Move updating shadows outside of RenderingCore::drawAll. ()

Fixes indirect rendering modes such as some 3D modes mentioned in  and undersampled rendering.
Does not fully fix anaglyph 3d mode.
This commit is contained in:
x2048 2021-08-12 20:07:09 +02:00 committed by GitHub
parent 0709946c75
commit 442e48b84f
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
7 changed files with 66 additions and 67 deletions

@ -76,19 +76,18 @@ void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_min
draw_wield_tool = _draw_wield_tool;
draw_crosshair = _draw_crosshair;
if (shadow_renderer)
shadow_renderer->update();
beforeDraw();
drawAll();
}
void RenderingCore::draw3D()
{
if (shadow_renderer) {
// Shadow renderer will handle the draw stage
shadow_renderer->setClearColor(skycolor);
shadow_renderer->update();
} else {
smgr->drawAll();
}
if (shadow_renderer)
shadow_renderer->drawDebug();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (!show_hud)

@ -146,11 +146,6 @@ void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
}
}
void ShadowRenderer::setClearColor(video::SColor ClearColor)
{
m_clear_color = ClearColor;
}
void ShadowRenderer::updateSMTextures()
{
if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
@ -242,6 +237,7 @@ void ShadowRenderer::updateSMTextures()
// This is also handled in ClientMap.
if (m_current_frame == m_map_shadow_update_frames - 1) {
if (m_shadow_map_colored) {
m_driver->setRenderTarget(0, false, false);
m_driver->setRenderTarget(shadowMapTextureColors,
true, false, video::SColor(255, 255, 255, 255));
}
@ -273,7 +269,6 @@ void ShadowRenderer::updateSMTextures()
void ShadowRenderer::update(video::ITexture *outputTarget)
{
if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
m_smgr->drawAll();
return;
}
@ -308,11 +303,11 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
m_driver->setRenderTarget(0, false, false);
} // end for lights
}
}
// now render the actual MT render pass
m_driver->setRenderTarget(outputTarget, true, true, m_clear_color);
m_smgr->drawAll();
void ShadowRenderer::drawDebug()
{
/* this code just shows shadows textures in screen and in ONLY for debugging*/
#if 0
// this is debug, ignore for now.
@ -336,8 +331,6 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
core::rect<s32>({0, 0}, shadowMapTextureColors->getSize()));
}
#endif
m_driver->setRenderTarget(0, false, false);
}
}

@ -73,9 +73,8 @@ public:
E_SHADOW_MODE shadowMode = ESM_BOTH);
void removeNodeFromShadowList(scene::ISceneNode *node);
void setClearColor(video::SColor ClearColor);
void update(video::ITexture *outputTarget = nullptr);
void drawDebug();
video::ITexture *get_texture()
{
@ -112,7 +111,6 @@ private:
video::ITexture *shadowMapTextureFinal{nullptr};
video::ITexture *shadowMapTextureDynamicObjects{nullptr};
video::ITexture *shadowMapTextureColors{nullptr};
video::SColor m_clear_color{0x0};
std::vector<DirectionalLight> m_light_list;
std::vector<NodeToApply> m_shadow_node_array;

@ -51,17 +51,11 @@ void shadowScreenQuadCB::OnSetConstants(
video::IMaterialRendererServices *services, s32 userData)
{
s32 TextureId = 0;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapClientMap"),
&TextureId, 1);
m_sm_client_map_setting.set(&TextureId, services);
TextureId = 1;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapClientMapTraslucent"),
&TextureId, 1);
m_sm_client_map_trans_setting.set(&TextureId, services);
TextureId = 2;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ShadowMapSamplerdynamic"),
&TextureId, 1);
m_sm_dynamic_sampler_setting.set(&TextureId, services);
}

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "client/shader.h"
class shadowScreenQuad
{
@ -38,8 +39,16 @@ private:
class shadowScreenQuadCB : public video::IShaderConstantSetCallBack
{
public:
shadowScreenQuadCB(){};
shadowScreenQuadCB() :
m_sm_client_map_setting("ShadowMapClientMap"),
m_sm_client_map_trans_setting("ShadowMapClientMapTraslucent"),
m_sm_dynamic_sampler_setting("ShadowMapSamplerdynamic")
{}
virtual void OnSetConstants(video::IMaterialRendererServices *services,
s32 userData);
private:
CachedPixelShaderSetting<s32> m_sm_client_map_setting;
CachedPixelShaderSetting<s32> m_sm_client_map_trans_setting;
CachedPixelShaderSetting<s32> m_sm_dynamic_sampler_setting;
};

@ -28,17 +28,9 @@ void ShadowDepthShaderCB::OnSetConstants(
lightMVP *= driver->getTransform(video::ETS_VIEW);
lightMVP *= driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant(
services->getPixelShaderConstantID("LightMVP"),
lightMVP.pointer(), 16);
services->setVertexShaderConstant(
services->getPixelShaderConstantID("MapResolution"), &MapRes, 1);
services->setVertexShaderConstant(
services->getPixelShaderConstantID("MaxFar"), &MaxFar, 1);
m_light_mvp_setting.set(lightMVP.pointer(), services);
m_map_resolution_setting.set(&MapRes, services);
m_max_far_setting.set(&MaxFar, services);
s32 TextureId = 0;
services->setPixelShaderConstant(
services->getPixelShaderConstantID("ColorMapSampler"), &TextureId,
1);
m_color_map_sampler_setting.set(&TextureId, services);
}

@ -21,14 +21,28 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "client/shader.h"
class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
{
public:
ShadowDepthShaderCB() :
m_light_mvp_setting("LightMVP"),
m_map_resolution_setting("MapResolution"),
m_max_far_setting("MaxFar"),
m_color_map_sampler_setting("ColorMapSampler")
{}
void OnSetMaterial(const video::SMaterial &material) override {}
void OnSetConstants(video::IMaterialRendererServices *services,
s32 userData) override;
f32 MaxFar{2048.0f}, MapRes{1024.0f};
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;
};