forked from Mirrorlandia_minetest/minetest
Tune shadow perspective distortion (#12146)
* 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
This commit is contained in:
parent
06d197cdd0
commit
31578303a4
@ -364,11 +364,11 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
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core.settings:set("enable_dynamic_shadows", "false")
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else
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local shadow_presets = {
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[2] = { 80, 512, "true", 0, "false" },
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[3] = { 120, 1024, "true", 1, "false" },
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[4] = { 350, 2048, "true", 1, "false" },
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[5] = { 350, 2048, "true", 2, "true" },
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[6] = { 450, 4096, "true", 2, "true" },
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[2] = { 55, 512, "true", 0, "false" },
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[3] = { 82, 1024, "true", 1, "false" },
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[4] = { 240, 2048, "true", 1, "false" },
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[5] = { 240, 2048, "true", 2, "true" },
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[6] = { 300, 4096, "true", 2, "true" },
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}
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local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
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if s then
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@ -47,17 +47,17 @@ const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
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#ifdef ENABLE_DYNAMIC_SHADOWS
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const float bias0 = 0.9;
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const float zPersFactor = 0.5;
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const float bias1 = 1.0 - bias0 + 1e-6;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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float pFactor = pDistance * bias0 + bias1;
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
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return shadowPosition;
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}
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@ -172,12 +172,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
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float getBaseLength(vec2 smTexCoord)
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{
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float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
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return bias1 / (1.0 / l - bias0); // return to undistorted coords
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return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
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}
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float getDeltaPerspectiveFactor(float l)
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{
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return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
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return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
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}
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float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
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@ -489,8 +489,8 @@ void main(void)
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vec3 shadow_color = vec3(0.0, 0.0, 0.0);
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vec3 posLightSpace = getLightSpacePosition();
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float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
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float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
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float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
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float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
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if (distance_rate > 1e-7) {
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@ -45,8 +45,8 @@ varying float nightRatio;
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float bias0 = 0.9;
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const float bias1 = 1.0 - bias0;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// custom smoothstep implementation because it's not defined in glsl1.2
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@ -206,9 +206,9 @@ void main(void)
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// Distance from the vertex to the player
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float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
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// perspective factor estimation according to the
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float perspectiveFactor = distanceToPlayer * bias0 + bias1;
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float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
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float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
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(f_textureresolution * bias1 - perspectiveFactor * bias0);
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(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
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float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
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normalOffsetScale = texelSize * slopeScale;
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@ -43,17 +43,17 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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#endif
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#ifdef ENABLE_DYNAMIC_SHADOWS
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const float bias0 = 0.9;
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const float zPersFactor = 0.5;
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const float bias1 = 1.0 - bias0 + 1e-6;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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float pFactor = pDistance * bias0 + bias1;
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
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return shadowPosition;
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}
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@ -162,12 +162,12 @@ float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDis
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float getBaseLength(vec2 smTexCoord)
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{
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float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
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return bias1 / (1.0 / l - bias0); // return to undistorted coords
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return xyPerspectiveBias1 / (1.0 / l - xyPerspectiveBias0); // return to undistorted coords
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}
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float getDeltaPerspectiveFactor(float l)
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{
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return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
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return 0.1 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
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}
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float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
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@ -477,8 +477,8 @@ void main(void)
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vec3 shadow_color = vec3(0.0, 0.0, 0.0);
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vec3 posLightSpace = getLightSpacePosition();
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float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
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float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
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float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 50.0));
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float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z),0.0);
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if (distance_rate > 1e-7) {
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@ -37,8 +37,8 @@ const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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varying float vIDiff;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float bias0 = 0.9;
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const float bias1 = 1.0 - bias0;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// custom smoothstep implementation because it's not defined in glsl1.2
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@ -116,9 +116,9 @@ void main(void)
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// Distance from the vertex to the player
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float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
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// perspective factor estimation according to the
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float perspectiveFactor = distanceToPlayer * bias0 + bias1;
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float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
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float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
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(f_textureresolution * bias1 - perspectiveFactor * bias0);
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(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);
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float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
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normalOffsetScale = texelSize * slopeScale;
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@ -4,15 +4,15 @@ varying vec4 tPos;
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varying vec3 varColor;
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#endif
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const float bias0 = 0.9;
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const float zPersFactor = 0.5;
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const float bias1 = 1.0 - bias0 + 1e-6;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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float pFactor = pDistance * bias0 + bias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
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return shadowPosition;
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}
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@ -1,15 +1,15 @@
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uniform mat4 LightMVP; // world matrix
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varying vec4 tPos;
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const float bias0 = 0.9;
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const float zPersFactor = 0.5;
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const float bias1 = 1.0 - bias0 + 1e-6;
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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float pFactor = pDistance * bias0 + bias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPerspectiveBias);
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return shadowPosition;
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}
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@ -210,17 +210,23 @@ public:
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class MainShaderConstantSetter : public IShaderConstantSetter
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{
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CachedVertexShaderSetting<float, 16> m_world_view_proj;
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CachedVertexShaderSetting<float, 16> m_world;
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CachedVertexShaderSetting<f32, 16> m_world_view_proj;
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CachedVertexShaderSetting<f32, 16> m_world;
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// Shadow-related
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CachedPixelShaderSetting<float, 16> m_shadow_view_proj;
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CachedPixelShaderSetting<float, 3> m_light_direction;
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CachedPixelShaderSetting<float> m_texture_res;
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CachedPixelShaderSetting<float> m_shadow_strength;
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CachedPixelShaderSetting<float> m_time_of_day;
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CachedPixelShaderSetting<float> m_shadowfar;
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CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
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CachedPixelShaderSetting<f32, 3> m_light_direction;
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CachedPixelShaderSetting<f32> m_texture_res;
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CachedPixelShaderSetting<f32> m_shadow_strength;
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CachedPixelShaderSetting<f32> m_time_of_day;
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CachedPixelShaderSetting<f32> m_shadowfar;
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CachedPixelShaderSetting<s32> m_shadow_texture;
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CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
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CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
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CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
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CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
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CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
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CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
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#if ENABLE_GLES
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// Modelview matrix
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@ -247,6 +253,12 @@ public:
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, m_time_of_day("f_timeofday")
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, m_shadowfar("f_shadowfar")
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, m_shadow_texture("ShadowMapSampler")
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, m_perspective_bias0_vertex("xyPerspectiveBias0")
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, m_perspective_bias0_pixel("xyPerspectiveBias0")
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, m_perspective_bias1_vertex("xyPerspectiveBias1")
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, m_perspective_bias1_pixel("xyPerspectiveBias1")
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, m_perspective_zbias_vertex("zPerspectiveBias")
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, m_perspective_zbias_pixel("zPerspectiveBias")
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{}
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~MainShaderConstantSetter() = default;
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@ -293,26 +305,36 @@ public:
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shadowViewProj *= light.getViewMatrix();
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m_shadow_view_proj.set(shadowViewProj.pointer(), services);
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float v_LightDirection[3];
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f32 v_LightDirection[3];
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light.getDirection().getAs3Values(v_LightDirection);
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m_light_direction.set(v_LightDirection, services);
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float TextureResolution = light.getMapResolution();
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f32 TextureResolution = light.getMapResolution();
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m_texture_res.set(&TextureResolution, services);
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float ShadowStrength = shadow->getShadowStrength();
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f32 ShadowStrength = shadow->getShadowStrength();
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m_shadow_strength.set(&ShadowStrength, services);
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float timeOfDay = shadow->getTimeOfDay();
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f32 timeOfDay = shadow->getTimeOfDay();
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m_time_of_day.set(&timeOfDay, services);
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float shadowFar = shadow->getMaxShadowFar();
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f32 shadowFar = shadow->getMaxShadowFar();
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m_shadowfar.set(&shadowFar, services);
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// I dont like using this hardcoded value. maybe something like
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// MAX_TEXTURE - 1 or somthing like that??
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s32 TextureLayerID = 3;
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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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}
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};
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@ -32,7 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_device(device), m_smgr(device->getSceneManager()),
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m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
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m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0),
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m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5)
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{
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m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
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m_shadows_enabled = true;
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@ -59,6 +60,10 @@ ShadowRenderer::~ShadowRenderer()
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if (m_shadow_depth_cb)
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delete m_shadow_depth_cb;
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if (m_shadow_depth_entity_cb)
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delete m_shadow_depth_entity_cb;
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if (m_shadow_depth_trans_cb)
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delete m_shadow_depth_trans_cb;
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if (m_shadow_mix_cb)
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delete m_shadow_mix_cb;
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m_shadow_node_array.clear();
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@ -250,8 +255,13 @@ void ShadowRenderer::updateSMTextures()
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// Update SM incrementally:
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for (DirectionalLight &light : m_light_list) {
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// Static shader values.
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m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size;
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m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
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for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb})
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if (cb) {
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cb->MapRes = (f32)m_shadow_map_texture_size;
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cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
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cb->PerspectiveBiasXY = getPerspectiveBiasXY();
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cb->PerspectiveBiasZ = getPerspectiveBiasZ();
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}
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// set the Render Target
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// right now we can only render in usual RTT, not
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@ -533,6 +543,8 @@ void ShadowRenderer::createShaders()
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if (depth_shader == -1) {
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// upsi, something went wrong loading shader.
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delete m_shadow_depth_cb;
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m_shadow_depth_cb = nullptr;
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m_shadows_enabled = false;
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m_shadows_supported = false;
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errorstream << "Error compiling shadow mapping shader." << std::endl;
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return;
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@ -559,15 +571,19 @@ void ShadowRenderer::createShaders()
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errorstream << "Error shadow mapping fs shader not found." << std::endl;
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return;
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}
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m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
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depth_shader_entities = gpu->addHighLevelShaderMaterial(
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readShaderFile(depth_shader_vs).c_str(), "vertexMain",
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video::EVST_VS_1_1,
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readShaderFile(depth_shader_fs).c_str(), "pixelMain",
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video::EPST_PS_1_2, m_shadow_depth_cb);
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video::EPST_PS_1_2, m_shadow_depth_entity_cb);
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if (depth_shader_entities == -1) {
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// upsi, something went wrong loading shader.
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delete m_shadow_depth_entity_cb;
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m_shadow_depth_entity_cb = nullptr;
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m_shadows_enabled = false;
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m_shadows_supported = false;
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errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
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return;
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@ -643,6 +659,7 @@ void ShadowRenderer::createShaders()
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if (depth_shader_trans == -1) {
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// upsi, something went wrong loading shader.
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delete m_shadow_depth_trans_cb;
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m_shadow_depth_trans_cb = nullptr;
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m_shadow_map_colored = false;
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m_shadows_supported = false;
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errorstream << "Error compiling colored shadow mapping shader." << std::endl;
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@ -90,6 +90,9 @@ public:
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float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
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float getTimeOfDay() const { return m_time_day; }
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f32 getPerspectiveBiasXY() { return m_perspective_bias_xy; }
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f32 getPerspectiveBiasZ() { return m_perspective_bias_z; }
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private:
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video::ITexture *getSMTexture(const std::string &shadow_map_name,
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video::ECOLOR_FORMAT texture_format,
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@ -131,6 +134,8 @@ private:
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bool m_shadow_map_colored;
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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};
|
||||
@ -146,6 +151,7 @@ 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};
|
||||
|
@ -33,4 +33,10 @@ 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);
|
||||
}
|
||||
|
@ -30,7 +30,10 @@ 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")
|
||||
{}
|
||||
|
||||
void OnSetMaterial(const video::SMaterial &material) override {}
|
||||
@ -39,10 +42,14 @@ public:
|
||||
s32 userData) override;
|
||||
|
||||
f32 MaxFar{2048.0f}, MapRes{1024.0f};
|
||||
f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
|
||||
|
||||
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;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user