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luanti/src/client/shadows/shadowsshadercallbacks.cpp
GefullteTaubenbrust2 d8f1daac25
Visual Effects Vol. 1 (#14610)
This PR adds a variety of effects to enhance the visual experience.

    "soft" clouds look
    Tinted shadows
    Crude water reflections (sky and sun) and waves
    Translucent foliage
    Node specular highlights
    Adjusted fog color (more saturated where the fog is lighter)
    Minor changes to volumetric lighting (crudely simulates the effect of depth)

Co-authored-by: sfan5 <sfan5@live.de>
2024-09-24 11:14:27 -07:00

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3.2 KiB
C++

/*
Minetest
Copyright (C) 2021 Liso <anlismon@gmail.com>
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);
video::SColor ShadowTint = shadow->getShadowTint();
m_shadow_tint.set(ShadowTint, 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);
}