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Factor shadow constants out of MainShaderConstantSetter

This commit is contained in:
sfan5 2024-02-20 10:38:29 +01:00
parent 5da18d34ba
commit e9ab5bc223
6 changed files with 118 additions and 81 deletions

View file

@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "client/renderingengine.h"
#include "EShaderTypes.h"
#include <EShaderTypes.h>
#include "gettext.h"
#include "log.h"
#include "gamedef.h"
@ -162,12 +162,10 @@ private:
std::string readFile(const std::string &path)
{
std::ifstream is(path.c_str(), std::ios::binary);
if(!is.is_open())
return "";
std::ostringstream tmp_os;
tmp_os << is.rdbuf();
return tmp_os.str();
std::string ret;
if (!fs::ReadFile(path, ret))
ret.clear();
return ret;
}
};
@ -184,15 +182,15 @@ public:
template <typename Factories>
ShaderCallback(const Factories &factories)
{
for (auto &&factory : factories)
m_setters.emplace_back(factory->create());
for (auto &&factory : factories) {
auto *setter = factory->create();
if (setter)
m_setters.emplace_back(setter);
}
}
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
{
video::IVideoDriver *driver = services->getVideoDriver();
sanity_check(driver != NULL);
for (auto &&setter : m_setters)
setter->onSetConstants(services);
}
@ -214,27 +212,6 @@ class MainShaderConstantSetter : public IShaderConstantSetter
CachedVertexShaderSetting<f32, 16> m_world_view_proj{"mWorldViewProj"};
CachedVertexShaderSetting<f32, 16> m_world{"mWorld"};
// Shadow-related
CachedPixelShaderSetting<f32, 16> m_shadow_view_proj{"m_ShadowViewProj"};
CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};
CachedPixelShaderSetting<s32> m_shadow_texture{"ShadowMapSampler"};
CachedVertexShaderSetting<f32>
m_perspective_bias0_vertex{"xyPerspectiveBias0"};
CachedPixelShaderSetting<f32>
m_perspective_bias0_pixel{"xyPerspectiveBias0"};
CachedVertexShaderSetting<f32>
m_perspective_bias1_vertex{"xyPerspectiveBias1"};
CachedPixelShaderSetting<f32>
m_perspective_bias1_pixel{"xyPerspectiveBias1"};
CachedVertexShaderSetting<f32>
m_perspective_zbias_vertex{"zPerspectiveBias"};
CachedPixelShaderSetting<f32> m_perspective_zbias_pixel{"zPerspectiveBias"};
// Modelview matrix
CachedVertexShaderSetting<float, 16> m_world_view{"mWorldView"};
// Texture matrix
@ -267,50 +244,6 @@ public:
m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
}
// Set uniforms for Shadow shader
if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
const auto &light = shadow->getDirectionalLight();
core::matrix4 shadowViewProj = light.getProjectionMatrix();
shadowViewProj *= light.getViewMatrix();
m_shadow_view_proj.set(shadowViewProj.pointer(), services);
f32 v_LightDirection[3];
light.getDirection().getAs3Values(v_LightDirection);
m_light_direction.set(v_LightDirection, services);
f32 TextureResolution = light.getMapResolution();
m_texture_res.set(&TextureResolution, services);
f32 ShadowStrength = shadow->getShadowStrength();
m_shadow_strength.set(&ShadowStrength, services);
f32 timeOfDay = shadow->getTimeOfDay();
m_time_of_day.set(&timeOfDay, services);
f32 shadowFar = shadow->getMaxShadowFar();
m_shadowfar.set(&shadowFar, services);
f32 cam_pos[4];
shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
m_camera_pos.set(cam_pos, services);
// I don't like using this hardcoded value. maybe something like
// MAX_TEXTURE - 1 or somthing like that??
s32 TextureLayerID = 3;
m_shadow_texture.set(&TextureLayerID, services);
f32 bias0 = shadow->getPerspectiveBiasXY();
m_perspective_bias0_vertex.set(&bias0, services);
m_perspective_bias0_pixel.set(&bias0, services);
f32 bias1 = 1.0f - bias0 + 1e-5f;
m_perspective_bias1_vertex.set(&bias1, services);
m_perspective_bias1_pixel.set(&bias1, services);
f32 zbias = shadow->getPerspectiveBiasZ();
m_perspective_zbias_vertex.set(&zbias, services);
m_perspective_zbias_pixel.set(&zbias, services);
}
}
};