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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
parent
46f42e15c4
commit
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35 changed files with 2624 additions and 38 deletions
539
src/client/shadows/dynamicshadowsrender.cpp
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539
src/client/shadows/dynamicshadowsrender.cpp
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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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#include <cstring>
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#include "client/shadows/dynamicshadowsrender.h"
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#include "client/shadows/shadowsScreenQuad.h"
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#include "client/shadows/shadowsshadercallbacks.h"
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#include "settings.h"
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#include "filesys.h"
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#include "util/string.h"
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#include "client/shader.h"
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#include "client/client.h"
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#include "client/clientmap.h"
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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)
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{
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m_shadows_enabled = true;
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m_shadow_strength = g_settings->getFloat("shadow_strength");
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m_shadow_map_max_distance = g_settings->getFloat("shadow_map_max_distance");
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m_shadow_map_texture_size = g_settings->getFloat("shadow_map_texture_size");
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m_shadow_map_texture_32bit = g_settings->getBool("shadow_map_texture_32bit");
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m_shadow_map_colored = g_settings->getBool("shadow_map_color");
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m_shadow_samples = g_settings->getS32("shadow_filters");
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m_update_delta = g_settings->getFloat("shadow_update_time");
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}
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ShadowRenderer::~ShadowRenderer()
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{
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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_mix_cb)
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delete m_shadow_mix_cb;
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m_shadow_node_array.clear();
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m_light_list.clear();
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if (shadowMapTextureDynamicObjects)
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m_driver->removeTexture(shadowMapTextureDynamicObjects);
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if (shadowMapTextureFinal)
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m_driver->removeTexture(shadowMapTextureFinal);
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if (shadowMapTextureColors)
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m_driver->removeTexture(shadowMapTextureColors);
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if (shadowMapClientMap)
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m_driver->removeTexture(shadowMapClientMap);
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}
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void ShadowRenderer::initialize()
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{
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auto *gpu = m_driver->getGPUProgrammingServices();
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// we need glsl
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if (m_shadows_enabled && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
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createShaders();
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} else {
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m_shadows_enabled = false;
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warningstream << "Shadows: GLSL Shader not supported on this system."
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<< std::endl;
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return;
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}
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m_texture_format = m_shadow_map_texture_32bit
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? video::ECOLOR_FORMAT::ECF_R32F
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: video::ECOLOR_FORMAT::ECF_R16F;
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m_texture_format_color = m_shadow_map_texture_32bit
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? video::ECOLOR_FORMAT::ECF_G32R32F
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: video::ECOLOR_FORMAT::ECF_G16R16F;
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}
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float ShadowRenderer::getUpdateDelta() const
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{
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return m_update_delta;
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}
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size_t ShadowRenderer::addDirectionalLight()
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{
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m_light_list.emplace_back(m_shadow_map_texture_size,
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v3f(0.f, 0.f, 0.f),
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video::SColor(255, 255, 255, 255), m_shadow_map_max_distance);
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return m_light_list.size() - 1;
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}
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DirectionalLight &ShadowRenderer::getDirectionalLight(u32 index)
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{
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return m_light_list[index];
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}
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size_t ShadowRenderer::getDirectionalLightCount() const
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{
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return m_light_list.size();
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}
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f32 ShadowRenderer::getMaxShadowFar() const
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{
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if (!m_light_list.empty()) {
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float wanted_range = m_client->getEnv().getClientMap().getWantedRange();
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float zMax = m_light_list[0].getMaxFarValue() > wanted_range
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? wanted_range
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: m_light_list[0].getMaxFarValue();
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return zMax * MAP_BLOCKSIZE;
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}
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return 0.0f;
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}
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void ShadowRenderer::addNodeToShadowList(
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scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
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{
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m_shadow_node_array.emplace_back(NodeToApply(node, shadowMode));
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}
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void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
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{
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for (auto it = m_shadow_node_array.begin(); it != m_shadow_node_array.end();) {
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if (it->node == node) {
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it = m_shadow_node_array.erase(it);
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break;
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} else {
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++it;
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}
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}
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}
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void ShadowRenderer::setClearColor(video::SColor ClearColor)
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{
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m_clear_color = ClearColor;
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}
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void ShadowRenderer::update(video::ITexture *outputTarget)
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{
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if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
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m_smgr->drawAll();
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return;
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}
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if (!shadowMapTextureDynamicObjects) {
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shadowMapTextureDynamicObjects = getSMTexture(
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std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size),
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m_texture_format, true);
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}
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if (!shadowMapClientMap) {
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shadowMapClientMap = getSMTexture(
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std::string("shadow_clientmap_") + itos(m_shadow_map_texture_size),
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m_shadow_map_colored ? m_texture_format_color : m_texture_format,
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true);
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}
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if (m_shadow_map_colored && !shadowMapTextureColors) {
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shadowMapTextureColors = getSMTexture(
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std::string("shadow_colored_") + itos(m_shadow_map_texture_size),
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m_shadow_map_colored ? m_texture_format_color : m_texture_format,
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true);
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}
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// The merge all shadowmaps texture
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if (!shadowMapTextureFinal) {
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video::ECOLOR_FORMAT frt;
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if (m_shadow_map_texture_32bit) {
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if (m_shadow_map_colored)
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frt = video::ECOLOR_FORMAT::ECF_A32B32G32R32F;
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else
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frt = video::ECOLOR_FORMAT::ECF_R32F;
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} else {
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if (m_shadow_map_colored)
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frt = video::ECOLOR_FORMAT::ECF_A16B16G16R16F;
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else
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frt = video::ECOLOR_FORMAT::ECF_R16F;
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}
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shadowMapTextureFinal = getSMTexture(
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std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
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frt, true);
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}
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if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
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// for every directional light:
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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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// set the Render Target
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// right now we can only render in usual RTT, not
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// Depth texture is available in irrlicth maybe we
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// should put some gl* fn here
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if (light.should_update_map_shadow) {
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light.should_update_map_shadow = false;
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m_driver->setRenderTarget(shadowMapClientMap, true, true,
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video::SColor(255, 255, 255, 255));
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renderShadowMap(shadowMapClientMap, light);
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if (m_shadow_map_colored) {
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m_driver->setRenderTarget(shadowMapTextureColors,
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true, false, video::SColor(255, 255, 255, 255));
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}
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renderShadowMap(shadowMapTextureColors, light,
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scene::ESNRP_TRANSPARENT);
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m_driver->setRenderTarget(0, false, false);
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}
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// render shadows for the n0n-map objects.
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m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
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true, video::SColor(255, 255, 255, 255));
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renderShadowObjects(shadowMapTextureDynamicObjects, light);
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// clear the Render Target
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m_driver->setRenderTarget(0, false, false);
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// in order to avoid too many map shadow renders,
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// we should make a second pass to mix clientmap shadows and
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// entities shadows :(
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m_screen_quad->getMaterial().setTexture(0, shadowMapClientMap);
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// dynamic objs shadow texture.
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if (m_shadow_map_colored)
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m_screen_quad->getMaterial().setTexture(1, shadowMapTextureColors);
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m_screen_quad->getMaterial().setTexture(2, shadowMapTextureDynamicObjects);
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m_driver->setRenderTarget(shadowMapTextureFinal, false, false,
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video::SColor(255, 255, 255, 255));
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m_screen_quad->render(m_driver);
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m_driver->setRenderTarget(0, false, false);
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} // end for lights
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// now render the actual MT render pass
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m_driver->setRenderTarget(outputTarget, true, true, m_clear_color);
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m_smgr->drawAll();
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/* this code just shows shadows textures in screen and in ONLY for debugging*/
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#if 0
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// this is debug, ignore for now.
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m_driver->draw2DImage(shadowMapTextureFinal,
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core::rect<s32>(0, 50, 128, 128 + 50),
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core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
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m_driver->draw2DImage(shadowMapClientMap,
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core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
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core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
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m_driver->draw2DImage(shadowMapTextureDynamicObjects,
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core::rect<s32>(0, 128 + 50 + 128, 128,
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128 + 50 + 128 + 128),
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core::rect<s32>({0, 0}, shadowMapTextureDynamicObjects->getSize()));
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if (m_shadow_map_colored) {
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m_driver->draw2DImage(shadowMapTextureColors,
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core::rect<s32>(128,128 + 50 + 128 + 128,
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128 + 128, 128 + 50 + 128 + 128 + 128),
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core::rect<s32>({0, 0}, shadowMapTextureColors->getSize()));
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}
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#endif
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m_driver->setRenderTarget(0, false, false);
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}
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}
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video::ITexture *ShadowRenderer::getSMTexture(const std::string &shadow_map_name,
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video::ECOLOR_FORMAT texture_format, bool force_creation)
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{
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if (force_creation) {
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return m_driver->addRenderTargetTexture(
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core::dimension2du(m_shadow_map_texture_size,
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m_shadow_map_texture_size),
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shadow_map_name.c_str(), texture_format);
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}
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return m_driver->getTexture(shadow_map_name.c_str());
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}
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void ShadowRenderer::renderShadowMap(video::ITexture *target,
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DirectionalLight &light, scene::E_SCENE_NODE_RENDER_PASS pass)
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{
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m_driver->setTransform(video::ETS_VIEW, light.getViewMatrix());
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m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
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// Operate on the client map
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for (const auto &shadow_node : m_shadow_node_array) {
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if (strcmp(shadow_node.node->getName(), "ClientMap") != 0)
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continue;
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ClientMap *map_node = static_cast<ClientMap *>(shadow_node.node);
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video::SMaterial material;
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if (map_node->getMaterialCount() > 0) {
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// we only want the first material, which is the one with the albedo info
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material = map_node->getMaterial(0);
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}
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material.BackfaceCulling = false;
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material.FrontfaceCulling = true;
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material.PolygonOffsetFactor = 4.0f;
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material.PolygonOffsetDirection = video::EPO_BACK;
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//material.PolygonOffsetDepthBias = 1.0f/4.0f;
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//material.PolygonOffsetSlopeScale = -1.f;
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if (m_shadow_map_colored && pass != scene::ESNRP_SOLID)
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material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
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else
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material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader;
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// FIXME: I don't think this is needed here
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map_node->OnAnimate(m_device->getTimer()->getTime());
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m_driver->setTransform(video::ETS_WORLD,
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map_node->getAbsoluteTransformation());
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map_node->renderMapShadows(m_driver, material, pass);
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break;
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}
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}
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void ShadowRenderer::renderShadowObjects(
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video::ITexture *target, DirectionalLight &light)
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{
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m_driver->setTransform(video::ETS_VIEW, light.getViewMatrix());
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m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
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for (const auto &shadow_node : m_shadow_node_array) {
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// we only take care of the shadow casters
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if (shadow_node.shadowMode == ESM_RECEIVE ||
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strcmp(shadow_node.node->getName(), "ClientMap") == 0)
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continue;
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// render other objects
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u32 n_node_materials = shadow_node.node->getMaterialCount();
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std::vector<s32> BufferMaterialList;
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std::vector<std::pair<bool, bool>> BufferMaterialCullingList;
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BufferMaterialList.reserve(n_node_materials);
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BufferMaterialCullingList.reserve(n_node_materials);
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// backup materialtype for each material
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// (aka shader)
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// and replace it by our "depth" shader
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for (u32 m = 0; m < n_node_materials; m++) {
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auto ¤t_mat = shadow_node.node->getMaterial(m);
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BufferMaterialList.push_back(current_mat.MaterialType);
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current_mat.MaterialType =
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(video::E_MATERIAL_TYPE)depth_shader;
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current_mat.setTexture(3, shadowMapTextureFinal);
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BufferMaterialCullingList.emplace_back(
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(bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling);
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current_mat.BackfaceCulling = true;
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current_mat.FrontfaceCulling = false;
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current_mat.PolygonOffsetFactor = 1.0f/2048.0f;
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current_mat.PolygonOffsetDirection = video::EPO_BACK;
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//current_mat.PolygonOffsetDepthBias = 1.0 * 2.8e-6;
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//current_mat.PolygonOffsetSlopeScale = -1.f;
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}
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m_driver->setTransform(video::ETS_WORLD,
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shadow_node.node->getAbsoluteTransformation());
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shadow_node.node->render();
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// restore the material.
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for (u32 m = 0; m < n_node_materials; m++) {
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auto ¤t_mat = shadow_node.node->getMaterial(m);
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current_mat.MaterialType = (video::E_MATERIAL_TYPE) BufferMaterialList[m];
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current_mat.BackfaceCulling = BufferMaterialCullingList[m].first;
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current_mat.FrontfaceCulling = BufferMaterialCullingList[m].second;
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}
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} // end for caster shadow nodes
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}
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void ShadowRenderer::mixShadowsQuad()
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{
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}
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/*
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* @Liso's disclaimer ;) This function loads the Shadow Mapping Shaders.
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* I used a custom loader because I couldn't figure out how to use the base
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* Shaders system with custom IShaderConstantSetCallBack without messing up the
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* code too much. If anyone knows how to integrate this with the standard MT
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* shaders, please feel free to change it.
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*/
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void ShadowRenderer::createShaders()
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{
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video::IGPUProgrammingServices *gpu = m_driver->getGPUProgrammingServices();
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if (depth_shader == -1) {
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std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
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if (depth_shader_vs.empty()) {
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m_shadows_enabled = false;
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errorstream << "Error shadow mapping vs shader not found." << std::endl;
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return;
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}
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std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
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if (depth_shader_fs.empty()) {
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m_shadows_enabled = false;
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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_cb = new ShadowDepthShaderCB();
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depth_shader = 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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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_shadows_enabled = false;
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errorstream << "Error compiling shadow mapping shader." << std::endl;
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return;
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}
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// HACK, TODO: investigate this better
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// Grab the material renderer once more so minetest doesn't crash
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// on exit
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m_driver->getMaterialRenderer(depth_shader)->grab();
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||||
}
|
||||
|
||||
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;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue