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Refactor fog shader to reuse Irrlicht values

This commit is contained in:
sfan5 2024-02-21 21:15:50 +01:00
parent dce166dc93
commit d85c842ce9
3 changed files with 76 additions and 47 deletions

View file

@ -372,13 +372,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
Client *m_client;
bool *m_force_fog_off;
f32 *m_fog_range;
bool m_fog_enabled;
CachedPixelShaderSetting<float, 4> m_fog_color{"fogColor"};
CachedPixelShaderSetting<float> m_fog_distance{"fogDistance"};
CachedPixelShaderSetting<float>
m_fog_shading_parameter{"fogShadingParameter"};
CachedVertexShaderSetting<float> m_animation_timer_vertex{"animationTimer"};
CachedPixelShaderSetting<float> m_animation_timer_pixel{"animationTimer"};
CachedVertexShaderSetting<float>
@ -425,11 +418,16 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float>
m_volumetric_light_strength_pixel{"volumetricLightStrength"};
static constexpr std::array<const char*, 4> SETTING_CALLBACKS = {
"exposure_compensation",
"bloom_intensity",
"bloom_strength_factor",
"bloom_radius"
};
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fog_enabled = g_settings->getBool("enable_fog");
if (name == "exposure_compensation")
m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
if (name == "bloom_intensity")
@ -447,20 +445,13 @@ public:
void setSky(Sky *sky) { m_sky = sky; }
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
GameGlobalShaderConstantSetter(Sky *sky, Client *client) :
m_sky(sky),
m_client(client),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range)
m_client(client)
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
g_settings->registerChangedCallback("saturation", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
for (auto &name : SETTING_CALLBACKS)
g_settings->registerChangedCallback(name, settingsCallback, this);
m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
@ -471,23 +462,12 @@ public:
~GameGlobalShaderConstantSetter()
{
g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
for (auto &name : SETTING_CALLBACKS)
g_settings->deregisterChangedCallback(name, settingsCallback, this);
}
void onSetConstants(video::IMaterialRendererServices *services) override
{
video::SColorf fogcolorf(m_sky->getFogColor());
m_fog_color.set(fogcolorf, services);
float fog_distance = 10000 * BS;
if (m_fog_enabled && !*m_force_fog_off)
fog_distance = *m_fog_range;
float fog_shading_parameter = 1.0 / ( 1.0 - m_sky->getFogStart());
m_fog_distance.set(&fog_distance, services);
m_fog_shading_parameter.set(&fog_shading_parameter, services);
u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
video::SColorf sunlight;
get_sunlight_color(&sunlight, daynight_ratio);
@ -611,17 +591,11 @@ public:
class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
Sky *m_sky = nullptr;
Client *m_client;
std::vector<GameGlobalShaderConstantSetter *> created_nosky;
public:
GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(NULL),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
GameGlobalShaderConstantSetterFactory(Client *client) :
m_client(client)
{}
@ -635,8 +609,7 @@ public:
virtual IShaderConstantSetter* create()
{
auto *scs = new GameGlobalShaderConstantSetter(
m_sky, m_force_fog_off, m_fog_range, m_client);
auto *scs = new GameGlobalShaderConstantSetter(m_sky, m_client);
if (!m_sky)
created_nosky.push_back(scs);
return scs;
@ -1456,10 +1429,12 @@ bool Game::createClient(const GameStartData &start_data)
return false;
}
auto *scsf = new GameGlobalShaderConstantSetterFactory(
&m_flags.force_fog_off, &runData.fog_range, client);
auto *scsf = new GameGlobalShaderConstantSetterFactory(client);
shader_src->addShaderConstantSetterFactory(scsf);
shader_src->addShaderConstantSetterFactory(
new FogShaderConstantSetterFactory());
ShadowRenderer::preInit(shader_src);
// Update cached textures, meshes and materials