forked from Mirrorlandia_minetest/minetest
Add a default direction light for shadows
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9d736e8b8b
commit
8982998681
@ -4212,8 +4212,6 @@ void Game::updateShadows()
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v3f sun_pos = light * offset_constant;
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if (shadow->getDirectionalLightCount() == 0)
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shadow->addDirectionalLight();
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shadow->getDirectionalLight().setDirection(sun_pos);
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shadow->setTimeOfDay(in_timeofday);
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@ -53,6 +53,9 @@ ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_shadow_map_colored = g_settings->getBool("shadow_map_color");
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m_shadow_samples = g_settings->getS32("shadow_filters");
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m_map_shadow_update_frames = g_settings->getS16("shadow_update_frames");
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// add at least one light
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addDirectionalLight();
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}
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ShadowRenderer::~ShadowRenderer()
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@ -157,11 +160,8 @@ size_t ShadowRenderer::getDirectionalLightCount() const
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f32 ShadowRenderer::getMaxShadowFar() const
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{
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if (!m_light_list.empty()) {
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float zMax = m_light_list[0].getFarValue();
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return zMax;
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}
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return 0.0f;
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float zMax = m_light_list[0].getFarValue();
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return zMax;
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}
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void ShadowRenderer::setShadowIntensity(float shadow_intensity)
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@ -258,7 +258,7 @@ void ShadowRenderer::updateSMTextures()
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node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
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}
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if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
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if (!m_shadow_node_array.empty()) {
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bool reset_sm_texture = false;
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// detect if SM should be regenerated
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@ -344,7 +344,7 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
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}
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if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
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if (!m_shadow_node_array.empty()) {
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for (DirectionalLight &light : m_light_list) {
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// Static shader values for entities are set in updateSMTextures
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