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luanti/src/client/shadows/dynamicshadowsrender.h
wrrrzr f17498b049
Delete irrlichttypes_extrabloated.h (#15723)
Co-authored-by: cx384 <cx384@proton.me>
2025-02-01 13:41:51 +01:00

166 lines
5 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2021 Liso <anlismon@gmail.com>
#pragma once
#include <string>
#include <vector>
#include <IrrlichtDevice.h>
#include "client/shadows/dynamicshadows.h"
#include <ISceneNode.h>
#include <ISceneManager.h>
class ShadowDepthShaderCB;
class shadowScreenQuad;
class shadowScreenQuadCB;
class IWritableShaderSource;
enum E_SHADOW_MODE : u8
{
ESM_RECEIVE = 0,
ESM_BOTH,
};
struct NodeToApply
{
NodeToApply(scene::ISceneNode *n,
E_SHADOW_MODE m = E_SHADOW_MODE::ESM_BOTH) :
node(n),
shadowMode(m){};
bool operator<(const NodeToApply &other) const { return node < other.node; };
scene::ISceneNode *node;
E_SHADOW_MODE shadowMode{E_SHADOW_MODE::ESM_BOTH};
bool dirty{false};
};
class ShadowRenderer
{
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
/// Tattoine ).
size_t addDirectionalLight();
DirectionalLight &getDirectionalLight(u32 index = 0);
size_t getDirectionalLightCount() const;
f32 getMaxShadowFar() const;
/// Adds a shadow to the scene node.
/// The shadow mode can be ESM_BOTH, or ESM_RECEIVE.
/// ESM_BOTH casts and receives shadows
/// ESM_RECEIVE only receives but does not cast shadows.
///
void addNodeToShadowList(scene::ISceneNode *node,
E_SHADOW_MODE shadowMode = ESM_BOTH);
void removeNodeFromShadowList(scene::ISceneNode *node);
void update(video::ITexture *outputTarget = nullptr);
void setForceUpdateShadowMap() { m_force_update_shadow_map = true; }
void drawDebug();
video::ITexture *get_texture()
{
return shadowMapTextureFinal;
}
bool is_active() const { return m_shadows_enabled && shadowMapTextureFinal != nullptr; }
void setTimeOfDay(float isDay) { m_time_day = isDay; };
void setShadowIntensity(float shadow_intensity);
void setShadowTint(video::SColor shadow_tint) { m_shadow_tint = shadow_tint; }
s32 getShadowSamples() const { return m_shadow_samples; }
float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
video::SColor getShadowTint() const { return m_shadow_tint; }
float getTimeOfDay() const { return m_time_day; }
f32 getPerspectiveBiasXY() { return m_perspective_bias_xy; }
f32 getPerspectiveBiasZ() { return m_perspective_bias_z; }
private:
video::ITexture *getSMTexture(const std::string &shadow_map_name,
video::ECOLOR_FORMAT texture_format,
bool force_creation = false);
void renderShadowMap(video::ITexture *target, DirectionalLight &light,
scene::E_SCENE_NODE_RENDER_PASS pass =
scene::ESNRP_SOLID);
void renderShadowObjects(video::ITexture *target, DirectionalLight &light);
void mixShadowsQuad();
void updateSMTextures();
void disable();
void enable() { m_shadows_enabled = m_shadows_supported; }
// a bunch of variables
scene::ISceneManager *m_smgr{nullptr};
video::IVideoDriver *m_driver{nullptr};
Client *m_client{nullptr};
video::ITexture *shadowMapClientMap{nullptr};
video::ITexture *shadowMapClientMapFuture{nullptr};
video::ITexture *shadowMapTextureFinal{nullptr};
video::ITexture *shadowMapTextureDynamicObjects{nullptr};
video::ITexture *shadowMapTextureColors{nullptr};
std::vector<DirectionalLight> m_light_list;
std::vector<NodeToApply> m_shadow_node_array;
float m_shadow_strength;
video::SColor m_shadow_tint;
float m_shadow_strength_gamma;
float m_shadow_map_max_distance;
float m_shadow_map_texture_size;
float m_time_day;
int m_shadow_samples;
bool m_shadow_map_texture_32bit;
bool m_shadows_enabled;
bool m_shadows_supported;
bool m_shadow_map_colored;
bool m_force_update_shadow_map;
u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
u8 m_current_frame; /* Current frame */
f32 m_perspective_bias_xy;
f32 m_perspective_bias_z;
video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
// Shadow Shader stuff
void createShaders();
std::string readShaderFile(const std::string &path);
s32 depth_shader{-1};
s32 depth_shader_entities{-1};
s32 depth_shader_trans{-1};
s32 mixcsm_shader{-1};
ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
ShadowDepthShaderCB *m_shadow_depth_entity_cb{nullptr};
ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
shadowScreenQuad *m_screen_quad{nullptr};
shadowScreenQuadCB *m_shadow_mix_cb{nullptr};
};
/**
* @brief Create a shadow renderer if settings allow this.
*
* @param device Device to be used to render shadows.
* @param client Reference to the client context.
* @return A new ShadowRenderer instance or nullptr if shadows are disabled or not supported.
*/
ShadowRenderer *createShadowRenderer(IrrlichtDevice *device, Client *client);