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path: root/src/client/shadows/dynamicshadowsrender.h
AgeCommit message (Collapse)Author
2022-11-03Reduce exposure of various internals (#12885)Loïc Blot
* refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-09-06Implement rendering pipeline and post-processing (#12465)x2048
Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
2022-07-09Release shadow mapping resources when not needed (#12497)x2048
2022-05-26Force-update shadows when the world is changed (#12364)x2048
2022-04-30Deal with compiler warningssfan5
2022-03-31Tune shadow perspective distortion (#12146)x2048
* Pass perspective distortion parameters as uniforms * Set all perspective bias parameters via ShadowRenderer * Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
2022-03-26Add API to control shadow intensity from the game/mod (#11944)x2048
* Also Disable shadows when sun/moon is hidden. Fixes #11972.
2021-08-12Move updating shadows outside of RenderingCore::drawAll. (#11491)x2048
Fixes indirect rendering modes such as some 3D modes mentioned in #11437 and undersampled rendering. Does not fully fix anaglyph 3d mode.
2021-07-25Distribute shadow map update over multiple frames to reduce stutter (#11422)x2048
Reduces stutter and freezes when playing. * Maintains double SM and SM Color textures * Light frustum update triggers incremental generation of shadow map into secondary 'future' textures. * Every incremental update renders a portion of the shadow draw list (split equally). * After defined number of frames (currently, 4), 'future' and 'current' textures are swapped, and DirectionalLight 'commits' the new frustum to use when rendering shadows on screen. Co-authored-by: sfan5 <sfan5@live.de>
2021-06-06Shadow mapping render pass (#11244)Liso
Co-authored-by: x2048 <codeforsmile@gmail.com>