forked from Mirrorlandia_minetest/minetest
Distribute shadow map update over multiple frames to reduce stutter (#11422)
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>
This commit is contained in:
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ff2d2a6e93
commit
bf3acbf388
@ -618,11 +618,11 @@ shadow_filters (Shadow filter quality) enum 1 0,1,2
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# On true translucent nodes cast colored shadows. This is expensive.
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shadow_map_color (Colored shadows) bool false
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# Set the shadow update time, in seconds.
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# Lower value means shadows and map updates faster, but it consumes more resources.
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# Minimum value: 0.001; maximum value: 0.2
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shadow_update_time (Map update time) float 0.2 0.001 0.2
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# Spread a complete update of shadow map over given amount of frames.
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# Higher values might make shadows laggy, lower values
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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shadow_update_frames (Map shadows update frames) int 8 1 16
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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@ -197,7 +197,7 @@ float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDist
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float pointDepth;
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float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
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float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
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float bound = clamp(PCFBOUND * (1 - baseLength), 0.0, PCFBOUND);
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int n = 0;
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for (y = -bound; y <= bound; y += 1.0)
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@ -304,7 +304,7 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
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float perspectiveFactor;
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
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int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
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int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
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int end_offset = int(samples) + init_offset;
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@ -334,7 +334,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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float perspectiveFactor;
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
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int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), PCFSAMPLES / 4, PCFSAMPLES));
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int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
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int end_offset = int(samples) + init_offset;
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@ -370,7 +370,7 @@ vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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float y, x;
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float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
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float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
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int n = 0;
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// basic PCF filter
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@ -402,7 +402,7 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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float texture_size = 1.0 / (f_textureresolution * 0.5);
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float y, x;
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float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
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float bound = clamp(PCFBOUND * (1 - baseLength), PCFBOUND / 2, PCFBOUND);
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int n = 0;
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// basic PCF filter
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@ -636,7 +636,7 @@ void ClientMap::PrintInfo(std::ostream &out)
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}
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void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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const video::SMaterial &material, s32 pass)
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const video::SMaterial &material, s32 pass, int frame, int total_frames)
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{
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bool is_transparent_pass = pass != scene::ESNRP_SOLID;
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std::string prefix;
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@ -650,7 +650,23 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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MeshBufListList drawbufs;
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int count = 0;
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int low_bound = is_transparent_pass ? 0 : m_drawlist_shadow.size() / total_frames * frame;
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int high_bound = is_transparent_pass ? m_drawlist_shadow.size() : m_drawlist_shadow.size() / total_frames * (frame + 1);
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// transparent pass should be rendered in one go
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if (is_transparent_pass && frame != total_frames - 1) {
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return;
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}
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for (auto &i : m_drawlist_shadow) {
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// only process specific part of the list & break early
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++count;
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if (count <= low_bound)
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continue;
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if (count > high_bound)
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break;
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v3s16 block_pos = i.first;
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MapBlock *block = i.second;
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@ -705,6 +721,7 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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local_material.MaterialType = material.MaterialType;
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local_material.BackfaceCulling = material.BackfaceCulling;
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local_material.FrontfaceCulling = material.FrontfaceCulling;
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local_material.BlendOperation = material.BlendOperation;
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local_material.Lighting = false;
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driver->setMaterial(local_material);
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@ -720,6 +737,12 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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}
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}
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// restore the driver material state
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video::SMaterial clean;
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clean.BlendOperation = video::EBO_ADD;
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driver->setMaterial(clean); // reset material to defaults
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driver->draw3DLine(v3f(), v3f(), video::SColor(0));
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g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
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g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
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g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
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@ -125,7 +125,7 @@ public:
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void renderMap(video::IVideoDriver* driver, s32 pass);
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void renderMapShadows(video::IVideoDriver *driver,
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const video::SMaterial &material, s32 pass);
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const video::SMaterial &material, s32 pass, int frame, int total_frames);
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int getBackgroundBrightness(float max_d, u32 daylight_factor,
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int oldvalue, bool *sunlight_seen_result);
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@ -609,7 +609,6 @@ struct GameRunData {
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float jump_timer;
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float damage_flash;
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float update_draw_list_timer;
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float update_shadows_timer;
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f32 fog_range;
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@ -3881,10 +3880,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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changed much
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*/
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runData.update_draw_list_timer += dtime;
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runData.update_shadows_timer += dtime;
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float update_draw_list_delta = 0.2f;
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bool draw_list_updated = false;
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v3f camera_direction = camera->getDirection();
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if (runData.update_draw_list_timer >= update_draw_list_delta
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@ -3894,18 +3891,10 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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runData.update_draw_list_timer = 0;
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client->getEnv().getClientMap().updateDrawList();
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runData.update_draw_list_last_cam_dir = camera_direction;
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draw_list_updated = true;
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}
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if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
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update_draw_list_delta = shadow->getUpdateDelta();
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if (m_camera_offset_changed ||
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(runData.update_shadows_timer > update_draw_list_delta &&
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(!draw_list_updated || shadow->getDirectionalLightCount() == 0))) {
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runData.update_shadows_timer = 0;
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updateShadows();
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}
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if (RenderingEngine::get_shadow_renderer()) {
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updateShadows();
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}
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m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
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@ -4062,7 +4051,7 @@ void Game::updateShadows()
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shadow->getDirectionalLight().setDirection(sun_pos);
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shadow->setTimeOfDay(in_timeofday);
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shadow->getDirectionalLight().update_frustum(camera, client);
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shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
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}
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/****************************************************************************
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@ -38,8 +38,8 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
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float tanFovX = tanf(cam->getFovX() * 0.5f);
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// adjusted frustum boundaries
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float sfNear = shadow_frustum.zNear;
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float sfFar = adjustDist(shadow_frustum.zFar, cam->getFovY());
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float sfNear = future_frustum.zNear;
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float sfFar = adjustDist(future_frustum.zFar, cam->getFovY());
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// adjusted camera positions
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v3f camPos2 = cam->getPosition();
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@ -87,14 +87,15 @@ void DirectionalLight::createSplitMatrices(const Camera *cam)
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v3f eye_displacement = direction * vvolume;
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// we must compute the viewmat with the position - the camera offset
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// but the shadow_frustum position must be the actual world position
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// but the future_frustum position must be the actual world position
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v3f eye = frustumCenter - eye_displacement;
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shadow_frustum.position = world_center - eye_displacement;
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shadow_frustum.length = vvolume;
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shadow_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
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shadow_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(shadow_frustum.length,
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shadow_frustum.length, -shadow_frustum.length,
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shadow_frustum.length,false);
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future_frustum.position = world_center - eye_displacement;
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future_frustum.length = vvolume;
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future_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
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future_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(future_frustum.length,
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future_frustum.length, -future_frustum.length,
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future_frustum.length,false);
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future_frustum.camera_offset = cam->getOffset();
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}
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DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
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@ -104,23 +105,44 @@ DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
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farPlane(farValue), mapRes(shadowMapResolution), pos(position)
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{}
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void DirectionalLight::update_frustum(const Camera *cam, Client *client)
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void DirectionalLight::update_frustum(const Camera *cam, Client *client, bool force)
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{
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should_update_map_shadow = true;
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if (dirty && !force)
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return;
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float zNear = cam->getCameraNode()->getNearValue();
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float zFar = getMaxFarValue();
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///////////////////////////////////
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// update splits near and fars
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shadow_frustum.zNear = zNear;
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shadow_frustum.zFar = zFar;
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future_frustum.zNear = zNear;
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future_frustum.zFar = zFar;
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// update shadow frustum
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createSplitMatrices(cam);
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// get the draw list for shadows
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client->getEnv().getClientMap().updateDrawListShadow(
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getPosition(), getDirection(), shadow_frustum.length);
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getPosition(), getDirection(), future_frustum.length);
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should_update_map_shadow = true;
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dirty = true;
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// when camera offset changes, adjust the current frustum view matrix to avoid flicker
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v3s16 cam_offset = cam->getOffset();
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if (cam_offset != shadow_frustum.camera_offset) {
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v3f rotated_offset;
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shadow_frustum.ViewMat.rotateVect(rotated_offset, intToFloat(cam_offset - shadow_frustum.camera_offset, BS));
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shadow_frustum.ViewMat.setTranslation(shadow_frustum.ViewMat.getTranslation() + rotated_offset);
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shadow_frustum.camera_offset = cam_offset;
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}
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}
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void DirectionalLight::commitFrustum()
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{
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if (!dirty)
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return;
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shadow_frustum = future_frustum;
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dirty = false;
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}
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void DirectionalLight::setDirection(v3f dir)
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@ -144,6 +166,16 @@ const m4f &DirectionalLight::getProjectionMatrix() const
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return shadow_frustum.ProjOrthMat;
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}
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const m4f &DirectionalLight::getFutureViewMatrix() const
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{
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return future_frustum.ViewMat;
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}
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const m4f &DirectionalLight::getFutureProjectionMatrix() const
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{
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return future_frustum.ProjOrthMat;
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}
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m4f DirectionalLight::getViewProjMatrix()
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{
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return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;
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@ -34,6 +34,7 @@ struct shadowFrustum
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core::matrix4 ProjOrthMat;
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core::matrix4 ViewMat;
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v3f position;
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v3s16 camera_offset;
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};
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class DirectionalLight
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@ -47,7 +48,7 @@ public:
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//DISABLE_CLASS_COPY(DirectionalLight)
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void update_frustum(const Camera *cam, Client *client);
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void update_frustum(const Camera *cam, Client *client, bool force = false);
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// when set direction is updated to negative normalized(direction)
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void setDirection(v3f dir);
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@ -59,6 +60,8 @@ public:
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/// Gets the light's matrices.
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const core::matrix4 &getViewMatrix() const;
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const core::matrix4 &getProjectionMatrix() const;
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const core::matrix4 &getFutureViewMatrix() const;
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const core::matrix4 &getFutureProjectionMatrix() const;
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core::matrix4 getViewProjMatrix();
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/// Gets the light's far value.
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@ -88,6 +91,8 @@ public:
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bool should_update_map_shadow{true};
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void commitFrustum();
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private:
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void createSplitMatrices(const Camera *cam);
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@ -99,4 +104,6 @@ private:
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v3f pos;
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v3f direction{0};
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shadowFrustum shadow_frustum;
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shadowFrustum future_frustum;
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bool dirty{false};
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};
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@ -27,10 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "client/shader.h"
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#include "client/client.h"
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#include "client/clientmap.h"
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#include "profiler.h"
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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)
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m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
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{
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m_shadows_enabled = true;
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@ -43,7 +44,7 @@ ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
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m_shadow_map_texture_32bit = g_settings->getBool("shadow_map_texture_32bit");
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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_update_delta = g_settings->getFloat("shadow_update_time");
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m_map_shadow_update_frames = g_settings->getS16("shadow_update_frames");
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}
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ShadowRenderer::~ShadowRenderer()
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@ -66,6 +67,9 @@ ShadowRenderer::~ShadowRenderer()
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if (shadowMapClientMap)
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m_driver->removeTexture(shadowMapClientMap);
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if (shadowMapClientMapFuture)
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m_driver->removeTexture(shadowMapClientMapFuture);
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}
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void ShadowRenderer::initialize()
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@ -93,11 +97,6 @@ void ShadowRenderer::initialize()
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}
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float ShadowRenderer::getUpdateDelta() const
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{
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return m_update_delta;
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}
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size_t ShadowRenderer::addDirectionalLight()
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{
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m_light_list.emplace_back(m_shadow_map_texture_size,
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@ -152,10 +151,9 @@ void ShadowRenderer::setClearColor(video::SColor ClearColor)
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m_clear_color = ClearColor;
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}
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void ShadowRenderer::update(video::ITexture *outputTarget)
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void ShadowRenderer::updateSMTextures()
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{
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if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
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m_smgr->drawAll();
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return;
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}
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@ -174,6 +172,13 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
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true);
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}
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if (!shadowMapClientMapFuture && m_map_shadow_update_frames > 1) {
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shadowMapClientMapFuture = getSMTexture(
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std::string("shadow_clientmap_bb_") + itos(m_shadow_map_texture_size),
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m_shadow_map_colored ? m_texture_format_color : m_texture_format,
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true);
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}
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if (m_shadow_map_colored && !shadowMapTextureColors) {
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shadowMapTextureColors = getSMTexture(
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std::string("shadow_colored_") + itos(m_shadow_map_texture_size),
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@ -201,7 +206,22 @@ 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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// for every directional light:
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bool reset_sm_texture = false;
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// detect if SM should be regenerated
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for (DirectionalLight &light : m_light_list) {
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if (light.should_update_map_shadow) {
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light.should_update_map_shadow = false;
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m_current_frame = 0;
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reset_sm_texture = true;
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}
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}
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video::ITexture* shadowMapTargetTexture = shadowMapClientMapFuture;
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if (shadowMapTargetTexture == nullptr)
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shadowMapTargetTexture = shadowMapClientMap;
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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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@ -212,22 +232,60 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
|
||||
// Depth texture is available in irrlicth maybe we
|
||||
// should put some gl* fn here
|
||||
|
||||
if (light.should_update_map_shadow) {
|
||||
light.should_update_map_shadow = false;
|
||||
|
||||
m_driver->setRenderTarget(shadowMapClientMap, true, true,
|
||||
if (m_current_frame < m_map_shadow_update_frames) {
|
||||
m_driver->setRenderTarget(shadowMapTargetTexture, reset_sm_texture, true,
|
||||
video::SColor(255, 255, 255, 255));
|
||||
renderShadowMap(shadowMapClientMap, light);
|
||||
renderShadowMap(shadowMapTargetTexture, light);
|
||||
|
||||
if (m_shadow_map_colored) {
|
||||
m_driver->setRenderTarget(shadowMapTextureColors,
|
||||
true, false, video::SColor(255, 255, 255, 255));
|
||||
// Render transparent part in one pass.
|
||||
// This is also handled in ClientMap.
|
||||
if (m_current_frame == m_map_shadow_update_frames - 1) {
|
||||
if (m_shadow_map_colored) {
|
||||
m_driver->setRenderTarget(shadowMapTextureColors,
|
||||
true, false, video::SColor(255, 255, 255, 255));
|
||||
}
|
||||
renderShadowMap(shadowMapTextureColors, light,
|
||||
scene::ESNRP_TRANSPARENT);
|
||||
}
|
||||
renderShadowMap(shadowMapTextureColors, light,
|
||||
scene::ESNRP_TRANSPARENT);
|
||||
m_driver->setRenderTarget(0, false, false);
|
||||
}
|
||||
|
||||
reset_sm_texture = false;
|
||||
} // end for lights
|
||||
|
||||
// move to the next section
|
||||
if (m_current_frame <= m_map_shadow_update_frames)
|
||||
++m_current_frame;
|
||||
|
||||
// pass finished, swap textures and commit light changes
|
||||
if (m_current_frame == m_map_shadow_update_frames) {
|
||||
if (shadowMapClientMapFuture != nullptr)
|
||||
std::swap(shadowMapClientMapFuture, shadowMapClientMap);
|
||||
|
||||
// Let all lights know that maps are updated
|
||||
for (DirectionalLight &light : m_light_list)
|
||||
light.commitFrustum();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShadowRenderer::update(video::ITexture *outputTarget)
|
||||
{
|
||||
if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
|
||||
m_smgr->drawAll();
|
||||
return;
|
||||
}
|
||||
|
||||
updateSMTextures();
|
||||
|
||||
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;
|
||||
|
||||
// render shadows for the n0n-map objects.
|
||||
m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
|
||||
true, video::SColor(255, 255, 255, 255));
|
||||
@ -299,8 +357,8 @@ video::ITexture *ShadowRenderer::getSMTexture(const std::string &shadow_map_name
|
||||
void ShadowRenderer::renderShadowMap(video::ITexture *target,
|
||||
DirectionalLight &light, scene::E_SCENE_NODE_RENDER_PASS pass)
|
||||
{
|
||||
m_driver->setTransform(video::ETS_VIEW, light.getViewMatrix());
|
||||
m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
|
||||
m_driver->setTransform(video::ETS_VIEW, light.getFutureViewMatrix());
|
||||
m_driver->setTransform(video::ETS_PROJECTION, light.getFutureProjectionMatrix());
|
||||
|
||||
// Operate on the client map
|
||||
for (const auto &shadow_node : m_shadow_node_array) {
|
||||
@ -322,10 +380,13 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
|
||||
//material.PolygonOffsetDepthBias = 1.0f/4.0f;
|
||||
//material.PolygonOffsetSlopeScale = -1.f;
|
||||
|
||||
if (m_shadow_map_colored && pass != scene::ESNRP_SOLID)
|
||||
if (m_shadow_map_colored && pass != scene::ESNRP_SOLID) {
|
||||
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
|
||||
else
|
||||
}
|
||||
else {
|
||||
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader;
|
||||
material.BlendOperation = video::EBO_MIN;
|
||||
}
|
||||
|
||||
// FIXME: I don't think this is needed here
|
||||
map_node->OnAnimate(m_device->getTimer()->getTime());
|
||||
@ -333,7 +394,7 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
|
||||
m_driver->setTransform(video::ETS_WORLD,
|
||||
map_node->getAbsoluteTransformation());
|
||||
|
||||
map_node->renderMapShadows(m_driver, material, pass);
|
||||
map_node->renderMapShadows(m_driver, material, pass, m_current_frame, m_map_shadow_update_frames);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -354,8 +415,10 @@ void ShadowRenderer::renderShadowObjects(
|
||||
u32 n_node_materials = shadow_node.node->getMaterialCount();
|
||||
std::vector<s32> BufferMaterialList;
|
||||
std::vector<std::pair<bool, bool>> BufferMaterialCullingList;
|
||||
std::vector<video::E_BLEND_OPERATION> BufferBlendOperationList;
|
||||
BufferMaterialList.reserve(n_node_materials);
|
||||
BufferMaterialCullingList.reserve(n_node_materials);
|
||||
BufferBlendOperationList.reserve(n_node_materials);
|
||||
|
||||
// backup materialtype for each material
|
||||
// (aka shader)
|
||||
@ -365,12 +428,11 @@ void ShadowRenderer::renderShadowObjects(
|
||||
|
||||
BufferMaterialList.push_back(current_mat.MaterialType);
|
||||
current_mat.MaterialType =
|
||||
(video::E_MATERIAL_TYPE)depth_shader;
|
||||
|
||||
current_mat.setTexture(3, shadowMapTextureFinal);
|
||||
(video::E_MATERIAL_TYPE)depth_shader_entities;
|
||||
|
||||
BufferMaterialCullingList.emplace_back(
|
||||
(bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling);
|
||||
BufferBlendOperationList.push_back(current_mat.BlendOperation);
|
||||
|
||||
current_mat.BackfaceCulling = true;
|
||||
current_mat.FrontfaceCulling = false;
|
||||
@ -393,6 +455,7 @@ void ShadowRenderer::renderShadowObjects(
|
||||
|
||||
current_mat.BackfaceCulling = BufferMaterialCullingList[m].first;
|
||||
current_mat.FrontfaceCulling = BufferMaterialCullingList[m].second;
|
||||
current_mat.BlendOperation = BufferBlendOperationList[m];
|
||||
}
|
||||
|
||||
} // end for caster shadow nodes
|
||||
@ -433,7 +496,7 @@ void ShadowRenderer::createShaders()
|
||||
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
|
||||
video::EVST_VS_1_1,
|
||||
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
|
||||
video::EPST_PS_1_2, m_shadow_depth_cb);
|
||||
video::EPST_PS_1_2, m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
|
||||
|
||||
if (depth_shader == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
@ -449,6 +512,41 @@ void ShadowRenderer::createShaders()
|
||||
m_driver->getMaterialRenderer(depth_shader)->grab();
|
||||
}
|
||||
|
||||
// This creates a clone of depth_shader with base material set to EMT_SOLID,
|
||||
// because entities won't render shadows with base material EMP_ONETEXTURE_BLEND
|
||||
if (depth_shader_entities == -1) {
|
||||
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
|
||||
if (depth_shader_vs.empty()) {
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error shadow mapping vs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
|
||||
if (depth_shader_fs.empty()) {
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error shadow mapping fs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
depth_shader_entities = gpu->addHighLevelShaderMaterial(
|
||||
readShaderFile(depth_shader_vs).c_str(), "vertexMain",
|
||||
video::EVST_VS_1_1,
|
||||
readShaderFile(depth_shader_fs).c_str(), "pixelMain",
|
||||
video::EPST_PS_1_2, m_shadow_depth_cb);
|
||||
|
||||
if (depth_shader_entities == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// HACK, TODO: investigate this better
|
||||
// Grab the material renderer once more so minetest doesn't crash
|
||||
// on exit
|
||||
m_driver->getMaterialRenderer(depth_shader_entities)->grab();
|
||||
}
|
||||
|
||||
if (mixcsm_shader == -1) {
|
||||
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
|
||||
if (depth_shader_vs.empty()) {
|
||||
|
@ -64,7 +64,6 @@ public:
|
||||
size_t getDirectionalLightCount() const;
|
||||
f32 getMaxShadowFar() const;
|
||||
|
||||
float getUpdateDelta() const;
|
||||
/// Adds a shadow to the scene node.
|
||||
/// The shadow mode can be ESM_BOTH, or ESM_RECEIVE.
|
||||
/// ESM_BOTH casts and receives shadows
|
||||
@ -101,6 +100,7 @@ private:
|
||||
scene::ESNRP_SOLID);
|
||||
void renderShadowObjects(video::ITexture *target, DirectionalLight &light);
|
||||
void mixShadowsQuad();
|
||||
void updateSMTextures();
|
||||
|
||||
// a bunch of variables
|
||||
IrrlichtDevice *m_device{nullptr};
|
||||
@ -108,6 +108,7 @@ private:
|
||||
video::IVideoDriver *m_driver{nullptr};
|
||||
Client *m_client{nullptr};
|
||||
video::ITexture *shadowMapClientMap{nullptr};
|
||||
video::ITexture *shadowMapClientMapFuture{nullptr};
|
||||
video::ITexture *shadowMapTextureFinal{nullptr};
|
||||
video::ITexture *shadowMapTextureDynamicObjects{nullptr};
|
||||
video::ITexture *shadowMapTextureColors{nullptr};
|
||||
@ -120,11 +121,12 @@ private:
|
||||
float m_shadow_map_max_distance;
|
||||
float m_shadow_map_texture_size;
|
||||
float m_time_day{0.0f};
|
||||
float m_update_delta;
|
||||
int m_shadow_samples;
|
||||
bool m_shadow_map_texture_32bit;
|
||||
bool m_shadows_enabled;
|
||||
bool m_shadow_map_colored;
|
||||
u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
|
||||
u8 m_current_frame{0}; /* Current frame */
|
||||
|
||||
video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
|
||||
video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
|
||||
@ -135,6 +137,7 @@ private:
|
||||
std::string readShaderFile(const std::string &path);
|
||||
|
||||
s32 depth_shader{-1};
|
||||
s32 depth_shader_entities{-1};
|
||||
s32 depth_shader_trans{-1};
|
||||
s32 mixcsm_shader{-1};
|
||||
|
||||
|
@ -272,7 +272,7 @@ void set_default_settings()
|
||||
settings->setDefault("shadow_map_color", "false");
|
||||
settings->setDefault("shadow_filters", "1");
|
||||
settings->setDefault("shadow_poisson_filter", "true");
|
||||
settings->setDefault("shadow_update_time", "0.2");
|
||||
settings->setDefault("shadow_update_frames", "8");
|
||||
settings->setDefault("shadow_soft_radius", "1.0");
|
||||
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user