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