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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

@ -118,14 +118,20 @@ void ShadowRenderer::disable()
});
}
void ShadowRenderer::preInit(IWritableShaderSource *shsrc)
{
if (g_settings->getBool("enable_shaders") &&
g_settings->getBool("enable_dynamic_shadows")) {
shsrc->addShaderConstantSetterFactory(new ShadowConstantSetterFactory());
}
}
void ShadowRenderer::initialize()
{
auto *gpu = m_driver->getGPUProgrammingServices();
// we need glsl
if (m_shadows_supported && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
createShaders();
} else {
if (!m_shadows_supported || !gpu || !m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
m_shadows_supported = false;
warningstream << "Shadows: GLSL Shader not supported on this system."
@ -133,6 +139,9 @@ void ShadowRenderer::initialize()
return;
}
createShaders();
m_texture_format = m_shadow_map_texture_32bit
? video::ECOLOR_FORMAT::ECF_R32F
: video::ECOLOR_FORMAT::ECF_R16F;

View file

@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class ShadowDepthShaderCB;
class shadowScreenQuad;
class shadowScreenQuadCB;
class IWritableShaderSource;
enum E_SHADOW_MODE : u8
{
@ -54,9 +55,13 @@ public:
static const int TEXTURE_LAYER_SHADOW = 3;
ShadowRenderer(IrrlichtDevice *device, Client *client);
~ShadowRenderer();
// Call before generating any shaders
// This is required because this class is initialized much later than all
// the shaders are dealt with.
static void preInit(IWritableShaderSource *shsrc);
void initialize();
/// Adds a directional light shadow map (Usually just one (the sun) except in

View file

@ -18,6 +18,53 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "client/shadows/shadowsshadercallbacks.h"
#include "client/renderingengine.h"
void ShadowConstantSetter::onSetConstants(video::IMaterialRendererServices *services)
{
auto *shadow = RenderingEngine::get_shadow_renderer();
if (!shadow)
return;
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);
s32 TextureLayerID = ShadowRenderer::TEXTURE_LAYER_SHADOW;
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);
}
void ShadowDepthShaderCB::OnSetConstants(
video::IMaterialRendererServices *services, s32 userData)

View file

@ -23,6 +23,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <IShaderConstantSetCallBack.h>
#include "client/shader.h"
// Used by main game rendering
class ShadowConstantSetter : public IShaderConstantSetter
{
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"};
public:
ShadowConstantSetter() = default;
~ShadowConstantSetter() = default;
virtual void onSetConstants(video::IMaterialRendererServices *services) override;
};
class ShadowConstantSetterFactory : public IShaderConstantSetterFactory
{
public:
virtual IShaderConstantSetter *create() {
return new ShadowConstantSetter();
}
};
// Used by depth shader
class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
{
public: