_stage_source = TEXTURE_CLOUDS_2;
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if (enable_fxaa) {
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final_stage_source = TEXTURE_FXAA;
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@ -49,6 +49,9 @@ public:
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* @param value true to enable the bilinear filter, false to disable
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*/
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void setBilinearFilter(u8 index, bool value);
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void setWrapRepeat(u8 index, bool value);
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private:
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u32 shader_id;
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std::vector<u8> texture_map;
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