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Shadow mapping render pass (#11244)

Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
Liso 2021-06-06 18:51:21 +02:00 committed by GitHub
parent 46f42e15c4
commit c47313db65
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35 changed files with 2624 additions and 38 deletions

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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.
*/
#include <cmath>
#include "client/shadows/dynamicshadows.h"
#include "client/client.h"
#include "client/clientenvironment.h"
#include "client/clientmap.h"
#include "client/camera.h"
using m4f = core::matrix4;
void DirectionalLight::createSplitMatrices(const Camera *cam)
{
float radius;
v3f newCenter;
v3f look = cam->getDirection();
v3f camPos2 = cam->getPosition();
v3f camPos = v3f(camPos2.X - cam->getOffset().X * BS,
camPos2.Y - cam->getOffset().Y * BS,
camPos2.Z - cam->getOffset().Z * BS);
camPos += look * shadow_frustum.zNear;
camPos2 += look * shadow_frustum.zNear;
float end = shadow_frustum.zNear + shadow_frustum.zFar;
newCenter = camPos + look * (shadow_frustum.zNear + 0.05f * end);
v3f world_center = camPos2 + look * (shadow_frustum.zNear + 0.05f * end);
// Create a vector to the frustum far corner
// @Liso: move all vars we can outside the loop.
float tanFovY = tanf(cam->getFovY() * 0.5f);
float tanFovX = tanf(cam->getFovX() * 0.5f);
const v3f &viewUp = cam->getCameraNode()->getUpVector();
// viewUp.normalize();
v3f viewRight = look.crossProduct(viewUp);
// viewRight.normalize();
v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
// Compute the frustumBoundingSphere radius
v3f boundVec = (camPos + farCorner * shadow_frustum.zFar) - newCenter;
radius = boundVec.getLength() * 2.0f;
// boundVec.getLength();
float vvolume = radius * 2.0f;
float texelsPerUnit = getMapResolution() / vvolume;
m4f mTexelScaling;
mTexelScaling.setScale(texelsPerUnit);
m4f mLookAt, mLookAtInv;
mLookAt.buildCameraLookAtMatrixLH(v3f(0.0f, 0.0f, 0.0f), -direction, v3f(0.0f, 1.0f, 0.0f));
mLookAt *= mTexelScaling;
mLookAtInv = mLookAt;
mLookAtInv.makeInverse();
v3f frustumCenter = newCenter;
mLookAt.transformVect(frustumCenter);
frustumCenter.X = floorf(frustumCenter.X); // clamp to texel increment
frustumCenter.Y = floorf(frustumCenter.Y); // clamp to texel increment
frustumCenter.Z = floorf(frustumCenter.Z);
mLookAtInv.transformVect(frustumCenter);
// probar radius multipliacdor en funcion del I, a menor I mas multiplicador
v3f eye_displacement = direction * vvolume;
// we must compute the viewmat with the position - the camera offset
// but the shadow_frustum position must be the actual world position
v3f eye = frustumCenter - eye_displacement;
shadow_frustum.position = world_center - eye_displacement;
shadow_frustum.length = vvolume;
shadow_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
shadow_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(shadow_frustum.length,
shadow_frustum.length, -shadow_frustum.length,
shadow_frustum.length,false);
}
DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
const v3f &position, video::SColorf lightColor,
f32 farValue) :
diffuseColor(lightColor),
farPlane(farValue), mapRes(shadowMapResolution), pos(position)
{}
void DirectionalLight::update_frustum(const Camera *cam, Client *client)
{
should_update_map_shadow = true;
float zNear = cam->getCameraNode()->getNearValue();
float zFar = getMaxFarValue();
///////////////////////////////////
// update splits near and fars
shadow_frustum.zNear = zNear;
shadow_frustum.zFar = zFar;
// update shadow frustum
createSplitMatrices(cam);
// get the draw list for shadows
client->getEnv().getClientMap().updateDrawListShadow(
getPosition(), getDirection(), shadow_frustum.length);
should_update_map_shadow = true;
}
void DirectionalLight::setDirection(v3f dir)
{
direction = -dir;
direction.normalize();
}
v3f DirectionalLight::getPosition() const
{
return shadow_frustum.position;
}
const m4f &DirectionalLight::getViewMatrix() const
{
return shadow_frustum.ViewMat;
}
const m4f &DirectionalLight::getProjectionMatrix() const
{
return shadow_frustum.ProjOrthMat;
}
m4f DirectionalLight::getViewProjMatrix()
{
return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;
}

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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_bloated.h"
#include <matrix4.h>
#include "util/basic_macros.h"
class Camera;
class Client;
struct shadowFrustum
{
float zNear{0.0f};
float zFar{0.0f};
float length{0.0f};
core::matrix4 ProjOrthMat;
core::matrix4 ViewMat;
v3f position;
};
class DirectionalLight
{
public:
DirectionalLight(const u32 shadowMapResolution,
const v3f &position,
video::SColorf lightColor = video::SColor(0xffffffff),
f32 farValue = 100.0f);
~DirectionalLight() = default;
//DISABLE_CLASS_COPY(DirectionalLight)
void update_frustum(const Camera *cam, Client *client);
// when set direction is updated to negative normalized(direction)
void setDirection(v3f dir);
v3f getDirection() const{
return direction;
};
v3f getPosition() const;
/// Gets the light's matrices.
const core::matrix4 &getViewMatrix() const;
const core::matrix4 &getProjectionMatrix() const;
core::matrix4 getViewProjMatrix();
/// Gets the light's far value.
f32 getMaxFarValue() const
{
return farPlane;
}
/// Gets the light's color.
const video::SColorf &getLightColor() const
{
return diffuseColor;
}
/// Sets the light's color.
void setLightColor(const video::SColorf &lightColor)
{
diffuseColor = lightColor;
}
/// Gets the shadow map resolution for this light.
u32 getMapResolution() const
{
return mapRes;
}
bool should_update_map_shadow{true};
private:
void createSplitMatrices(const Camera *cam);
video::SColorf diffuseColor;
f32 farPlane;
u32 mapRes;
v3f pos;
v3f direction{0};
shadowFrustum shadow_frustum;
};

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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.
*/
#include <cstring>
#include "client/shadows/dynamicshadowsrender.h"
#include "client/shadows/shadowsScreenQuad.h"
#include "client/shadows/shadowsshadercallbacks.h"
#include "settings.h"
#include "filesys.h"
#include "util/string.h"
#include "client/shader.h"
#include "client/client.h"
#include "client/clientmap.h"
ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
m_device(device), m_smgr(device->getSceneManager()),
m_driver(device->getVideoDriver()), m_client(client)
{
m_shadows_enabled = true;
m_shadow_strength = g_settings->getFloat("shadow_strength");
m_shadow_map_max_distance = g_settings->getFloat("shadow_map_max_distance");
m_shadow_map_texture_size = g_settings->getFloat("shadow_map_texture_size");
m_shadow_map_texture_32bit = g_settings->getBool("shadow_map_texture_32bit");
m_shadow_map_colored = g_settings->getBool("shadow_map_color");
m_shadow_samples = g_settings->getS32("shadow_filters");
m_update_delta = g_settings->getFloat("shadow_update_time");
}
ShadowRenderer::~ShadowRenderer()
{
if (m_shadow_depth_cb)
delete m_shadow_depth_cb;
if (m_shadow_mix_cb)
delete m_shadow_mix_cb;
m_shadow_node_array.clear();
m_light_list.clear();
if (shadowMapTextureDynamicObjects)
m_driver->removeTexture(shadowMapTextureDynamicObjects);
if (shadowMapTextureFinal)
m_driver->removeTexture(shadowMapTextureFinal);
if (shadowMapTextureColors)
m_driver->removeTexture(shadowMapTextureColors);
if (shadowMapClientMap)
m_driver->removeTexture(shadowMapClientMap);
}
void ShadowRenderer::initialize()
{
auto *gpu = m_driver->getGPUProgrammingServices();
// we need glsl
if (m_shadows_enabled && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
createShaders();
} else {
m_shadows_enabled = false;
warningstream << "Shadows: GLSL Shader not supported on this system."
<< std::endl;
return;
}
m_texture_format = m_shadow_map_texture_32bit
? video::ECOLOR_FORMAT::ECF_R32F
: video::ECOLOR_FORMAT::ECF_R16F;
m_texture_format_color = m_shadow_map_texture_32bit
? video::ECOLOR_FORMAT::ECF_G32R32F
: video::ECOLOR_FORMAT::ECF_G16R16F;
}
float ShadowRenderer::getUpdateDelta() const
{
return m_update_delta;
}
size_t ShadowRenderer::addDirectionalLight()
{
m_light_list.emplace_back(m_shadow_map_texture_size,
v3f(0.f, 0.f, 0.f),
video::SColor(255, 255, 255, 255), m_shadow_map_max_distance);
return m_light_list.size() - 1;
}
DirectionalLight &ShadowRenderer::getDirectionalLight(u32 index)
{
return m_light_list[index];
}
size_t ShadowRenderer::getDirectionalLightCount() const
{
return m_light_list.size();
}
f32 ShadowRenderer::getMaxShadowFar() const
{
if (!m_light_list.empty()) {
float wanted_range = m_client->getEnv().getClientMap().getWantedRange();
float zMax = m_light_list[0].getMaxFarValue() > wanted_range
? wanted_range
: m_light_list[0].getMaxFarValue();
return zMax * MAP_BLOCKSIZE;
}
return 0.0f;
}
void ShadowRenderer::addNodeToShadowList(
scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
{
m_shadow_node_array.emplace_back(NodeToApply(node, shadowMode));
}
void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
{
for (auto it = m_shadow_node_array.begin(); it != m_shadow_node_array.end();) {
if (it->node == node) {
it = m_shadow_node_array.erase(it);
break;
} else {
++it;
}
}
}
void ShadowRenderer::setClearColor(video::SColor ClearColor)
{
m_clear_color = ClearColor;
}
void ShadowRenderer::update(video::ITexture *outputTarget)
{
if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
m_smgr->drawAll();
return;
}
if (!shadowMapTextureDynamicObjects) {
shadowMapTextureDynamicObjects = getSMTexture(
std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size),
m_texture_format, true);
}
if (!shadowMapClientMap) {
shadowMapClientMap = getSMTexture(
std::string("shadow_clientmap_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
}
if (m_shadow_map_colored && !shadowMapTextureColors) {
shadowMapTextureColors = getSMTexture(
std::string("shadow_colored_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
}
// The merge all shadowmaps texture
if (!shadowMapTextureFinal) {
video::ECOLOR_FORMAT frt;
if (m_shadow_map_texture_32bit) {
if (m_shadow_map_colored)
frt = video::ECOLOR_FORMAT::ECF_A32B32G32R32F;
else
frt = video::ECOLOR_FORMAT::ECF_R32F;
} else {
if (m_shadow_map_colored)
frt = video::ECOLOR_FORMAT::ECF_A16B16G16R16F;
else
frt = video::ECOLOR_FORMAT::ECF_R16F;
}
shadowMapTextureFinal = getSMTexture(
std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
frt, true);
}
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
// for every directional light:
for (DirectionalLight &light : m_light_list) {
// Static shader values.
m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
// set the Render Target
// right now we can only render in usual RTT, not
// Depth texture is available in irrlicth maybe we
// should put some gl* fn here
if (light.should_update_map_shadow) {
light.should_update_map_shadow = false;
m_driver->setRenderTarget(shadowMapClientMap, true, true,
video::SColor(255, 255, 255, 255));
renderShadowMap(shadowMapClientMap, light);
if (m_shadow_map_colored) {
m_driver->setRenderTarget(shadowMapTextureColors,
true, false, video::SColor(255, 255, 255, 255));
}
renderShadowMap(shadowMapTextureColors, light,
scene::ESNRP_TRANSPARENT);
m_driver->setRenderTarget(0, false, false);
}
// render shadows for the n0n-map objects.
m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
true, video::SColor(255, 255, 255, 255));
renderShadowObjects(shadowMapTextureDynamicObjects, light);
// clear the Render Target
m_driver->setRenderTarget(0, false, false);
// in order to avoid too many map shadow renders,
// we should make a second pass to mix clientmap shadows and
// entities shadows :(
m_screen_quad->getMaterial().setTexture(0, shadowMapClientMap);
// dynamic objs shadow texture.
if (m_shadow_map_colored)
m_screen_quad->getMaterial().setTexture(1, shadowMapTextureColors);
m_screen_quad->getMaterial().setTexture(2, shadowMapTextureDynamicObjects);
m_driver->setRenderTarget(shadowMapTextureFinal, false, false,
video::SColor(255, 255, 255, 255));
m_screen_quad->render(m_driver);
m_driver->setRenderTarget(0, false, false);
} // end for lights
// now render the actual MT render pass
m_driver->setRenderTarget(outputTarget, true, true, m_clear_color);
m_smgr->drawAll();
/* this code just shows shadows textures in screen and in ONLY for debugging*/
#if 0
// this is debug, ignore for now.
m_driver->draw2DImage(shadowMapTextureFinal,
core::rect<s32>(0, 50, 128, 128 + 50),
core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
m_driver->draw2DImage(shadowMapClientMap,
core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
m_driver->draw2DImage(shadowMapTextureDynamicObjects,
core::rect<s32>(0, 128 + 50 + 128, 128,
128 + 50 + 128 + 128),
core::rect<s32>({0, 0}, shadowMapTextureDynamicObjects->getSize()));
if (m_shadow_map_colored) {
m_driver->draw2DImage(shadowMapTextureColors,
core::rect<s32>(128,128 + 50 + 128 + 128,
128 + 128, 128 + 50 + 128 + 128 + 128),
core::rect<s32>({0, 0}, shadowMapTextureColors->getSize()));
}
#endif
m_driver->setRenderTarget(0, false, false);
}
}
video::ITexture *ShadowRenderer::getSMTexture(const std::string &shadow_map_name,
video::ECOLOR_FORMAT texture_format, bool force_creation)
{
if (force_creation) {
return m_driver->addRenderTargetTexture(
core::dimension2du(m_shadow_map_texture_size,
m_shadow_map_texture_size),
shadow_map_name.c_str(), texture_format);
}
return m_driver->getTexture(shadow_map_name.c_str());
}
void ShadowRenderer::renderShadowMap(video::ITexture *target,
DirectionalLight &light, scene::E_SCENE_NODE_RENDER_PASS pass)
{
m_driver->setTransform(video::ETS_VIEW, light.getViewMatrix());
m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
// Operate on the client map
for (const auto &shadow_node : m_shadow_node_array) {
if (strcmp(shadow_node.node->getName(), "ClientMap") != 0)
continue;
ClientMap *map_node = static_cast<ClientMap *>(shadow_node.node);
video::SMaterial material;
if (map_node->getMaterialCount() > 0) {
// we only want the first material, which is the one with the albedo info
material = map_node->getMaterial(0);
}
material.BackfaceCulling = false;
material.FrontfaceCulling = true;
material.PolygonOffsetFactor = 4.0f;
material.PolygonOffsetDirection = video::EPO_BACK;
//material.PolygonOffsetDepthBias = 1.0f/4.0f;
//material.PolygonOffsetSlopeScale = -1.f;
if (m_shadow_map_colored && pass != scene::ESNRP_SOLID)
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
else
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader;
// FIXME: I don't think this is needed here
map_node->OnAnimate(m_device->getTimer()->getTime());
m_driver->setTransform(video::ETS_WORLD,
map_node->getAbsoluteTransformation());
map_node->renderMapShadows(m_driver, material, pass);
break;
}
}
void ShadowRenderer::renderShadowObjects(
video::ITexture *target, DirectionalLight &light)
{
m_driver->setTransform(video::ETS_VIEW, light.getViewMatrix());
m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
for (const auto &shadow_node : m_shadow_node_array) {
// we only take care of the shadow casters
if (shadow_node.shadowMode == ESM_RECEIVE ||
strcmp(shadow_node.node->getName(), "ClientMap") == 0)
continue;
// render other objects
u32 n_node_materials = shadow_node.node->getMaterialCount();
std::vector<s32> BufferMaterialList;
std::vector<std::pair<bool, bool>> BufferMaterialCullingList;
BufferMaterialList.reserve(n_node_materials);
BufferMaterialCullingList.reserve(n_node_materials);
// backup materialtype for each material
// (aka shader)
// and replace it by our "depth" shader
for (u32 m = 0; m < n_node_materials; m++) {
auto &current_mat = shadow_node.node->getMaterial(m);
BufferMaterialList.push_back(current_mat.MaterialType);
current_mat.MaterialType =
(video::E_MATERIAL_TYPE)depth_shader;
current_mat.setTexture(3, shadowMapTextureFinal);
BufferMaterialCullingList.emplace_back(
(bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling);
current_mat.BackfaceCulling = true;
current_mat.FrontfaceCulling = false;
current_mat.PolygonOffsetFactor = 1.0f/2048.0f;
current_mat.PolygonOffsetDirection = video::EPO_BACK;
//current_mat.PolygonOffsetDepthBias = 1.0 * 2.8e-6;
//current_mat.PolygonOffsetSlopeScale = -1.f;
}
m_driver->setTransform(video::ETS_WORLD,
shadow_node.node->getAbsoluteTransformation());
shadow_node.node->render();
// restore the material.
for (u32 m = 0; m < n_node_materials; m++) {
auto &current_mat = shadow_node.node->getMaterial(m);
current_mat.MaterialType = (video::E_MATERIAL_TYPE) BufferMaterialList[m];
current_mat.BackfaceCulling = BufferMaterialCullingList[m].first;
current_mat.FrontfaceCulling = BufferMaterialCullingList[m].second;
}
} // end for caster shadow nodes
}
void ShadowRenderer::mixShadowsQuad()
{
}
/*
* @Liso's disclaimer ;) This function loads the Shadow Mapping Shaders.
* I used a custom loader because I couldn't figure out how to use the base
* Shaders system with custom IShaderConstantSetCallBack without messing up the
* code too much. If anyone knows how to integrate this with the standard MT
* shaders, please feel free to change it.
*/
void ShadowRenderer::createShaders()
{
video::IGPUProgrammingServices *gpu = m_driver->getGPUProgrammingServices();
if (depth_shader == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
if (depth_shader_vs.empty()) {
m_shadows_enabled = false;
errorstream << "Error shadow mapping vs shader not found." << std::endl;
return;
}
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
if (depth_shader_fs.empty()) {
m_shadows_enabled = false;
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
m_shadow_depth_cb = new ShadowDepthShaderCB();
depth_shader = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_depth_cb);
if (depth_shader == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_cb;
m_shadows_enabled = false;
errorstream << "Error compiling 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)->grab();
}
if (mixcsm_shader == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
if (depth_shader_vs.empty()) {
m_shadows_enabled = 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_enabled = 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(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_mix_cb);
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_enabled = 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();
}
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_enabled = 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_enabled = 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(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
video::EPST_PS_1_2, m_shadow_depth_trans_cb);
if (depth_shader_trans == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_trans_cb;
m_shadow_map_colored = false;
m_shadows_enabled = 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");
std::string content;
fs::ReadFile(path, content);
return prefix + content;
}

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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 <string>
#include <vector>
#include "irrlichttypes_extrabloated.h"
#include "client/shadows/dynamicshadows.h"
class ShadowDepthShaderCB;
class shadowScreenQuad;
class shadowScreenQuadCB;
enum E_SHADOW_MODE : u8
{
ESM_RECEIVE = 0,
ESM_BOTH,
};
struct NodeToApply
{
NodeToApply(scene::ISceneNode *n,
E_SHADOW_MODE m = E_SHADOW_MODE::ESM_BOTH) :
node(n),
shadowMode(m){};
bool operator<(const NodeToApply &other) const { return node < other.node; };
scene::ISceneNode *node;
E_SHADOW_MODE shadowMode{E_SHADOW_MODE::ESM_BOTH};
bool dirty{false};
};
class ShadowRenderer
{
public:
ShadowRenderer(IrrlichtDevice *device, Client *client);
~ShadowRenderer();
void initialize();
/// Adds a directional light shadow map (Usually just one (the sun) except in
/// Tattoine ).
size_t addDirectionalLight();
DirectionalLight &getDirectionalLight(u32 index = 0);
size_t getDirectionalLightCount() const;
f32 getMaxShadowFar() const;
float getUpdateDelta() const;
/// Adds a shadow to the scene node.
/// The shadow mode can be ESM_BOTH, or ESM_RECEIVE.
/// ESM_BOTH casts and receives shadows
/// ESM_RECEIVE only receives but does not cast shadows.
///
void addNodeToShadowList(scene::ISceneNode *node,
E_SHADOW_MODE shadowMode = ESM_BOTH);
void removeNodeFromShadowList(scene::ISceneNode *node);
void setClearColor(video::SColor ClearColor);
void update(video::ITexture *outputTarget = nullptr);
video::ITexture *get_texture()
{
return shadowMapTextureFinal;
}
bool is_active() const { return m_shadows_enabled; }
void setTimeOfDay(float isDay) { m_time_day = isDay; };
s32 getShadowSamples() const { return m_shadow_samples; }
float getShadowStrength() const { return m_shadow_strength; }
float getTimeOfDay() const { return m_time_day; }
private:
video::ITexture *getSMTexture(const std::string &shadow_map_name,
video::ECOLOR_FORMAT texture_format,
bool force_creation = false);
void renderShadowMap(video::ITexture *target, DirectionalLight &light,
scene::E_SCENE_NODE_RENDER_PASS pass =
scene::ESNRP_SOLID);
void renderShadowObjects(video::ITexture *target, DirectionalLight &light);
void mixShadowsQuad();
// a bunch of variables
IrrlichtDevice *m_device{nullptr};
scene::ISceneManager *m_smgr{nullptr};
video::IVideoDriver *m_driver{nullptr};
Client *m_client{nullptr};
video::ITexture *shadowMapClientMap{nullptr};
video::ITexture *shadowMapTextureFinal{nullptr};
video::ITexture *shadowMapTextureDynamicObjects{nullptr};
video::ITexture *shadowMapTextureColors{nullptr};
video::SColor m_clear_color{0x0};
std::vector<DirectionalLight> m_light_list;
std::vector<NodeToApply> m_shadow_node_array;
float m_shadow_strength;
float m_shadow_map_max_distance;
float m_shadow_map_texture_size;
float m_time_day{0.0f};
float m_update_delta;
int m_shadow_samples;
bool m_shadow_map_texture_32bit;
bool m_shadows_enabled;
bool m_shadow_map_colored;
video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
// Shadow Shader stuff
void createShaders();
std::string readShaderFile(const std::string &path);
s32 depth_shader{-1};
s32 depth_shader_trans{-1};
s32 mixcsm_shader{-1};
ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
shadowScreenQuad *m_screen_quad{nullptr};
shadowScreenQuadCB *m_shadow_mix_cb{nullptr};
};

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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.
*/
#include "shadowsScreenQuad.h"
shadowScreenQuad::shadowScreenQuad()
{
Material.Wireframe = false;
Material.Lighting = false;
video::SColor color(0x0);
Vertices[0] = video::S3DVertex(
-1.0f, -1.0f, 0.0f, 0, 0, 1, color, 0.0f, 1.0f);
Vertices[1] = video::S3DVertex(
-1.0f, 1.0f, 0.0f, 0, 0, 1, color, 0.0f, 0.0f);
Vertices[2] = video::S3DVertex(
1.0f, 1.0f, 0.0f, 0, 0, 1, color, 1.0f, 0.0f);
Vertices[3] = video::S3DVertex(
1.0f, -1.0f, 0.0f, 0, 0, 1, color, 1.0f, 1.0f);
Vertices[4] = video::S3DVertex(
-1.0f, -1.0f, 0.0f, 0, 0, 1, color, 0.0f, 1.0f);
Vertices[5] = video::S3DVertex(
1.0f, 1.0f, 0.0f, 0, 0, 1, color, 1.0f, 0.0f);
}
void shadowScreenQuad::render(video::IVideoDriver *driver)
{
u16 indices[6] = {0, 1, 2, 3, 4, 5};
driver->setMaterial(Material);
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->drawIndexedTriangleList(&Vertices[0], 6, &indices[0], 2);
}
void shadowScreenQuadCB::OnSetConstants(
video::IMaterialRendererServices *services, s32 userData)
{
s32 TextureId = 0;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapClientMap"),
&TextureId, 1);
TextureId = 1;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapClientMapTraslucent"),
&TextureId, 1);
TextureId = 2;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapSamplerdynamic"),
&TextureId, 1);
}

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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>
class shadowScreenQuad
{
public:
shadowScreenQuad();
void render(video::IVideoDriver *driver);
video::SMaterial &getMaterial() { return Material; }
private:
video::S3DVertex Vertices[6];
video::SMaterial Material;
};
class shadowScreenQuadCB : public video::IShaderConstantSetCallBack
{
public:
shadowScreenQuadCB(){};
virtual void OnSetConstants(video::IMaterialRendererServices *services,
s32 userData);
};

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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.
*/
#include "client/shadows/shadowsshadercallbacks.h"
void ShadowDepthShaderCB::OnSetConstants(
video::IMaterialRendererServices *services, s32 userData)
{
video::IVideoDriver *driver = services->getVideoDriver();
core::matrix4 lightMVP = driver->getTransform(video::ETS_PROJECTION);
lightMVP *= driver->getTransform(video::ETS_VIEW);
lightMVP *= driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant(
services->getPixelShaderConstantID("LightMVP"),
lightMVP.pointer(), 16);
services->setVertexShaderConstant(
services->getPixelShaderConstantID("MapResolution"), &MapRes, 1);
services->setVertexShaderConstant(
services->getPixelShaderConstantID("MaxFar"), &MaxFar, 1);
s32 TextureId = 0;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ColorMapSampler"), &TextureId,
1);
}

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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>
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};
};