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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
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35 changed files with 2624 additions and 38 deletions
102
src/client/shadows/dynamicshadows.h
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102
src/client/shadows/dynamicshadows.h
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/*
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Minetest
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Copyright (C) 2021 Liso <anlismon@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes_bloated.h"
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#include <matrix4.h>
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#include "util/basic_macros.h"
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class Camera;
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class Client;
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struct shadowFrustum
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{
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float zNear{0.0f};
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float zFar{0.0f};
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float length{0.0f};
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core::matrix4 ProjOrthMat;
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core::matrix4 ViewMat;
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v3f position;
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};
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class DirectionalLight
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{
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public:
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DirectionalLight(const u32 shadowMapResolution,
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const v3f &position,
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video::SColorf lightColor = video::SColor(0xffffffff),
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f32 farValue = 100.0f);
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~DirectionalLight() = default;
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//DISABLE_CLASS_COPY(DirectionalLight)
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void update_frustum(const Camera *cam, Client *client);
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// when set direction is updated to negative normalized(direction)
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void setDirection(v3f dir);
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v3f getDirection() const{
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return direction;
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};
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v3f getPosition() const;
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/// Gets the light's matrices.
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const core::matrix4 &getViewMatrix() const;
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const core::matrix4 &getProjectionMatrix() const;
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core::matrix4 getViewProjMatrix();
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/// Gets the light's far value.
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f32 getMaxFarValue() const
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{
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return farPlane;
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}
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/// Gets the light's color.
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const video::SColorf &getLightColor() const
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{
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return diffuseColor;
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}
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/// Sets the light's color.
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void setLightColor(const video::SColorf &lightColor)
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{
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diffuseColor = lightColor;
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}
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/// Gets the shadow map resolution for this light.
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u32 getMapResolution() const
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{
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return mapRes;
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}
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bool should_update_map_shadow{true};
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private:
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void createSplitMatrices(const Camera *cam);
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video::SColorf diffuseColor;
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f32 farPlane;
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u32 mapRes;
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v3f pos;
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v3f direction{0};
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shadowFrustum shadow_frustum;
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};
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