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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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parent
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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