/* Minetest Copyright (C) 2021 Liso This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #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); m_light_direction.set(light.getDirection(), 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) { video::IVideoDriver *driver = services->getVideoDriver(); core::matrix4 lightMVP = driver->getTransform(video::ETS_PROJECTION); lightMVP *= driver->getTransform(video::ETS_VIEW); f32 cam_pos[4]; lightMVP.transformVect(cam_pos, CameraPos); lightMVP *= driver->getTransform(video::ETS_WORLD); m_light_mvp_setting.set(lightMVP, services); m_map_resolution_setting.set(&MapRes, services); m_max_far_setting.set(&MaxFar, services); s32 TextureId = 0; m_color_map_sampler_setting.set(&TextureId, services); f32 bias0 = PerspectiveBiasXY; m_perspective_bias0.set(&bias0, services); f32 bias1 = 1.0f - bias0 + 1e-5f; m_perspective_bias1.set(&bias1, services); f32 zbias = PerspectiveBiasZ; m_perspective_zbias.set(&zbias, services); m_cam_pos_setting.set(cam_pos, services); }