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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
146
src/client/shadows/dynamicshadowsrender.h
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146
src/client/shadows/dynamicshadowsrender.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 <string>
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#include <vector>
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#include "irrlichttypes_extrabloated.h"
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#include "client/shadows/dynamicshadows.h"
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class ShadowDepthShaderCB;
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class shadowScreenQuad;
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class shadowScreenQuadCB;
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enum E_SHADOW_MODE : u8
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{
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ESM_RECEIVE = 0,
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ESM_BOTH,
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};
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struct NodeToApply
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{
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NodeToApply(scene::ISceneNode *n,
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E_SHADOW_MODE m = E_SHADOW_MODE::ESM_BOTH) :
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node(n),
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shadowMode(m){};
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bool operator<(const NodeToApply &other) const { return node < other.node; };
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scene::ISceneNode *node;
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E_SHADOW_MODE shadowMode{E_SHADOW_MODE::ESM_BOTH};
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bool dirty{false};
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};
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class ShadowRenderer
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{
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public:
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ShadowRenderer(IrrlichtDevice *device, Client *client);
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~ShadowRenderer();
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void initialize();
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/// Adds a directional light shadow map (Usually just one (the sun) except in
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/// Tattoine ).
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size_t addDirectionalLight();
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DirectionalLight &getDirectionalLight(u32 index = 0);
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size_t getDirectionalLightCount() const;
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f32 getMaxShadowFar() const;
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float getUpdateDelta() const;
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/// Adds a shadow to the scene node.
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/// The shadow mode can be ESM_BOTH, or ESM_RECEIVE.
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/// ESM_BOTH casts and receives shadows
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/// ESM_RECEIVE only receives but does not cast shadows.
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///
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void addNodeToShadowList(scene::ISceneNode *node,
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E_SHADOW_MODE shadowMode = ESM_BOTH);
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void removeNodeFromShadowList(scene::ISceneNode *node);
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void setClearColor(video::SColor ClearColor);
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void update(video::ITexture *outputTarget = nullptr);
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video::ITexture *get_texture()
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{
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return shadowMapTextureFinal;
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}
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bool is_active() const { return m_shadows_enabled; }
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void setTimeOfDay(float isDay) { m_time_day = isDay; };
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s32 getShadowSamples() const { return m_shadow_samples; }
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float getShadowStrength() const { return m_shadow_strength; }
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float getTimeOfDay() const { return m_time_day; }
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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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bool force_creation = false);
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void renderShadowMap(video::ITexture *target, DirectionalLight &light,
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scene::E_SCENE_NODE_RENDER_PASS pass =
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scene::ESNRP_SOLID);
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void renderShadowObjects(video::ITexture *target, DirectionalLight &light);
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void mixShadowsQuad();
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// a bunch of variables
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IrrlichtDevice *m_device{nullptr};
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scene::ISceneManager *m_smgr{nullptr};
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video::IVideoDriver *m_driver{nullptr};
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Client *m_client{nullptr};
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video::ITexture *shadowMapClientMap{nullptr};
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video::ITexture *shadowMapTextureFinal{nullptr};
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video::ITexture *shadowMapTextureDynamicObjects{nullptr};
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video::ITexture *shadowMapTextureColors{nullptr};
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video::SColor m_clear_color{0x0};
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std::vector<DirectionalLight> m_light_list;
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std::vector<NodeToApply> m_shadow_node_array;
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float m_shadow_strength;
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float m_shadow_map_max_distance;
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float m_shadow_map_texture_size;
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float m_time_day{0.0f};
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float m_update_delta;
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int m_shadow_samples;
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bool m_shadow_map_texture_32bit;
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bool m_shadows_enabled;
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bool m_shadow_map_colored;
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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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// Shadow Shader stuff
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void createShaders();
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std::string readShaderFile(const std::string &path);
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s32 depth_shader{-1};
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s32 depth_shader_trans{-1};
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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_trans_cb{nullptr};
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shadowScreenQuad *m_screen_quad{nullptr};
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shadowScreenQuadCB *m_shadow_mix_cb{nullptr};
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};
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