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https://github.com/luanti-org/luanti.git
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Factor shadow constants out of MainShaderConstantSetter
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parent
5da18d34ba
commit
e9ab5bc223
6 changed files with 118 additions and 81 deletions
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@ -118,14 +118,20 @@ void ShadowRenderer::disable()
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});
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}
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void ShadowRenderer::preInit(IWritableShaderSource *shsrc)
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{
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if (g_settings->getBool("enable_shaders") &&
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g_settings->getBool("enable_dynamic_shadows")) {
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shsrc->addShaderConstantSetterFactory(new ShadowConstantSetterFactory());
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}
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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_supported && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
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createShaders();
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} else {
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if (!m_shadows_supported || !gpu || !m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
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m_shadows_supported = false;
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warningstream << "Shadows: GLSL Shader not supported on this system."
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@ -133,6 +139,9 @@ void ShadowRenderer::initialize()
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return;
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}
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createShaders();
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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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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ShadowDepthShaderCB;
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class shadowScreenQuad;
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class shadowScreenQuadCB;
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class IWritableShaderSource;
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enum E_SHADOW_MODE : u8
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{
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@ -54,9 +55,13 @@ public:
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static const int TEXTURE_LAYER_SHADOW = 3;
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ShadowRenderer(IrrlichtDevice *device, Client *client);
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~ShadowRenderer();
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// Call before generating any shaders
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// This is required because this class is initialized much later than all
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// the shaders are dealt with.
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static void preInit(IWritableShaderSource *shsrc);
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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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@ -18,6 +18,53 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "client/shadows/shadowsshadercallbacks.h"
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#include "client/renderingengine.h"
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void ShadowConstantSetter::onSetConstants(video::IMaterialRendererServices *services)
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{
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auto *shadow = RenderingEngine::get_shadow_renderer();
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if (!shadow)
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return;
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const auto &light = shadow->getDirectionalLight();
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core::matrix4 shadowViewProj = light.getProjectionMatrix();
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shadowViewProj *= light.getViewMatrix();
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m_shadow_view_proj.set(shadowViewProj.pointer(), services);
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f32 v_LightDirection[3];
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light.getDirection().getAs3Values(v_LightDirection);
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m_light_direction.set(v_LightDirection, services);
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f32 TextureResolution = light.getMapResolution();
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m_texture_res.set(&TextureResolution, services);
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f32 ShadowStrength = shadow->getShadowStrength();
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m_shadow_strength.set(&ShadowStrength, services);
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f32 timeOfDay = shadow->getTimeOfDay();
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m_time_of_day.set(&timeOfDay, services);
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f32 shadowFar = shadow->getMaxShadowFar();
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m_shadowfar.set(&shadowFar, services);
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f32 cam_pos[4];
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shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
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m_camera_pos.set(cam_pos, services);
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s32 TextureLayerID = ShadowRenderer::TEXTURE_LAYER_SHADOW;
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m_shadow_texture.set(&TextureLayerID, services);
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f32 bias0 = shadow->getPerspectiveBiasXY();
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m_perspective_bias0_vertex.set(&bias0, services);
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m_perspective_bias0_pixel.set(&bias0, services);
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f32 bias1 = 1.0f - bias0 + 1e-5f;
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m_perspective_bias1_vertex.set(&bias1, services);
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m_perspective_bias1_pixel.set(&bias1, services);
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f32 zbias = shadow->getPerspectiveBiasZ();
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m_perspective_zbias_vertex.set(&zbias, services);
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m_perspective_zbias_pixel.set(&zbias, services);
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}
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void ShadowDepthShaderCB::OnSetConstants(
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video::IMaterialRendererServices *services, s32 userData)
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@ -23,6 +23,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IShaderConstantSetCallBack.h>
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#include "client/shader.h"
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// Used by main game rendering
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class ShadowConstantSetter : public IShaderConstantSetter
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{
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CachedPixelShaderSetting<f32, 16> m_shadow_view_proj{"m_ShadowViewProj"};
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CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
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CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
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CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
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CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
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CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
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CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};
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CachedPixelShaderSetting<s32> m_shadow_texture{"ShadowMapSampler"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias0_vertex{"xyPerspectiveBias0"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias0_pixel{"xyPerspectiveBias0"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias1_vertex{"xyPerspectiveBias1"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias1_pixel{"xyPerspectiveBias1"};
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CachedVertexShaderSetting<f32>
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m_perspective_zbias_vertex{"zPerspectiveBias"};
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CachedPixelShaderSetting<f32> m_perspective_zbias_pixel{"zPerspectiveBias"};
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public:
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ShadowConstantSetter() = default;
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~ShadowConstantSetter() = default;
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virtual void onSetConstants(video::IMaterialRendererServices *services) override;
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};
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class ShadowConstantSetterFactory : public IShaderConstantSetterFactory
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{
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public:
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virtual IShaderConstantSetter *create() {
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return new ShadowConstantSetter();
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}
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};
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// Used by depth shader
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class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
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{
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public:
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