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13 commits

Author SHA1 Message Date
sfan5
a6293b9861 Initial refactoring on shader usage and generation
`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
2024-12-20 15:04:08 +01:00
sfan5
58ccf0ba82 Fix some smaller issues with texture/image handling 2024-11-16 16:54:22 +01:00
grorp
a9fe83126a
Get rid of depth buffer workaround in the render pipeline code (#15407)
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether,
but that ended up being too much work.
The remaining usage is in "dynamicshadowsrender.cpp".

Here's a comment I wrote about the workaround:

----------------------------------------

Use legacy call when there's single texture without depth texture
This means Irrlicht creates a depth texture for us and binds it to the FBO

This is currently necessary for a working depth buffer in the following cases:

- post-processing disabled, undersampling enabled
  (addUpscaling specifies no depth texture)

- post-processing disabled, 3d_mode = sidebyside / topbottom / crossview
  (populateSideBySidePipeline specifies no depth texture)

- post-processing disabled, 3d_mode = interlaced
  (probably, can't test since it's broken)
  (populateInterlacedPipeline specifies no depth texture)

With post-processing disabled, the world is rendered to the TextureBufferOutput
created in the functions listed above, so a depth buffer is needed
(-> this workaround is needed).
With post-processing enabled, only a fullscreen rectangle is rendered to
this TextureBufferOutput, so a depth buffer isn't actually needed.
But: These pipeline steps shouldn't rely on what ends up being rendered to
the TextureBufferOutput they provide, since that may change.

This workaround was added in 1e96403954 /
https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940

This workaround should be replaced by explicitly configuring depth
textures where needed.

----------------------------------------
2024-11-15 11:38:56 +01:00
sfence
d849d51c2d
Replace licensing text in headers (LGPLv2.1) (#15321) 2024-10-28 15:57:39 +01:00
Thresher
180ec92ef9
Remove trailing whitespace (#13505) 2023-05-18 20:34:18 +02:00
x2048
6cd2eea487
Move drawing of wield tool into a dedicated step of the pipeline (#13338) 2023-03-19 21:31:15 +01:00
x2048
ff6dcfea82
Implement rendering pipeline and post-processing (#12465)
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
2022-09-06 08:25:18 +02:00
sfan5
3579dd2186 Restore Irrlicht 1.9 support 2021-03-09 21:53:17 +01:00
Vitaliy
ccbf8029ea
Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
2020-12-19 20:57:10 +01:00
Quentin Bazin
5f1cd555cd Move client-specific files to 'src/client' (#7902)
Update Android.mk
Remove 'src/client' from include_directories
2018-11-28 20:01:49 +01:00
Vitaliy
11928b7af1 Render copyright notice: Fix name spelling (#7042) 2018-02-15 21:19:34 +01:00
paramat
179476d833 LINT: Add files to whitelist, fix detected indent errors 2017-11-06 12:54:08 +00:00
Vitaliy
28841961ba Rewrite rendering engine (#6253)
* Clean draw_*() arguments

* Split rendering core

* Add anaglyph 3D

* Interlaced 3D

* Drop obsolete methods
2017-10-31 19:27:10 +01:00