aboutsummaryrefslogtreecommitdiff
path: root/src/client/shadows
diff options
context:
space:
mode:
authorElias Fleckenstein <eliasfleckenstein@web.de>2022-05-17 22:12:00 +0200
committerElias Fleckenstein <eliasfleckenstein@web.de>2022-05-17 22:12:00 +0200
commit21df26984da91143c15587f5a03c98d68c3adc4e (patch)
treeaaa707a628ad331f67890023dffe1b4f60dd01d3 /src/client/shadows
parentb09fc5de5cdb021f43ad32b7e3f50dc75c0bc622 (diff)
parenteabf05758e3ba5f6f4bb1b8d1d1f02179b84e410 (diff)
downloaddragonfireclient-21df26984da91143c15587f5a03c98d68c3adc4e.tar.xz
Merge branch 'master' of https://github.com/minetest/minetest
Diffstat (limited to 'src/client/shadows')
-rw-r--r--src/client/shadows/dynamicshadows.cpp79
-rw-r--r--src/client/shadows/dynamicshadows.h21
-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp148
-rw-r--r--src/client/shadows/dynamicshadowsrender.h17
-rw-r--r--src/client/shadows/shadowsshadercallbacks.cpp12
-rw-r--r--src/client/shadows/shadowsshadercallbacks.h12
6 files changed, 186 insertions, 103 deletions
diff --git a/src/client/shadows/dynamicshadows.cpp b/src/client/shadows/dynamicshadows.cpp
index 0c7eea0e7..ca2d3ce37 100644
--- a/src/client/shadows/dynamicshadows.cpp
+++ b/src/client/shadows/dynamicshadows.cpp
@@ -29,7 +29,6 @@ using m4f = core::matrix4;
void DirectionalLight::createSplitMatrices(const Camera *cam)
{
- float radius;
v3f newCenter;
v3f look = cam->getDirection();
@@ -42,59 +41,38 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
float sfFar = adjustDist(future_frustum.zFar, cam->getFovY());
// adjusted camera positions
- v3f camPos2 = cam->getPosition();
- v3f camPos = v3f(camPos2.X - cam->getOffset().X * BS,
- camPos2.Y - cam->getOffset().Y * BS,
- camPos2.Z - cam->getOffset().Z * BS);
- camPos += look * sfNear;
- camPos2 += look * sfNear;
+ v3f cam_pos_world = cam->getPosition();
+ v3f cam_pos_scene = v3f(cam_pos_world.X - cam->getOffset().X * BS,
+ cam_pos_world.Y - cam->getOffset().Y * BS,
+ cam_pos_world.Z - cam->getOffset().Z * BS);
+ cam_pos_scene += look * sfNear;
+ cam_pos_world += look * sfNear;
// center point of light frustum
- float end = sfNear + sfFar;
- newCenter = camPos + look * (sfNear + 0.05f * end);
- v3f world_center = camPos2 + look * (sfNear + 0.05f * end);
+ v3f center_scene = cam_pos_scene + look * 0.35 * (sfFar - sfNear);
+ v3f center_world = cam_pos_world + look * 0.35 * (sfFar - sfNear);
// Create a vector to the frustum far corner
const v3f &viewUp = cam->getCameraNode()->getUpVector();
v3f viewRight = look.crossProduct(viewUp);
- v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
+ v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
// Compute the frustumBoundingSphere radius
- v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
- radius = boundVec.getLength() * 2.0f;
- // boundVec.getLength();
- float vvolume = radius * 2.0f;
-
- float texelsPerUnit = getMapResolution() / vvolume;
- m4f mTexelScaling;
- mTexelScaling.setScale(texelsPerUnit);
-
- m4f mLookAt, mLookAtInv;
-
- mLookAt.buildCameraLookAtMatrixLH(v3f(0.0f, 0.0f, 0.0f), -direction, v3f(0.0f, 1.0f, 0.0f));
-
- mLookAt *= mTexelScaling;
- mLookAtInv = mLookAt;
- mLookAtInv.makeInverse();
-
- v3f frustumCenter = newCenter;
- mLookAt.transformVect(frustumCenter);
- frustumCenter.X = floorf(frustumCenter.X); // clamp to texel increment
- frustumCenter.Y = floorf(frustumCenter.Y); // clamp to texel increment
- frustumCenter.Z = floorf(frustumCenter.Z);
- mLookAtInv.transformVect(frustumCenter);
- // probar radius multipliacdor en funcion del I, a menor I mas multiplicador
- v3f eye_displacement = direction * vvolume;
+ v3f boundVec = (cam_pos_scene + farCorner * sfFar) - center_scene;
+ float radius = boundVec.getLength();
+ float length = radius * 3.0f;
+ v3f eye_displacement = direction * length;
// we must compute the viewmat with the position - the camera offset
// but the future_frustum position must be the actual world position
- v3f eye = frustumCenter - eye_displacement;
- future_frustum.position = world_center - eye_displacement;
- future_frustum.length = vvolume;
- future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
- future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(future_frustum.length,
- future_frustum.length, -future_frustum.length,
- future_frustum.length,false);
+ v3f eye = center_scene - eye_displacement;
+ future_frustum.player = cam_pos_scene;
+ future_frustum.position = center_world - eye_displacement;
+ future_frustum.length = length;
+ future_frustum.radius = radius;
+ future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, center_scene, v3f(0.0f, 1.0f, 0.0f));
+ future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(radius, radius,
+ 0.0f, length, false);
future_frustum.camera_offset = cam->getOffset();
}
@@ -112,6 +90,8 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
float zNear = cam->getCameraNode()->getNearValue();
float zFar = getMaxFarValue();
+ if (!client->getEnv().getClientMap().getControl().range_all)
+ zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
///////////////////////////////////
// update splits near and fars
@@ -122,7 +102,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
createSplitMatrices(cam);
// get the draw list for shadows
client->getEnv().getClientMap().updateDrawListShadow(
- getPosition(), getDirection(), future_frustum.length);
+ getPosition(), getDirection(), future_frustum.radius, future_frustum.length);
should_update_map_shadow = true;
dirty = true;
@@ -132,6 +112,7 @@ void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool fo
v3f rotated_offset;
shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
+ shadow_frustum.player += intToFloat(shadow_frustum.camera_offset - cam->getOffset(), BS);
shadow_frustum.camera_offset = cam_offset;
}
}
@@ -156,6 +137,16 @@ v3f DirectionalLight::getPosition() const
return shadow_frustum.position;
}
+v3f DirectionalLight::getPlayerPos() const
+{
+ return shadow_frustum.player;
+}
+
+v3f DirectionalLight::getFuturePlayerPos() const
+{
+ return future_frustum.player;
+}
+
const m4f &DirectionalLight::getViewMatrix() const
{
return shadow_frustum.ViewMat;
diff --git a/src/client/shadows/dynamicshadows.h b/src/client/shadows/dynamicshadows.h
index d8be66be8..6e9d96b15 100644
--- a/src/client/shadows/dynamicshadows.h
+++ b/src/client/shadows/dynamicshadows.h
@@ -22,18 +22,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_bloated.h"
#include <matrix4.h>
#include "util/basic_macros.h"
+#include "constants.h"
class Camera;
class Client;
struct shadowFrustum
{
- float zNear{0.0f};
- float zFar{0.0f};
- float length{0.0f};
+ f32 zNear{0.0f};
+ f32 zFar{0.0f};
+ f32 length{0.0f};
+ f32 radius{0.0f};
core::matrix4 ProjOrthMat;
core::matrix4 ViewMat;
v3f position;
+ v3f player;
v3s16 camera_offset;
};
@@ -56,6 +59,8 @@ public:
return direction;
};
v3f getPosition() const;
+ v3f getPlayerPos() const;
+ v3f getFuturePlayerPos() const;
/// Gets the light's matrices.
const core::matrix4 &getViewMatrix() const;
@@ -64,10 +69,16 @@ public:
const core::matrix4 &getFutureProjectionMatrix() const;
core::matrix4 getViewProjMatrix();
- /// Gets the light's far value.
+ /// Gets the light's maximum far value, i.e. the shadow boundary
f32 getMaxFarValue() const
{
- return farPlane;
+ return farPlane * BS;
+ }
+
+ /// Gets the current far value of the light
+ f32 getFarValue() const
+ {
+ return shadow_frustum.zFar;
}
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp
index a913a9290..07dc6daf2 100644
--- a/src/client/shadows/dynamicshadowsrender.cpp
+++ b/src/client/shadows/dynamicshadowsrender.cpp
@@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include <cstring>
+#include <cmath>
#include "client/shadows/dynamicshadowsrender.h"
#include "client/shadows/shadowsScreenQuad.h"
#include "client/shadows/shadowsshadercallbacks.h"
@@ -30,12 +31,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "profiler.h"
ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
- m_device(device), m_smgr(device->getSceneManager()),
- m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
+ m_smgr(device->getSceneManager()), m_driver(device->getVideoDriver()),
+ m_client(client), m_current_frame(0),
+ m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5)
{
+ (void) m_client;
+
+ m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
m_shadows_enabled = true;
- m_shadow_strength = g_settings->getFloat("shadow_strength");
+ m_shadow_strength_gamma = g_settings->getFloat("shadow_strength_gamma");
+ if (std::isnan(m_shadow_strength_gamma))
+ m_shadow_strength_gamma = 1.0f;
+ m_shadow_strength_gamma = core::clamp(m_shadow_strength_gamma, 0.1f, 10.0f);
m_shadow_map_max_distance = g_settings->getFloat("shadow_map_max_distance");
@@ -49,8 +57,15 @@ ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
ShadowRenderer::~ShadowRenderer()
{
+ // call to disable releases dynamically allocated resources
+ disable();
+
if (m_shadow_depth_cb)
delete m_shadow_depth_cb;
+ if (m_shadow_depth_entity_cb)
+ delete m_shadow_depth_entity_cb;
+ if (m_shadow_depth_trans_cb)
+ delete m_shadow_depth_trans_cb;
if (m_shadow_mix_cb)
delete m_shadow_mix_cb;
m_shadow_node_array.clear();
@@ -72,15 +87,25 @@ ShadowRenderer::~ShadowRenderer()
m_driver->removeTexture(shadowMapClientMapFuture);
}
+void ShadowRenderer::disable()
+{
+ m_shadows_enabled = false;
+ if (shadowMapTextureFinal) {
+ m_driver->setRenderTarget(shadowMapTextureFinal, true, true,
+ video::SColor(255, 255, 255, 255));
+ m_driver->setRenderTarget(0, true, true);
+ }
+}
+
void ShadowRenderer::initialize()
{
auto *gpu = m_driver->getGPUProgrammingServices();
// we need glsl
- if (m_shadows_enabled && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
+ if (m_shadows_supported && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
createShaders();
} else {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
warningstream << "Shadows: GLSL Shader not supported on this system."
<< std::endl;
@@ -94,6 +119,8 @@ void ShadowRenderer::initialize()
m_texture_format_color = m_shadow_map_texture_32bit
? video::ECOLOR_FORMAT::ECF_G32R32F
: video::ECOLOR_FORMAT::ECF_G16R16F;
+
+ m_shadows_enabled &= m_shadows_supported;
}
@@ -118,16 +145,21 @@ size_t ShadowRenderer::getDirectionalLightCount() const
f32 ShadowRenderer::getMaxShadowFar() const
{
if (!m_light_list.empty()) {
- float wanted_range = m_client->getEnv().getClientMap().getWantedRange();
-
- float zMax = m_light_list[0].getMaxFarValue() > wanted_range
- ? wanted_range
- : m_light_list[0].getMaxFarValue();
- return zMax * MAP_BLOCKSIZE;
+ float zMax = m_light_list[0].getFarValue();
+ return zMax;
}
return 0.0f;
}
+void ShadowRenderer::setShadowIntensity(float shadow_intensity)
+{
+ m_shadow_strength = pow(shadow_intensity, 1.0f / m_shadow_strength_gamma);
+ if (m_shadow_strength > 1E-2)
+ enable();
+ else
+ disable();
+}
+
void ShadowRenderer::addNodeToShadowList(
scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
{
@@ -157,6 +189,7 @@ void ShadowRenderer::updateSMTextures()
shadowMapTextureDynamicObjects = getSMTexture(
std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size),
m_texture_format, true);
+ assert(shadowMapTextureDynamicObjects != nullptr);
}
if (!shadowMapClientMap) {
@@ -165,6 +198,7 @@ void ShadowRenderer::updateSMTextures()
std::string("shadow_clientmap_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
+ assert(shadowMapClientMap != nullptr);
}
if (!shadowMapClientMapFuture && m_map_shadow_update_frames > 1) {
@@ -172,6 +206,7 @@ void ShadowRenderer::updateSMTextures()
std::string("shadow_clientmap_bb_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
+ assert(shadowMapClientMapFuture != nullptr);
}
if (m_shadow_map_colored && !shadowMapTextureColors) {
@@ -179,6 +214,7 @@ void ShadowRenderer::updateSMTextures()
std::string("shadow_colored_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
+ assert(shadowMapTextureColors != nullptr);
}
// The merge all shadowmaps texture
@@ -198,6 +234,7 @@ void ShadowRenderer::updateSMTextures()
shadowMapTextureFinal = getSMTexture(
std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
frt, true);
+ assert(shadowMapTextureFinal != nullptr);
}
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
@@ -219,9 +256,15 @@ void ShadowRenderer::updateSMTextures()
// Update SM incrementally:
for (DirectionalLight &light : m_light_list) {
// Static shader values.
- m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
- m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
-
+ for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb})
+ if (cb) {
+ cb->MapRes = (f32)m_shadow_map_texture_size;
+ cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
+ cb->PerspectiveBiasXY = getPerspectiveBiasXY();
+ cb->PerspectiveBiasZ = getPerspectiveBiasZ();
+ cb->CameraPos = light.getFuturePlayerPos();
+ }
+
// set the Render Target
// right now we can only render in usual RTT, not
// Depth texture is available in irrlicth maybe we
@@ -274,12 +317,17 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
updateSMTextures();
+ if (shadowMapTextureFinal == nullptr) {
+ return;
+ }
+
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
for (DirectionalLight &light : m_light_list) {
- // Static shader values.
- m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
- m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
+ // Static shader values for entities are set in updateSMTextures
+ // SM texture for entities is not updated incrementally and
+ // must by updated using current player position.
+ m_shadow_depth_entity_cb->CameraPos = light.getPlayerPos();
// render shadows for the n0n-map objects.
m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
@@ -311,19 +359,23 @@ void ShadowRenderer::drawDebug()
/* this code just shows shadows textures in screen and in ONLY for debugging*/
#if 0
// this is debug, ignore for now.
- m_driver->draw2DImage(shadowMapTextureFinal,
- core::rect<s32>(0, 50, 128, 128 + 50),
- core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
+ if (shadowMapTextureFinal)
+ m_driver->draw2DImage(shadowMapTextureFinal,
+ core::rect<s32>(0, 50, 128, 128 + 50),
+ core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
- m_driver->draw2DImage(shadowMapClientMap,
- core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
- core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
- m_driver->draw2DImage(shadowMapTextureDynamicObjects,
- core::rect<s32>(0, 128 + 50 + 128, 128,
- 128 + 50 + 128 + 128),
- core::rect<s32>({0, 0}, shadowMapTextureDynamicObjects->getSize()));
+ if (shadowMapClientMap)
+ m_driver->draw2DImage(shadowMapClientMap,
+ core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
+ core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
+
+ if (shadowMapTextureDynamicObjects)
+ m_driver->draw2DImage(shadowMapTextureDynamicObjects,
+ core::rect<s32>(0, 128 + 50 + 128, 128,
+ 128 + 50 + 128 + 128),
+ core::rect<s32>({0, 0}, shadowMapTextureDynamicObjects->getSize()));
- if (m_shadow_map_colored) {
+ if (m_shadow_map_colored && shadowMapTextureColors) {
m_driver->draw2DImage(shadowMapTextureColors,
core::rect<s32>(128,128 + 50 + 128 + 128,
@@ -368,10 +420,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
material.BackfaceCulling = false;
material.FrontfaceCulling = true;
- material.PolygonOffsetFactor = 4.0f;
- material.PolygonOffsetDirection = video::EPO_BACK;
- //material.PolygonOffsetDepthBias = 1.0f/4.0f;
- //material.PolygonOffsetSlopeScale = -1.f;
if (m_shadow_map_colored && pass != scene::ESNRP_SOLID) {
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
@@ -381,9 +429,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
material.BlendOperation = video::EBO_MIN;
}
- // FIXME: I don't think this is needed here
- map_node->OnAnimate(m_device->getTimer()->getTime());
-
m_driver->setTransform(video::ETS_WORLD,
map_node->getAbsoluteTransformation());
@@ -429,10 +474,6 @@ void ShadowRenderer::renderShadowObjects(
current_mat.BackfaceCulling = true;
current_mat.FrontfaceCulling = false;
- current_mat.PolygonOffsetFactor = 1.0f/2048.0f;
- current_mat.PolygonOffsetDirection = video::EPO_BACK;
- //current_mat.PolygonOffsetDepthBias = 1.0 * 2.8e-6;
- //current_mat.PolygonOffsetSlopeScale = -1.f;
}
m_driver->setTransform(video::ETS_WORLD,
@@ -473,13 +514,13 @@ void ShadowRenderer::createShaders()
if (depth_shader == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
if (depth_shader_vs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping vs shader not found." << std::endl;
return;
}
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
if (depth_shader_fs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
@@ -494,7 +535,9 @@ void ShadowRenderer::createShaders()
if (depth_shader == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_cb;
+ m_shadow_depth_cb = nullptr;
m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader." << std::endl;
return;
}
@@ -510,26 +553,30 @@ void ShadowRenderer::createShaders()
if (depth_shader_entities == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
if (depth_shader_vs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping vs shader not found." << std::endl;
return;
}
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
if (depth_shader_fs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
+ m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
depth_shader_entities = gpu->addHighLevelShaderMaterial(
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
video::EVST_VS_1_1,
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
- video::EPST_PS_1_2, m_shadow_depth_cb);
+ video::EPST_PS_1_2, m_shadow_depth_entity_cb);
if (depth_shader_entities == -1) {
// upsi, something went wrong loading shader.
+ delete m_shadow_depth_entity_cb;
+ m_shadow_depth_entity_cb = nullptr;
m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
return;
}
@@ -543,14 +590,14 @@ void ShadowRenderer::createShaders()
if (mixcsm_shader == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
if (depth_shader_vs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
return;
}
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass2_fragment.glsl");
if (depth_shader_fs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
return;
}
@@ -569,7 +616,7 @@ void ShadowRenderer::createShaders()
// upsi, something went wrong loading shader.
delete m_shadow_mix_cb;
delete m_screen_quad;
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling cascade shadow mapping shader." << std::endl;
return;
}
@@ -583,13 +630,13 @@ void ShadowRenderer::createShaders()
if (m_shadow_map_colored && depth_shader_trans == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_trans_vertex.glsl");
if (depth_shader_vs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping vs shader not found." << std::endl;
return;
}
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_trans_fragment.glsl");
if (depth_shader_fs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
@@ -604,8 +651,9 @@ void ShadowRenderer::createShaders()
if (depth_shader_trans == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_trans_cb;
+ m_shadow_depth_trans_cb = nullptr;
m_shadow_map_colored = false;
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling colored shadow mapping shader." << std::endl;
return;
}
diff --git a/src/client/shadows/dynamicshadowsrender.h b/src/client/shadows/dynamicshadowsrender.h
index e4b3c3e22..0e4ef6b70 100644
--- a/src/client/shadows/dynamicshadowsrender.h
+++ b/src/client/shadows/dynamicshadowsrender.h
@@ -82,13 +82,17 @@ public:
}
- bool is_active() const { return m_shadows_enabled; }
+ bool is_active() const { return m_shadows_enabled && shadowMapTextureFinal != nullptr; }
void setTimeOfDay(float isDay) { m_time_day = isDay; };
+ void setShadowIntensity(float shadow_intensity);
s32 getShadowSamples() const { return m_shadow_samples; }
- float getShadowStrength() const { return m_shadow_strength; }
+ float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
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,
@@ -101,8 +105,10 @@ private:
void mixShadowsQuad();
void updateSMTextures();
+ void disable();
+ void enable() { m_shadows_enabled = m_shadows_supported; }
+
// a bunch of variables
- IrrlichtDevice *m_device{nullptr};
scene::ISceneManager *m_smgr{nullptr};
video::IVideoDriver *m_driver{nullptr};
Client *m_client{nullptr};
@@ -116,15 +122,19 @@ private:
std::vector<NodeToApply> m_shadow_node_array;
float m_shadow_strength;
+ float m_shadow_strength_gamma;
float m_shadow_map_max_distance;
float m_shadow_map_texture_size;
float m_time_day{0.0f};
int m_shadow_samples;
bool m_shadow_map_texture_32bit;
bool m_shadows_enabled;
+ bool m_shadows_supported;
bool m_shadow_map_colored;
u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
u8 m_current_frame{0}; /* 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};
@@ -140,6 +150,7 @@ private:
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};
diff --git a/src/client/shadows/shadowsshadercallbacks.cpp b/src/client/shadows/shadowsshadercallbacks.cpp
index 65a63f49c..b571ea939 100644
--- a/src/client/shadows/shadowsshadercallbacks.cpp
+++ b/src/client/shadows/shadowsshadercallbacks.cpp
@@ -26,6 +26,10 @@ void ShadowDepthShaderCB::OnSetConstants(
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.pointer(), services);
@@ -33,4 +37,12 @@ void ShadowDepthShaderCB::OnSetConstants(
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);
}
diff --git a/src/client/shadows/shadowsshadercallbacks.h b/src/client/shadows/shadowsshadercallbacks.h
index 3549567c3..87833c0ec 100644
--- a/src/client/shadows/shadowsshadercallbacks.h
+++ b/src/client/shadows/shadowsshadercallbacks.h
@@ -30,7 +30,11 @@ public:
m_light_mvp_setting("LightMVP"),
m_map_resolution_setting("MapResolution"),
m_max_far_setting("MaxFar"),
- m_color_map_sampler_setting("ColorMapSampler")
+ m_color_map_sampler_setting("ColorMapSampler"),
+ m_perspective_bias0("xyPerspectiveBias0"),
+ m_perspective_bias1("xyPerspectiveBias1"),
+ m_perspective_zbias("zPerspectiveBias"),
+ m_cam_pos_setting("CameraPos")
{}
void OnSetMaterial(const video::SMaterial &material) override {}
@@ -39,10 +43,16 @@ public:
s32 userData) override;
f32 MaxFar{2048.0f}, MapRes{1024.0f};
+ f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
+ v3f CameraPos;
private:
CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
CachedVertexShaderSetting<f32> m_map_resolution_setting;
CachedVertexShaderSetting<f32> m_max_far_setting;
CachedPixelShaderSetting<s32> m_color_map_sampler_setting;
+ CachedVertexShaderSetting<f32> m_perspective_bias0;
+ CachedVertexShaderSetting<f32> m_perspective_bias1;
+ CachedVertexShaderSetting<f32> m_perspective_zbias;
+ CachedVertexShaderSetting<f32, 4> m_cam_pos_setting;
};