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Tune shadow perspective distortion (#12146)
* Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
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06d197cdd0
commit
31578303a4
12 changed files with 117 additions and 59 deletions
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@ -32,7 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_device(device), m_smgr(device->getSceneManager()),
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m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
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m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0),
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m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5)
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{
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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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@ -59,6 +60,10 @@ ShadowRenderer::~ShadowRenderer()
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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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@ -250,8 +255,13 @@ 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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m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
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m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
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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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if (cb) {
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cb->MapRes = (f32)m_shadow_map_texture_size;
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cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
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cb->PerspectiveBiasXY = getPerspectiveBiasXY();
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cb->PerspectiveBiasZ = getPerspectiveBiasZ();
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}
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// set the Render Target
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// right now we can only render in usual RTT, not
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@ -533,6 +543,8 @@ void ShadowRenderer::createShaders()
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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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@ -559,15 +571,19 @@ void ShadowRenderer::createShaders()
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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_entity_cb = new ShadowDepthShaderCB();
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depth_shader_entities = gpu->addHighLevelShaderMaterial(
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readShaderFile(depth_shader_vs).c_str(), "vertexMain",
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video::EVST_VS_1_1,
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readShaderFile(depth_shader_fs).c_str(), "pixelMain",
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video::EPST_PS_1_2, m_shadow_depth_cb);
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video::EPST_PS_1_2, m_shadow_depth_entity_cb);
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if (depth_shader_entities == -1) {
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// upsi, something went wrong loading shader.
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delete m_shadow_depth_entity_cb;
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m_shadow_depth_entity_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 (dynamic)." << std::endl;
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return;
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@ -643,6 +659,7 @@ void ShadowRenderer::createShaders()
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if (depth_shader_trans == -1) {
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// upsi, something went wrong loading shader.
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delete m_shadow_depth_trans_cb;
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m_shadow_depth_trans_cb = nullptr;
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m_shadow_map_colored = false;
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m_shadows_supported = false;
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errorstream << "Error compiling colored shadow mapping shader." << std::endl;
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@ -90,6 +90,9 @@ public:
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float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
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float getTimeOfDay() const { return m_time_day; }
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f32 getPerspectiveBiasXY() { return m_perspective_bias_xy; }
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f32 getPerspectiveBiasZ() { return m_perspective_bias_z; }
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private:
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video::ITexture *getSMTexture(const std::string &shadow_map_name,
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video::ECOLOR_FORMAT texture_format,
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@ -131,6 +134,8 @@ private:
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bool m_shadow_map_colored;
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u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
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u8 m_current_frame{0}; /* Current frame */
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f32 m_perspective_bias_xy;
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f32 m_perspective_bias_z;
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video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
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video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
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@ -146,6 +151,7 @@ private:
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s32 mixcsm_shader{-1};
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ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
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ShadowDepthShaderCB *m_shadow_depth_entity_cb{nullptr};
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ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
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shadowScreenQuad *m_screen_quad{nullptr};
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@ -33,4 +33,10 @@ void ShadowDepthShaderCB::OnSetConstants(
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m_max_far_setting.set(&MaxFar, services);
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s32 TextureId = 0;
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m_color_map_sampler_setting.set(&TextureId, services);
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f32 bias0 = PerspectiveBiasXY;
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m_perspective_bias0.set(&bias0, services);
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f32 bias1 = 1.0f - bias0 + 1e-5f;
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m_perspective_bias1.set(&bias1, services);
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f32 zbias = PerspectiveBiasZ;
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m_perspective_zbias.set(&zbias, services);
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}
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@ -30,7 +30,10 @@ public:
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m_light_mvp_setting("LightMVP"),
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m_map_resolution_setting("MapResolution"),
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m_max_far_setting("MaxFar"),
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m_color_map_sampler_setting("ColorMapSampler")
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m_color_map_sampler_setting("ColorMapSampler"),
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m_perspective_bias0("xyPerspectiveBias0"),
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m_perspective_bias1("xyPerspectiveBias1"),
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m_perspective_zbias("zPerspectiveBias")
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{}
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void OnSetMaterial(const video::SMaterial &material) override {}
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@ -39,10 +42,14 @@ public:
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s32 userData) override;
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f32 MaxFar{2048.0f}, MapRes{1024.0f};
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f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
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private:
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CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
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CachedVertexShaderSetting<f32> m_map_resolution_setting;
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CachedVertexShaderSetting<f32> m_max_far_setting;
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CachedPixelShaderSetting<s32> m_color_map_sampler_setting;
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CachedVertexShaderSetting<f32> m_perspective_bias0;
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CachedVertexShaderSetting<f32> m_perspective_bias1;
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CachedVertexShaderSetting<f32> m_perspective_zbias;
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};
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