forked from Mirrorlandia_minetest/minetest
Adjust shadowmap distortion to use entire SM texture (#12166)
This commit is contained in:
parent
0b5b2b2633
commit
48f7c5603e
@ -17,6 +17,7 @@ uniform float animationTimer;
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uniform mat4 m_ShadowViewProj;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform vec4 CameraPos;
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varying float normalOffsetScale;
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varying float adj_shadow_strength;
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varying float cosLight;
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@ -53,12 +54,13 @@ 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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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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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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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= zPerspectiveBias;
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return shadowPosition;
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}
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@ -171,13 +173,13 @@ 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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float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture 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 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
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return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (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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@ -185,7 +187,6 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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if (PCFBOUND == 0.0) return 0.0;
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// Return fast if sharp shadows are requested
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if (PCFBOUND == 0.0)
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return 0.0;
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@ -489,11 +490,13 @@ 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), 50.0));
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float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
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if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
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distance_rate = 0.0;
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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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#ifdef COLORED_SHADOWS
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vec4 visibility;
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if (cosLight > 0.0)
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@ -527,7 +530,7 @@ void main(void)
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}
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shadow_int *= f_adj_shadow_strength;
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// calculate fragment color from components:
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col.rgb =
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adjusted_night_ratio * col.rgb + // artificial light
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@ -6,26 +6,9 @@ uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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varying float nightRatio;
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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 fogStart = FOG_START;
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const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform float animationTimer;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// shadow texture
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uniform sampler2D ShadowMapSampler;
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@ -34,14 +17,39 @@ const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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uniform float f_textureresolution;
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uniform mat4 m_ShadowViewProj;
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uniform float f_shadowfar;
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uniform float f_timeofday;
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uniform float f_shadow_strength;
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uniform vec4 CameraPos;
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varying float normalOffsetScale;
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varying float adj_shadow_strength;
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varying float cosLight;
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varying float f_normal_length;
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#endif
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varying vec3 vNormal;
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varying vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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// If the absolute position is required it can be calculated with
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying vec3 eyeVec;
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varying float nightRatio;
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varying float vIDiff;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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#ifdef ENABLE_DYNAMIC_SHADOWS
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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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@ -49,15 +57,22 @@ 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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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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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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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= zPerspectiveBias;
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return shadowPosition;
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}
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// assuming near is always 1.0
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float getLinearDepth()
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{
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return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
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}
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vec3 getLightSpacePosition()
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{
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vec4 pLightSpace;
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@ -161,13 +176,13 @@ 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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float l = length(2.0 * smTexCoord.xy - 1.0 - CameraPos.xy); // length in texture 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 / (xyPerspectiveBias0 * l + xyPerspectiveBias1); // original distortion factor, divided by 10
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return 0.04 * pow(512.0 / f_textureresolution, 0.4) / (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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@ -178,7 +193,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
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// Return fast if sharp shadows are requested
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if (PCFBOUND == 0.0)
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return 0.0;
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if (SOFTSHADOWRADIUS <= 1.0) {
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength);
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return max(2 * length(smTexCoord.xy) * 2048 / f_textureresolution / pow(perspectiveFactor, 3), SOFTSHADOWRADIUS);
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@ -418,6 +433,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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#endif
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#if ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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B = 0.30;
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@ -448,12 +464,14 @@ vec4 applyToneMapping(vec4 color)
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}
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#endif
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void main(void)
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{
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vec3 color;
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vec2 uv = varTexCoord.st;
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vec4 base = texture2D(baseTexture, uv).rgba;
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vec4 base = texture2D(baseTexture, uv).rgba;
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// If alpha is zero, we can just discard the pixel. This fixes transparency
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
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// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
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@ -467,8 +485,7 @@ void main(void)
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#endif
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color = base.rgb;
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vec4 col = vec4(color.rgb, base.a);
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col.rgb *= varColor.rgb;
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vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
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col.rgb *= vIDiff;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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@ -477,11 +494,13 @@ 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), 50.0));
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float distance_rate = (1.0 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 10.0));
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if (max(abs(posLightSpace.x - 0.5), abs(posLightSpace.y - 0.5)) > 0.5)
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distance_rate = 0.0;
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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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#ifdef COLORED_SHADOWS
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vec4 visibility;
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if (cosLight > 0.0)
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@ -506,8 +525,8 @@ void main(void)
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// Power ratio was measured on torches in MTG (brightness = 14).
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float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
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// cosine of the normal-to-light angle when
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// we start to apply self-shadowing
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// Apply self-shadowing when light falls at a narrow angle to the surface
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// Cosine of the cut-off angle.
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const float self_shadow_cutoff_cosine = 0.14;
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if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
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shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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@ -541,5 +560,7 @@ void main(void)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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gl_FragColor = vec4(col.rgb, base.a);
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col = vec4(col.rgb, base.a);
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gl_FragColor = col;
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}
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@ -1,4 +1,5 @@
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uniform mat4 LightMVP; // world matrix
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uniform vec4 CameraPos;
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varying vec4 tPos;
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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@ -10,10 +11,13 @@ 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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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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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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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= zPerspectiveBias;
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return shadowPosition;
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}
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@ -1,4 +1,5 @@
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uniform mat4 LightMVP; // world matrix
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uniform vec4 CameraPos; // camera position
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varying vec4 tPos;
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uniform float xyPerspectiveBias0;
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@ -7,10 +8,13 @@ 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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vec2 s = vec2(shadowPosition.x > CameraPos.x ? 1.0 : -1.0, shadowPosition.y > CameraPos.y ? 1.0 : -1.0);
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vec2 l = s * (shadowPosition.xy - CameraPos.xy) / (1.0 - s * CameraPos.xy);
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float pDistance = length(l);
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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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l /= pFactor;
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shadowPosition.xy = CameraPos.xy * (1.0 - l) + s * l;
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shadowPosition.z *= zPerspectiveBias;
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return shadowPosition;
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}
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@ -862,20 +862,14 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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/*
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Custom update draw list for the pov of shadow light.
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*/
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void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range)
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void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length)
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{
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ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
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const v3f camera_position = shadow_light_pos;
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const v3f camera_direction = shadow_light_dir;
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// I "fake" fov just to avoid creating a new function to handle orthographic
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// projection.
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const f32 camera_fov = m_camera_fov * 1.9f;
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v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
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v3s16 cam_pos_nodes = floatToInt(shadow_light_pos, BS);
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v3s16 p_blocks_min;
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v3s16 p_blocks_max;
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, shadow_range);
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getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, radius + length);
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std::vector<v2s16> blocks_in_range;
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@ -889,10 +883,10 @@ void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &sha
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// they are not inside the light frustum and it creates glitches.
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// FIXME: This could be removed if we figure out why they are missing
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// from the light frustum.
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for (auto &i : m_drawlist) {
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i.second->refGrab();
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m_drawlist_shadow[i.first] = i.second;
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}
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// for (auto &i : m_drawlist) {
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// i.second->refGrab();
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// m_drawlist_shadow[i.first] = i.second;
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// }
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// Number of blocks currently loaded by the client
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u32 blocks_loaded = 0;
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@ -919,23 +913,13 @@ void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &sha
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continue;
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}
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float range = shadow_range;
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float d = 0.0;
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if (!isBlockInSight(block->getPos(), camera_position,
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camera_direction, camera_fov, range, &d))
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v3f block_pos = intToFloat(block->getPos() * MAP_BLOCKSIZE, BS);
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v3f projection = shadow_light_pos + shadow_light_dir * shadow_light_dir.dotProduct(block_pos - shadow_light_pos);
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if (projection.getDistanceFrom(block_pos) > radius)
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continue;
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blocks_in_range_with_mesh++;
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/*
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Occlusion culling
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*/
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if (isBlockOccluded(block, cam_pos_nodes)) {
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blocks_occlusion_culled++;
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continue;
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}
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// This block is in range. Reset usage timer.
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block->resetUsageTimer();
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@ -116,7 +116,7 @@ public:
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void getBlocksInViewRange(v3s16 cam_pos_nodes,
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v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
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void updateDrawList();
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void updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range);
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void updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, float radius, float length);
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// Returns true if draw list needs updating before drawing the next frame.
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bool needsUpdateDrawList() { return m_needs_update_drawlist; }
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void renderMap(video::IVideoDriver* driver, s32 pass);
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@ -220,6 +220,7 @@ class MainShaderConstantSetter : public IShaderConstantSetter
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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<f32, 4> m_camera_pos;
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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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@ -252,6 +253,7 @@ public:
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, m_shadow_strength("f_shadow_strength")
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, m_time_of_day("f_timeofday")
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, m_shadowfar("f_shadowfar")
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, m_camera_pos("CameraPos")
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, m_shadow_texture("ShadowMapSampler")
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, m_perspective_bias0_vertex("xyPerspectiveBias0")
|
||||
, m_perspective_bias0_pixel("xyPerspectiveBias0")
|
||||
@ -321,6 +323,10 @@ public:
|
||||
f32 shadowFar = shadow->getMaxShadowFar();
|
||||
m_shadowfar.set(&shadowFar, services);
|
||||
|
||||
f32 cam_pos[4];
|
||||
shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
|
||||
m_camera_pos.set(cam_pos, services);
|
||||
|
||||
// I dont like using this hardcoded value. maybe something like
|
||||
// MAX_TEXTURE - 1 or somthing like that??
|
||||
s32 TextureLayerID = 3;
|
||||
|
@ -29,7 +29,6 @@ using m4f = core::matrix4;
|
||||
|
||||
void DirectionalLight::createSplitMatrices(const Camera *cam)
|
||||
{
|
||||
float radius;
|
||||
v3f newCenter;
|
||||
v3f look = cam->getDirection();
|
||||
|
||||
@ -42,17 +41,16 @@ 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();
|
||||
@ -60,22 +58,21 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
|
||||
|
||||
v3f farCorner = (look + viewRight * tanFovX + viewUp * tanFovY).normalize();
|
||||
// Compute the frustumBoundingSphere radius
|
||||
v3f boundVec = (camPos + farCorner * sfFar) - newCenter;
|
||||
radius = boundVec.getLength();
|
||||
// boundVec.getLength();
|
||||
float vvolume = radius;
|
||||
v3f frustumCenter = newCenter;
|
||||
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();
|
||||
}
|
||||
|
||||
@ -94,7 +91,7 @@ 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 * 1.5);
|
||||
zFar = MYMIN(zFar, client->getEnv().getClientMap().getControl().wanted_range * BS);
|
||||
|
||||
///////////////////////////////////
|
||||
// update splits near and fars
|
||||
@ -105,7 +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;
|
||||
|
||||
@ -115,6 +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;
|
||||
}
|
||||
}
|
||||
@ -139,6 +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;
|
||||
|
@ -29,12 +29,14 @@ 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;
|
||||
};
|
||||
|
||||
@ -57,6 +59,8 @@ public:
|
||||
return direction;
|
||||
};
|
||||
v3f getPosition() const;
|
||||
v3f getPlayerPos() const;
|
||||
v3f getFuturePlayerPos() const;
|
||||
|
||||
/// Gets the light's matrices.
|
||||
const core::matrix4 &getViewMatrix() const;
|
||||
|
@ -158,7 +158,6 @@ void ShadowRenderer::setShadowIntensity(float shadow_intensity)
|
||||
disable();
|
||||
}
|
||||
|
||||
|
||||
void ShadowRenderer::addNodeToShadowList(
|
||||
scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
|
||||
{
|
||||
@ -261,8 +260,9 @@ void ShadowRenderer::updateSMTextures()
|
||||
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
|
||||
@ -322,9 +322,10 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
|
||||
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,
|
||||
|
@ -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);
|
||||
@ -39,4 +43,6 @@ void ShadowDepthShaderCB::OnSetConstants(
|
||||
m_perspective_bias1.set(&bias1, services);
|
||||
f32 zbias = PerspectiveBiasZ;
|
||||
m_perspective_zbias.set(&zbias, services);
|
||||
|
||||
m_cam_pos_setting.set(cam_pos, services);
|
||||
}
|
||||
|
@ -33,7 +33,8 @@ public:
|
||||
m_color_map_sampler_setting("ColorMapSampler"),
|
||||
m_perspective_bias0("xyPerspectiveBias0"),
|
||||
m_perspective_bias1("xyPerspectiveBias1"),
|
||||
m_perspective_zbias("zPerspectiveBias")
|
||||
m_perspective_zbias("zPerspectiveBias"),
|
||||
m_cam_pos_setting("CameraPos")
|
||||
{}
|
||||
|
||||
void OnSetMaterial(const video::SMaterial &material) override {}
|
||||
@ -43,6 +44,7 @@ public:
|
||||
|
||||
f32 MaxFar{2048.0f}, MapRes{1024.0f};
|
||||
f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
|
||||
v3f CameraPos;
|
||||
|
||||
private:
|
||||
CachedVertexShaderSetting<f32, 16> m_light_mvp_setting;
|
||||
@ -52,4 +54,5 @@ private:
|
||||
CachedVertexShaderSetting<f32> m_perspective_bias0;
|
||||
CachedVertexShaderSetting<f32> m_perspective_bias1;
|
||||
CachedVertexShaderSetting<f32> m_perspective_zbias;
|
||||
CachedVertexShaderSetting<f32, 4> m_cam_pos_setting;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user