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Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
parent
46f42e15c4
commit
c47313db65
@ -43,6 +43,14 @@ local labels = {
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fgettext("2x"),
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fgettext("4x"),
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fgettext("8x")
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},
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shadow_levels = {
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fgettext("Disabled"),
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fgettext("Very Low"),
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fgettext("Low"),
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fgettext("Medium"),
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fgettext("High"),
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fgettext("Ultra High")
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}
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}
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@ -66,6 +74,10 @@ local dd_options = {
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antialiasing = {
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table.concat(labels.antialiasing, ","),
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{"0", "2", "4", "8"}
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},
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shadow_levels = {
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table.concat(labels.shadow_levels, ","),
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{ "0", "1", "2", "3", "4", "5" }
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}
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}
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@ -110,6 +122,15 @@ local getSettingIndex = {
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end
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end
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return 1
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end,
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ShadowMapping = function()
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local shadow_setting = core.settings:get("shadow_levels")
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for i = 1, #dd_options.shadow_levels[2] do
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if shadow_setting == dd_options.shadow_levels[2][i] then
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return i
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end
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end
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return 1
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end
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}
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@ -197,7 +218,10 @@ local function formspec(tabview, name, tabdata)
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"checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
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.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
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"checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
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.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
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.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"..
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"label[8.25,3.0;" .. fgettext("Dynamic shadows: ") .. "]" ..
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"dropdown[8.25,3.5;3.5;dd_shadows;" .. dd_options.shadow_levels[1] .. ";"
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.. getSettingIndex.ShadowMapping() .. "]"
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else
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tab_string = tab_string ..
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"label[8.38,0.7;" .. core.colorize("#888888",
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@ -207,7 +231,9 @@ local function formspec(tabview, name, tabdata)
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"label[8.38,1.7;" .. core.colorize("#888888",
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fgettext("Waving Leaves")) .. "]" ..
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"label[8.38,2.2;" .. core.colorize("#888888",
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fgettext("Waving Plants")) .. "]"
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fgettext("Waving Plants")) .. "]"..
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"label[8.38,2.7;" .. core.colorize("#888888",
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fgettext("Dynamic shadows")) .. "]"
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end
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return tab_string
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@ -333,6 +359,34 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
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ddhandled = true
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end
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for i = 1, #labels.shadow_levels do
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if fields["dd_shadows"] == labels.shadow_levels[i] then
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core.settings:set("shadow_levels", dd_options.shadow_levels[2][i])
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ddhandled = true
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end
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end
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if fields["dd_shadows"] == labels.shadow_levels[1] then
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core.settings:set("enable_dynamic_shadows", "false")
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else
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core.settings:set("enable_dynamic_shadows", "true")
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local shadow_presets = {
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[2] = { 80, 512, "true", 0, "false" },
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[3] = { 120, 1024, "true", 1, "false" },
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[4] = { 350, 2048, "true", 1, "false" },
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[5] = { 350, 2048, "true", 2, "true" },
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[6] = { 450, 4096, "true", 2, "true" },
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}
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local s = shadow_presets[table.indexof(labels.shadow_levels, fields["dd_shadows"])]
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if s then
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core.settings:set("shadow_map_max_distance", s[1])
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core.settings:set("shadow_map_texture_size", s[2])
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core.settings:set("shadow_map_texture_32bit", s[3])
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core.settings:set("shadow_filters", s[4])
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core.settings:set("shadow_map_color", s[5])
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end
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end
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return ddhandled
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end
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@ -582,6 +582,58 @@ enable_waving_leaves (Waving leaves) bool false
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# Requires shaders to be enabled.
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enable_waving_plants (Waving plants) bool false
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[***Dynamic shadows]
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# Set to true to enable Shadow Mapping.
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# Requires shaders to be enabled.
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enable_dynamic_shadows (Dynamic shadows) bool false
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# Set the shadow strength.
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# Lower value means lighter shadows, higher value means darker shadows.
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shadow_strength (Shadow strength) float 0.2 0.05 1.0
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# Maximum distance to render shadows.
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shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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# Bigger numbers create better shadowsbut it is also more expensive.
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shadow_map_texture_size (Shadow map texture size) int 1024 128 8192
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# Sets shadow texture quality to 32 bits.
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# On false, 16 bits texture will be used.
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# This can cause much more artifacts in the shadow.
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shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
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# Enable poisson disk filtering.
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# On true uses poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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shadow_poisson_filter (Poisson filtering) bool true
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# Define shadow filtering quality
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# This simulates the soft shadows effect by applying a PCF or poisson disk
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# but also uses more resources.
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shadow_filters (Shadow filter quality) enum 1 0,1,2
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# Enable colored shadows.
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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.
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# Lower value means shadows and map updates faster, but it consume more resources.
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# Minimun value 0.001 seconds max value 0.2 seconds
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shadow_update_time (Map update time) float 0.2 0.001 0.2
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows bigger values softer.
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# Minimun value 1.0 and max value 10.0
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shadow_soft_radius (Soft shadow radius) float 1.0 1.0 10.0
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# Set the tilt of Sun/Moon orbit in degrees
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# Value of 0 means no tilt / vertical orbit.
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# Minimun value 0.0 and max value 60.0
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shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 0.0 60.0
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[**Advanced]
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# Arm inertia, gives a more realistic movement of
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@ -7,7 +7,22 @@ uniform vec3 eyePosition;
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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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// shadow uniforms
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uniform vec3 v_LightDirection;
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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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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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@ -22,10 +37,388 @@ varying mediump vec2 varTexCoord;
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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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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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const float bias0 = 0.9;
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const float zPersFactor = 0.5;
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const float bias1 = 1.0 - bias0 + 1e-6;
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vec4 getPerspectiveFactor(in vec4 shadowPosition)
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{
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float pDistance = length(shadowPosition.xy);
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float pFactor = pDistance * bias0 + bias1;
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shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
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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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// some drawtypes have zero normals, so we need to handle it :(
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#if DRAW_TYPE == NDT_PLANTLIKE
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pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
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#else
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float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
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pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
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#endif
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pLightSpace = getPerspectiveFactor(pLightSpace);
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return pLightSpace.xyz * 0.5 + 0.5;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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{
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float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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#ifdef COLORED_SHADOWS
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// c_precision of 128 fits within 7 base-10 digits
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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float packColor(vec3 color)
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{
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return floor(color.b * c_precision + 0.5)
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+ floor(color.g * c_precision + 0.5) * c_precisionp1
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+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
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}
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vec3 unpackColor(float value)
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{
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vec3 color;
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color.b = mod(value, c_precisionp1) / c_precision;
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color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
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color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
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return color;
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}
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vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
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float visibility = step(0.0, realDistance - texDepth.r);
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vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
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if (visibility < 0.1) {
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visibility = step(0.0, realDistance - texDepth.b);
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result = vec4(visibility, unpackColor(texDepth.a));
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}
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return result;
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}
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#else
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float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
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float visibility = step(0.0, realDistance - texDepth);
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return visibility;
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}
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#endif
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#if SHADOW_FILTER == 2
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#define PCFBOUND 3.5
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#define PCFSAMPLES 64.0
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#elif SHADOW_FILTER == 1
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#define PCFBOUND 1.5
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#if defined(POISSON_FILTER)
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#define PCFSAMPLES 32.0
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#else
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#define PCFSAMPLES 16.0
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#endif
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#else
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#define PCFBOUND 0.0
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#if defined(POISSON_FILTER)
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#define PCFSAMPLES 4.0
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#else
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#define PCFSAMPLES 1.0
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#endif
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#endif
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#ifdef COLORED_SHADOWS
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float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy);
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float depth = max(realDistance - texDepth.r, realDistance - texDepth.b);
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return depth;
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}
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#else
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float getHardShadowDepth(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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{
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float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
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float depth = realDistance - texDepth;
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return depth;
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}
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#endif
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float getBaseLength(vec2 smTexCoord)
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{
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float l = length(2.0 * smTexCoord.xy - 1.0); // length in texture coords
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return bias1 / (1.0 / l - bias0); // return to undistorted coords
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}
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float getDeltaPerspectiveFactor(float l)
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{
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return 0.1 / (bias0 * l + bias1); // original distortion factor, divided by 10
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}
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float getPenumbraRadius(sampler2D shadowsampler, vec2 smTexCoord, float realDistance, float multiplier)
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{
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// Return fast if sharp shadows are requested
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if (SOFTSHADOWRADIUS <= 1.0)
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return SOFTSHADOWRADIUS;
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vec2 clampedpos;
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float texture_size = 1.0 / (2048 /*f_textureresolution*/ * 0.5);
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float y, x;
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float depth = 0.0;
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float pointDepth;
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float maxRadius = SOFTSHADOWRADIUS * 5.0 * multiplier;
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float baseLength = getBaseLength(smTexCoord);
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float perspectiveFactor;
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float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
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int n = 0;
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for (y = -bound; y <= bound; y += 1.0)
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for (x = -bound; x <= bound; x += 1.0) {
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clampedpos = vec2(x,y);
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perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * maxRadius);
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clampedpos = clampedpos * texture_size * perspectiveFactor * maxRadius * perspectiveFactor + smTexCoord.xy;
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pointDepth = getHardShadowDepth(shadowsampler, clampedpos.xy, realDistance);
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if (pointDepth > -0.01) {
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depth += pointDepth;
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n += 1;
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}
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}
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depth = depth / n;
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depth = pow(clamp(depth, 0.0, 1000.0), 1.6) / 0.001;
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return max(0.5, depth * maxRadius);
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}
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#ifdef POISSON_FILTER
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const vec2[64] poissonDisk = vec2[64](
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vec2(0.170019, -0.040254),
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vec2(-0.299417, 0.791925),
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vec2(0.645680, 0.493210),
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vec2(-0.651784, 0.717887),
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vec2(0.421003, 0.027070),
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vec2(-0.817194, -0.271096),
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vec2(-0.705374, -0.668203),
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vec2(0.977050, -0.108615),
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vec2(0.063326, 0.142369),
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vec2(0.203528, 0.214331),
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vec2(-0.667531, 0.326090),
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vec2(-0.098422, -0.295755),
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vec2(-0.885922, 0.215369),
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vec2(0.566637, 0.605213),
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vec2(0.039766, -0.396100),
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vec2(0.751946, 0.453352),
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vec2(0.078707, -0.715323),
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vec2(-0.075838, -0.529344),
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vec2(0.724479, -0.580798),
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vec2(0.222999, -0.215125),
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vec2(-0.467574, -0.405438),
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vec2(-0.248268, -0.814753),
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vec2(0.354411, -0.887570),
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vec2(0.175817, 0.382366),
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vec2(0.487472, -0.063082),
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vec2(0.355476, 0.025357),
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vec2(-0.084078, 0.898312),
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vec2(0.488876, -0.783441),
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vec2(0.470016, 0.217933),
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vec2(-0.696890, -0.549791),
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vec2(-0.149693, 0.605762),
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vec2(0.034211, 0.979980),
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vec2(0.503098, -0.308878),
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vec2(-0.016205, -0.872921),
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vec2(0.385784, -0.393902),
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vec2(-0.146886, -0.859249),
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vec2(0.643361, 0.164098),
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vec2(0.634388, -0.049471),
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vec2(-0.688894, 0.007843),
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vec2(0.464034, -0.188818),
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vec2(-0.440840, 0.137486),
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vec2(0.364483, 0.511704),
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vec2(0.034028, 0.325968),
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vec2(0.099094, -0.308023),
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vec2(0.693960, -0.366253),
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vec2(0.678884, -0.204688),
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vec2(0.001801, 0.780328),
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vec2(0.145177, -0.898984),
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vec2(0.062655, -0.611866),
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vec2(0.315226, -0.604297),
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vec2(-0.780145, 0.486251),
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vec2(-0.371868, 0.882138),
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vec2(0.200476, 0.494430),
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vec2(-0.494552, -0.711051),
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vec2(0.612476, 0.705252),
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vec2(-0.578845, -0.768792),
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vec2(-0.772454, -0.090976),
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vec2(0.504440, 0.372295),
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vec2(0.155736, 0.065157),
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vec2(0.391522, 0.849605),
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vec2(-0.620106, -0.328104),
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vec2(0.789239, -0.419965),
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vec2(-0.545396, 0.538133),
|
||||
vec2(-0.178564, -0.596057)
|
||||
);
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
|
||||
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
|
||||
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
|
||||
int end_offset = int(samples) + init_offset;
|
||||
|
||||
for (int x = init_offset; x < end_offset; x++) {
|
||||
clampedpos = poissonDisk[x];
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
|
||||
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
return visibility / samples;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.5); // scale to align with PCF
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
int samples = int(clamp(PCFSAMPLES * (1 - baseLength) * (1 - baseLength), 1, PCFSAMPLES));
|
||||
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-samples)));
|
||||
int end_offset = int(samples) + init_offset;
|
||||
|
||||
for (int x = init_offset; x < end_offset; x++) {
|
||||
clampedpos = poissonDisk[x];
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor + smTexCoord.xy;
|
||||
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
return visibility / samples;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#else
|
||||
/* poisson filter disabled */
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
|
||||
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadowColor(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
float y, x;
|
||||
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
|
||||
int n = 0;
|
||||
|
||||
// basic PCF filter
|
||||
for (y = -bound; y <= bound; y += 1.0)
|
||||
for (x = -bound; x <= bound; x += 1.0) {
|
||||
clampedpos = vec2(x,y); // screen offset
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
|
||||
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
||||
n += 1;
|
||||
}
|
||||
|
||||
return visibility / n;
|
||||
}
|
||||
|
||||
#else
|
||||
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
float radius = getPenumbraRadius(shadowsampler, smTexCoord, realDistance, 1.0);
|
||||
if (radius < 0.1) {
|
||||
// we are in the middle of even brightness, no need for filtering
|
||||
return getHardShadow(shadowsampler, smTexCoord.xy, realDistance);
|
||||
}
|
||||
|
||||
float baseLength = getBaseLength(smTexCoord);
|
||||
float perspectiveFactor;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
float y, x;
|
||||
float bound = clamp(PCFBOUND * (1 - baseLength), 0.5, PCFBOUND);
|
||||
int n = 0;
|
||||
|
||||
// basic PCF filter
|
||||
for (y = -bound; y <= bound; y += 1.0)
|
||||
for (x = -bound; x <= bound; x += 1.0) {
|
||||
clampedpos = vec2(x,y); // screen offset
|
||||
perspectiveFactor = getDeltaPerspectiveFactor(baseLength + length(clampedpos) * texture_size * radius / bound);
|
||||
clampedpos = clampedpos * texture_size * perspectiveFactor * radius * perspectiveFactor / bound + smTexCoord.xy; // both dx,dy and radius are adjusted
|
||||
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
||||
n += 1;
|
||||
}
|
||||
|
||||
return visibility / n;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if ENABLE_TONE_MAPPING
|
||||
|
||||
/* Hable's UC2 Tone mapping parameters
|
||||
@ -58,6 +451,8 @@ vec4 applyToneMapping(vec4 color)
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 color;
|
||||
@ -74,9 +469,41 @@ void main(void)
|
||||
#endif
|
||||
|
||||
color = base.rgb;
|
||||
|
||||
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
float shadow_int = 0.0;
|
||||
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
|
||||
vec3 posLightSpace = getLightSpacePosition();
|
||||
|
||||
float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
|
||||
float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
|
||||
|
||||
if (distance_rate > 1e-7) {
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
||||
shadow_int = visibility.r;
|
||||
shadow_color = visibility.gba;
|
||||
#else
|
||||
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
||||
#endif
|
||||
shadow_int *= distance_rate;
|
||||
shadow_int *= 1.0 - nightRatio;
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (f_normal_length != 0 && cosLight < 0.0) {
|
||||
shadow_int = clamp(1.0-nightRatio, 0.0, 1.0);
|
||||
}
|
||||
|
||||
shadow_int = 1.0 - (shadow_int * f_adj_shadow_strength);
|
||||
|
||||
col.rgb = mix(shadow_color,col.rgb,shadow_int)*shadow_int;
|
||||
// col.r = 0.5 * clamp(getPenumbraRadius(ShadowMapSampler, posLightSpace.xy, posLightSpace.z, 1.0) / SOFTSHADOWRADIUS, 0.0, 1.0) + 0.5 * col.r;
|
||||
#endif
|
||||
|
||||
#if ENABLE_TONE_MAPPING
|
||||
col = applyToneMapping(col);
|
||||
#endif
|
||||
@ -94,6 +521,6 @@ void main(void)
|
||||
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
||||
col = mix(skyBgColor, col, clarity);
|
||||
col = vec4(col.rgb, base.a);
|
||||
|
||||
|
||||
gl_FragColor = col;
|
||||
}
|
||||
|
@ -1,5 +1,4 @@
|
||||
uniform mat4 mWorld;
|
||||
|
||||
// Color of the light emitted by the sun.
|
||||
uniform vec3 dayLight;
|
||||
uniform vec3 eyePosition;
|
||||
@ -8,6 +7,7 @@ uniform vec3 eyePosition;
|
||||
uniform vec3 cameraOffset;
|
||||
uniform float animationTimer;
|
||||
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vPosition;
|
||||
// World position in the visible world (i.e. relative to the cameraOffset.)
|
||||
// This can be used for many shader effects without loss of precision.
|
||||
@ -24,13 +24,38 @@ varying mediump vec2 varTexCoord;
|
||||
#else
|
||||
centroid varying vec2 varTexCoord;
|
||||
#endif
|
||||
varying vec3 eyeVec;
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
// shadow uniforms
|
||||
uniform vec3 v_LightDirection;
|
||||
uniform float f_textureresolution;
|
||||
uniform mat4 m_ShadowViewProj;
|
||||
uniform float f_shadowfar;
|
||||
uniform float f_shadow_strength;
|
||||
uniform float f_timeofday;
|
||||
varying float cosLight;
|
||||
varying float normalOffsetScale;
|
||||
varying float adj_shadow_strength;
|
||||
varying float f_normal_length;
|
||||
#endif
|
||||
|
||||
|
||||
varying vec3 eyeVec;
|
||||
varying float nightRatio;
|
||||
// Color of the light emitted by the light sources.
|
||||
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
|
||||
const float e = 2.718281828459;
|
||||
const float BS = 10.0;
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
// custom smoothstep implementation because it's not defined in glsl1.2
|
||||
// https://docs.gl/sl4/smoothstep
|
||||
float mtsmoothstep(in float edge0, in float edge1, in float x)
|
||||
{
|
||||
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
||||
return t * t * (3.0 - 2.0 * t);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
float smoothCurve(float x)
|
||||
{
|
||||
@ -86,6 +111,9 @@ float snoise(vec3 p)
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
varTexCoord = inTexCoord0.st;
|
||||
@ -136,10 +164,9 @@ void main(void)
|
||||
gl_Position = mWorldViewProj * inVertexPosition;
|
||||
#endif
|
||||
|
||||
|
||||
vPosition = gl_Position.xyz;
|
||||
|
||||
eyeVec = -(mWorldView * inVertexPosition).xyz;
|
||||
vNormal = inVertexNormal;
|
||||
|
||||
// Calculate color.
|
||||
// Red, green and blue components are pre-multiplied with
|
||||
@ -152,7 +179,7 @@ void main(void)
|
||||
vec4 color = inVertexColor;
|
||||
#endif
|
||||
// The alpha gives the ratio of sunlight in the incoming light.
|
||||
float nightRatio = 1.0 - color.a;
|
||||
nightRatio = 1.0 - color.a;
|
||||
color.rgb = color.rgb * (color.a * dayLight.rgb +
|
||||
nightRatio * artificialLight.rgb) * 2.0;
|
||||
color.a = 1.0;
|
||||
@ -164,4 +191,26 @@ void main(void)
|
||||
0.07 * brightness);
|
||||
|
||||
varColor = clamp(color, 0.0, 1.0);
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
vec3 nNormal = normalize(vNormal);
|
||||
cosLight = dot(nNormal, -v_LightDirection);
|
||||
float texelSize = 767.0 / f_textureresolution;
|
||||
float slopeScale = clamp(1.0 - abs(cosLight), 0.0, 1.0);
|
||||
normalOffsetScale = texelSize * slopeScale;
|
||||
|
||||
if (f_timeofday < 0.2) {
|
||||
adj_shadow_strength = f_shadow_strength * 0.5 *
|
||||
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
|
||||
} else if (f_timeofday >= 0.8) {
|
||||
adj_shadow_strength = f_shadow_strength * 0.5 *
|
||||
mtsmoothstep(0.8, 0.83, f_timeofday);
|
||||
} else {
|
||||
adj_shadow_strength = f_shadow_strength *
|
||||
mtsmoothstep(0.20, 0.25, f_timeofday) *
|
||||
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
|
||||
}
|
||||
f_normal_length = length(vNormal);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
@ -23,8 +23,22 @@ const float BS = 10.0;
|
||||
const float fogStart = FOG_START;
|
||||
const float fogShadingParameter = 1.0 / (1.0 - fogStart);
|
||||
|
||||
#if ENABLE_TONE_MAPPING
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
// shadow texture
|
||||
uniform sampler2D ShadowMapSampler;
|
||||
// shadow uniforms
|
||||
uniform vec3 v_LightDirection;
|
||||
uniform float f_textureresolution;
|
||||
uniform mat4 m_ShadowViewProj;
|
||||
uniform float f_shadowfar;
|
||||
uniform float f_timeofday;
|
||||
varying float normalOffsetScale;
|
||||
varying float adj_shadow_strength;
|
||||
varying float cosLight;
|
||||
varying float f_normal_length;
|
||||
#endif
|
||||
|
||||
#if ENABLE_TONE_MAPPING
|
||||
/* Hable's UC2 Tone mapping parameters
|
||||
A = 0.22;
|
||||
B = 0.30;
|
||||
@ -55,11 +69,263 @@ vec4 applyToneMapping(vec4 color)
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
const float bias0 = 0.9;
|
||||
const float zPersFactor = 0.5;
|
||||
const float bias1 = 1.0 - bias0;
|
||||
|
||||
vec4 getPerspectiveFactor(in vec4 shadowPosition)
|
||||
{
|
||||
float pDistance = length(shadowPosition.xy);
|
||||
float pFactor = pDistance * bias0 + bias1;
|
||||
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
|
||||
|
||||
return shadowPosition;
|
||||
}
|
||||
|
||||
// assuming near is always 1.0
|
||||
float getLinearDepth()
|
||||
{
|
||||
return 2.0 * f_shadowfar / (f_shadowfar + 1.0 - (2.0 * gl_FragCoord.z - 1.0) * (f_shadowfar - 1.0));
|
||||
}
|
||||
|
||||
vec3 getLightSpacePosition()
|
||||
{
|
||||
vec4 pLightSpace;
|
||||
float normalBias = 0.0005 * getLinearDepth() * cosLight + normalOffsetScale;
|
||||
pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalBias * normalize(vNormal), 1.0);
|
||||
pLightSpace = getPerspectiveFactor(pLightSpace);
|
||||
return pLightSpace.xyz * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
|
||||
// c_precision of 128 fits within 7 base-10 digits
|
||||
const float c_precision = 128.0;
|
||||
const float c_precisionp1 = c_precision + 1.0;
|
||||
|
||||
float packColor(vec3 color)
|
||||
{
|
||||
return floor(color.b * c_precision + 0.5)
|
||||
+ floor(color.g * c_precision + 0.5) * c_precisionp1
|
||||
+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
|
||||
}
|
||||
|
||||
vec3 unpackColor(float value)
|
||||
{
|
||||
vec3 color;
|
||||
color.b = mod(value, c_precisionp1) / c_precision;
|
||||
color.g = mod(floor(value / c_precisionp1), c_precisionp1) / c_precision;
|
||||
color.r = floor(value / (c_precisionp1 * c_precisionp1)) / c_precision;
|
||||
return color;
|
||||
}
|
||||
|
||||
vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
|
||||
|
||||
float visibility = step(0.0, (realDistance-2e-5) - texDepth.r);
|
||||
vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
|
||||
if (visibility < 0.1) {
|
||||
visibility = step(0.0, (realDistance-2e-5) - texDepth.r);
|
||||
result = vec4(visibility, unpackColor(texDepth.a));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
|
||||
float visibility = step(0.0, (realDistance-2e-5) - texDepth);
|
||||
|
||||
return visibility;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if SHADOW_FILTER == 2
|
||||
#define PCFBOUND 3.5
|
||||
#define PCFSAMPLES 64.0
|
||||
#elif SHADOW_FILTER == 1
|
||||
#define PCFBOUND 1.5
|
||||
#if defined(POISSON_FILTER)
|
||||
#define PCFSAMPLES 32.0
|
||||
#else
|
||||
#define PCFSAMPLES 16.0
|
||||
#endif
|
||||
#else
|
||||
#define PCFBOUND 0.0
|
||||
#if defined(POISSON_FILTER)
|
||||
#define PCFSAMPLES 4.0
|
||||
#else
|
||||
#define PCFSAMPLES 1.0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef POISSON_FILTER
|
||||
const vec2[64] poissonDisk = vec2[64](
|
||||
vec2(0.170019, -0.040254),
|
||||
vec2(-0.299417, 0.791925),
|
||||
vec2(0.645680, 0.493210),
|
||||
vec2(-0.651784, 0.717887),
|
||||
vec2(0.421003, 0.027070),
|
||||
vec2(-0.817194, -0.271096),
|
||||
vec2(-0.705374, -0.668203),
|
||||
vec2(0.977050, -0.108615),
|
||||
vec2(0.063326, 0.142369),
|
||||
vec2(0.203528, 0.214331),
|
||||
vec2(-0.667531, 0.326090),
|
||||
vec2(-0.098422, -0.295755),
|
||||
vec2(-0.885922, 0.215369),
|
||||
vec2(0.566637, 0.605213),
|
||||
vec2(0.039766, -0.396100),
|
||||
vec2(0.751946, 0.453352),
|
||||
vec2(0.078707, -0.715323),
|
||||
vec2(-0.075838, -0.529344),
|
||||
vec2(0.724479, -0.580798),
|
||||
vec2(0.222999, -0.215125),
|
||||
vec2(-0.467574, -0.405438),
|
||||
vec2(-0.248268, -0.814753),
|
||||
vec2(0.354411, -0.887570),
|
||||
vec2(0.175817, 0.382366),
|
||||
vec2(0.487472, -0.063082),
|
||||
vec2(0.355476, 0.025357),
|
||||
vec2(-0.084078, 0.898312),
|
||||
vec2(0.488876, -0.783441),
|
||||
vec2(0.470016, 0.217933),
|
||||
vec2(-0.696890, -0.549791),
|
||||
vec2(-0.149693, 0.605762),
|
||||
vec2(0.034211, 0.979980),
|
||||
vec2(0.503098, -0.308878),
|
||||
vec2(-0.016205, -0.872921),
|
||||
vec2(0.385784, -0.393902),
|
||||
vec2(-0.146886, -0.859249),
|
||||
vec2(0.643361, 0.164098),
|
||||
vec2(0.634388, -0.049471),
|
||||
vec2(-0.688894, 0.007843),
|
||||
vec2(0.464034, -0.188818),
|
||||
vec2(-0.440840, 0.137486),
|
||||
vec2(0.364483, 0.511704),
|
||||
vec2(0.034028, 0.325968),
|
||||
vec2(0.099094, -0.308023),
|
||||
vec2(0.693960, -0.366253),
|
||||
vec2(0.678884, -0.204688),
|
||||
vec2(0.001801, 0.780328),
|
||||
vec2(0.145177, -0.898984),
|
||||
vec2(0.062655, -0.611866),
|
||||
vec2(0.315226, -0.604297),
|
||||
vec2(-0.780145, 0.486251),
|
||||
vec2(-0.371868, 0.882138),
|
||||
vec2(0.200476, 0.494430),
|
||||
vec2(-0.494552, -0.711051),
|
||||
vec2(0.612476, 0.705252),
|
||||
vec2(-0.578845, -0.768792),
|
||||
vec2(-0.772454, -0.090976),
|
||||
vec2(0.504440, 0.372295),
|
||||
vec2(0.155736, 0.065157),
|
||||
vec2(0.391522, 0.849605),
|
||||
vec2(-0.620106, -0.328104),
|
||||
vec2(0.789239, -0.419965),
|
||||
vec2(-0.545396, 0.538133),
|
||||
vec2(-0.178564, -0.596057)
|
||||
);
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
|
||||
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-PCFSAMPLES)));
|
||||
int end_offset = int(PCFSAMPLES) + init_offset;
|
||||
|
||||
for (int x = init_offset; x < end_offset; x++) {
|
||||
clampedpos = poissonDisk[x] * texture_size * SOFTSHADOWRADIUS + smTexCoord.xy;
|
||||
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
return visibility / PCFSAMPLES;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
int init_offset = int(floor(mod(((smTexCoord.x * 34.0) + 1.0) * smTexCoord.y, 64.0-PCFSAMPLES)));
|
||||
int end_offset = int(PCFSAMPLES) + init_offset;
|
||||
|
||||
for (int x = init_offset; x < end_offset; x++) {
|
||||
clampedpos = poissonDisk[x] * texture_size * SOFTSHADOWRADIUS + smTexCoord.xy;
|
||||
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
return visibility / PCFSAMPLES;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#else
|
||||
/* poisson filter disabled */
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
|
||||
vec4 getShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
vec4 visibility = vec4(0.0);
|
||||
float sradius=0.0;
|
||||
if( PCFBOUND>0)
|
||||
sradius = SOFTSHADOWRADIUS / PCFBOUND;
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
float y, x;
|
||||
// basic PCF filter
|
||||
for (y = -PCFBOUND; y <= PCFBOUND; y += 1.0)
|
||||
for (x = -PCFBOUND; x <= PCFBOUND; x += 1.0) {
|
||||
clampedpos = vec2(x,y) * texture_size* sradius + smTexCoord.xy;
|
||||
visibility += getHardShadowColor(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
return visibility / PCFSAMPLES;
|
||||
}
|
||||
|
||||
#else
|
||||
float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
|
||||
{
|
||||
vec2 clampedpos;
|
||||
float visibility = 0.0;
|
||||
float sradius=0.0;
|
||||
if( PCFBOUND>0)
|
||||
sradius = SOFTSHADOWRADIUS / PCFBOUND;
|
||||
|
||||
float texture_size = 1.0 / (f_textureresolution * 0.5);
|
||||
float y, x;
|
||||
// basic PCF filter
|
||||
for (y = -PCFBOUND; y <= PCFBOUND; y += 1.0)
|
||||
for (x = -PCFBOUND; x <= PCFBOUND; x += 1.0) {
|
||||
clampedpos = vec2(x,y) * texture_size * sradius + smTexCoord.xy;
|
||||
visibility += getHardShadow(shadowsampler, clampedpos.xy, realDistance);
|
||||
}
|
||||
|
||||
return visibility / PCFSAMPLES;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 color;
|
||||
vec2 uv = varTexCoord.st;
|
||||
|
||||
vec4 base = texture2D(baseTexture, uv).rgba;
|
||||
|
||||
#ifdef USE_DISCARD
|
||||
@ -72,13 +338,34 @@ void main(void)
|
||||
#endif
|
||||
|
||||
color = base.rgb;
|
||||
|
||||
vec4 col = vec4(color.rgb, base.a);
|
||||
|
||||
col.rgb *= varColor.rgb;
|
||||
|
||||
col.rgb *= emissiveColor.rgb * vIDiff;
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
float shadow_int = 0.0;
|
||||
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
|
||||
vec3 posLightSpace = getLightSpacePosition();
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
vec4 visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
||||
shadow_int = visibility.r;
|
||||
shadow_color = visibility.gba;
|
||||
#else
|
||||
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
|
||||
#endif
|
||||
|
||||
if (f_normal_length != 0 && cosLight <= 0.001) {
|
||||
shadow_int = clamp(shadow_int + 0.5 * abs(cosLight), 0.0, 1.0);
|
||||
}
|
||||
|
||||
shadow_int = 1.0 - (shadow_int * adj_shadow_strength);
|
||||
|
||||
col.rgb = mix(shadow_color, col.rgb, shadow_int) * shadow_int;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if ENABLE_TONE_MAPPING
|
||||
col = applyToneMapping(col);
|
||||
#endif
|
||||
|
@ -13,12 +13,37 @@ varying mediump vec2 varTexCoord;
|
||||
centroid varying vec2 varTexCoord;
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
// shadow uniforms
|
||||
uniform vec3 v_LightDirection;
|
||||
uniform float f_textureresolution;
|
||||
uniform mat4 m_ShadowViewProj;
|
||||
uniform float f_shadowfar;
|
||||
uniform float f_shadow_strength;
|
||||
uniform float f_timeofday;
|
||||
varying float cosLight;
|
||||
varying float normalOffsetScale;
|
||||
varying float adj_shadow_strength;
|
||||
varying float f_normal_length;
|
||||
#endif
|
||||
|
||||
varying vec3 eyeVec;
|
||||
varying float vIDiff;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
const float BS = 10.0;
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
// custom smoothstep implementation because it's not defined in glsl1.2
|
||||
// https://docs.gl/sl4/smoothstep
|
||||
float mtsmoothstep(in float edge0, in float edge1, in float x)
|
||||
{
|
||||
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
||||
return t * t * (3.0 - 2.0 * t);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
float directional_ambient(vec3 normal)
|
||||
{
|
||||
vec3 v = normal * normal;
|
||||
@ -54,4 +79,25 @@ void main(void)
|
||||
#else
|
||||
varColor = inVertexColor;
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_DYNAMIC_SHADOWS
|
||||
|
||||
cosLight = max(0.0, dot(vNormal, -v_LightDirection));
|
||||
float texelSize = 0.51;
|
||||
float slopeScale = clamp(1.0 - cosLight, 0.0, 1.0);
|
||||
normalOffsetScale = texelSize * slopeScale;
|
||||
if (f_timeofday < 0.2) {
|
||||
adj_shadow_strength = f_shadow_strength * 0.5 *
|
||||
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
|
||||
} else if (f_timeofday >= 0.8) {
|
||||
adj_shadow_strength = f_shadow_strength * 0.5 *
|
||||
mtsmoothstep(0.8, 0.83, f_timeofday);
|
||||
} else {
|
||||
adj_shadow_strength = f_shadow_strength *
|
||||
mtsmoothstep(0.20, 0.25, f_timeofday) *
|
||||
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
|
||||
}
|
||||
f_normal_length = length(vNormal);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
13
client/shaders/shadow_shaders/pass1_fragment.glsl
Normal file
13
client/shaders/shadow_shaders/pass1_fragment.glsl
Normal file
@ -0,0 +1,13 @@
|
||||
uniform sampler2D ColorMapSampler;
|
||||
varying vec4 tPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
|
||||
|
||||
if (col.a < 0.70)
|
||||
discard;
|
||||
|
||||
float depth = 0.5 + tPos.z * 0.5;
|
||||
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
|
||||
}
|
38
client/shaders/shadow_shaders/pass1_trans_fragment.glsl
Normal file
38
client/shaders/shadow_shaders/pass1_trans_fragment.glsl
Normal file
@ -0,0 +1,38 @@
|
||||
uniform sampler2D ColorMapSampler;
|
||||
varying vec4 tPos;
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
// c_precision of 128 fits within 7 base-10 digits
|
||||
const float c_precision = 128.0;
|
||||
const float c_precisionp1 = c_precision + 1.0;
|
||||
|
||||
float packColor(vec3 color)
|
||||
{
|
||||
return floor(color.b * c_precision + 0.5)
|
||||
+ floor(color.g * c_precision + 0.5) * c_precisionp1
|
||||
+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
|
||||
}
|
||||
|
||||
const vec3 black = vec3(0.0);
|
||||
#endif
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
|
||||
#ifndef COLORED_SHADOWS
|
||||
if (col.a < 0.5)
|
||||
discard;
|
||||
#endif
|
||||
|
||||
float depth = 0.5 + tPos.z * 0.5;
|
||||
// ToDo: Liso: Apply movement on waving plants
|
||||
// depth in [0, 1] for texture
|
||||
|
||||
//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
|
||||
#ifdef COLORED_SHADOWS
|
||||
float packedColor = packColor(mix(col.rgb, black, col.a));
|
||||
gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
|
||||
#else
|
||||
gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
26
client/shaders/shadow_shaders/pass1_trans_vertex.glsl
Normal file
26
client/shaders/shadow_shaders/pass1_trans_vertex.glsl
Normal file
@ -0,0 +1,26 @@
|
||||
uniform mat4 LightMVP; // world matrix
|
||||
varying vec4 tPos;
|
||||
|
||||
const float bias0 = 0.9;
|
||||
const float zPersFactor = 0.5;
|
||||
const float bias1 = 1.0 - bias0 + 1e-6;
|
||||
|
||||
vec4 getPerspectiveFactor(in vec4 shadowPosition)
|
||||
{
|
||||
float pDistance = length(shadowPosition.xy);
|
||||
float pFactor = pDistance * bias0 + bias1;
|
||||
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
|
||||
|
||||
return shadowPosition;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = LightMVP * gl_Vertex;
|
||||
|
||||
tPos = getPerspectiveFactor(LightMVP * gl_Vertex);
|
||||
|
||||
gl_Position = vec4(tPos.xyz, 1.0);
|
||||
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
|
||||
}
|
26
client/shaders/shadow_shaders/pass1_vertex.glsl
Normal file
26
client/shaders/shadow_shaders/pass1_vertex.glsl
Normal file
@ -0,0 +1,26 @@
|
||||
uniform mat4 LightMVP; // world matrix
|
||||
varying vec4 tPos;
|
||||
|
||||
const float bias0 = 0.9;
|
||||
const float zPersFactor = 0.5;
|
||||
const float bias1 = 1.0 - bias0 + 1e-6;
|
||||
|
||||
vec4 getPerspectiveFactor(in vec4 shadowPosition)
|
||||
{
|
||||
float pDistance = length(shadowPosition.xy);
|
||||
float pFactor = pDistance * bias0 + bias1;
|
||||
shadowPosition.xyz *= vec3(vec2(1.0 / pFactor), zPersFactor);
|
||||
|
||||
return shadowPosition;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = LightMVP * gl_Vertex;
|
||||
|
||||
tPos = getPerspectiveFactor(pos);
|
||||
|
||||
gl_Position = vec4(tPos.xyz, 1.0);
|
||||
gl_TexCoord[0].st = gl_MultiTexCoord0.st;
|
||||
}
|
23
client/shaders/shadow_shaders/pass2_fragment.glsl
Normal file
23
client/shaders/shadow_shaders/pass2_fragment.glsl
Normal file
@ -0,0 +1,23 @@
|
||||
uniform sampler2D ShadowMapClientMap;
|
||||
#ifdef COLORED_SHADOWS
|
||||
uniform sampler2D ShadowMapClientMapTraslucent;
|
||||
#endif
|
||||
uniform sampler2D ShadowMapSamplerdynamic;
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef COLORED_SHADOWS
|
||||
vec2 first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).rg;
|
||||
vec2 depth_splitdynamics = vec2(texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r, 0.0);
|
||||
if (first_depth.r > depth_splitdynamics.r)
|
||||
first_depth = depth_splitdynamics;
|
||||
vec2 depth_color = texture2D(ShadowMapClientMapTraslucent, gl_TexCoord[1].st).rg;
|
||||
gl_FragColor = vec4(first_depth.r, first_depth.g, depth_color.r, depth_color.g);
|
||||
#else
|
||||
float first_depth = texture2D(ShadowMapClientMap, gl_TexCoord[0].st).r;
|
||||
float depth_splitdynamics = texture2D(ShadowMapSamplerdynamic, gl_TexCoord[2].st).r;
|
||||
first_depth = min(first_depth, depth_splitdynamics);
|
||||
gl_FragColor = vec4(first_depth, 0.0, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
}
|
9
client/shaders/shadow_shaders/pass2_vertex.glsl
Normal file
9
client/shaders/shadow_shaders/pass2_vertex.glsl
Normal file
@ -0,0 +1,9 @@
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 uv = vec4(gl_Vertex.xyz, 1.0) * 0.5 + 0.5;
|
||||
gl_TexCoord[0] = uv;
|
||||
gl_TexCoord[1] = uv;
|
||||
gl_TexCoord[2] = uv;
|
||||
gl_Position = vec4(gl_Vertex.xyz, 1.0);
|
||||
}
|
@ -58,5 +58,9 @@ set(client_SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/sky.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/tile.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/wieldmesh.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/shadows/dynamicshadows.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/shadows/dynamicshadowsrender.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/shadows/shadowsshadercallbacks.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/shadows/shadowsScreenQuad.cpp
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
@ -72,8 +72,15 @@ ClientMap::ClientMap(
|
||||
scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
|
||||
rendering_engine->get_scene_manager(), id),
|
||||
m_client(client),
|
||||
m_rendering_engine(rendering_engine),
|
||||
m_control(control)
|
||||
{
|
||||
|
||||
/*
|
||||
* @Liso: Sadly C++ doesn't have introspection, so the only way we have to know
|
||||
* the class is whith a name ;) Name property cames from ISceneNode base class.
|
||||
*/
|
||||
Name = "ClientMap";
|
||||
m_box = aabb3f(-BS*1000000,-BS*1000000,-BS*1000000,
|
||||
BS*1000000,BS*1000000,BS*1000000);
|
||||
|
||||
@ -115,12 +122,21 @@ void ClientMap::OnRegisterSceneNode()
|
||||
}
|
||||
|
||||
ISceneNode::OnRegisterSceneNode();
|
||||
|
||||
if (!m_added_to_shadow_renderer) {
|
||||
m_added_to_shadow_renderer = true;
|
||||
if (auto shadows = m_rendering_engine->get_shadow_renderer())
|
||||
shadows->addNodeToShadowList(this);
|
||||
}
|
||||
}
|
||||
|
||||
void ClientMap::getBlocksInViewRange(v3s16 cam_pos_nodes,
|
||||
v3s16 *p_blocks_min, v3s16 *p_blocks_max)
|
||||
v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range)
|
||||
{
|
||||
v3s16 box_nodes_d = m_control.wanted_range * v3s16(1, 1, 1);
|
||||
if (range <= 0.0f)
|
||||
range = m_control.wanted_range;
|
||||
|
||||
v3s16 box_nodes_d = range * v3s16(1, 1, 1);
|
||||
// Define p_nodes_min/max as v3s32 because 'cam_pos_nodes -/+ box_nodes_d'
|
||||
// can exceed the range of v3s16 when a large view range is used near the
|
||||
// world edges.
|
||||
@ -321,7 +337,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
|
||||
// Mesh animation
|
||||
if (pass == scene::ESNRP_SOLID) {
|
||||
//MutexAutoLock lock(block->mesh_mutex);
|
||||
MapBlockMesh *mapBlockMesh = block->mesh;
|
||||
assert(mapBlockMesh);
|
||||
// Pretty random but this should work somewhat nicely
|
||||
@ -342,8 +357,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
Get the meshbuffers of the block
|
||||
*/
|
||||
{
|
||||
//MutexAutoLock lock(block->mesh_mutex);
|
||||
|
||||
MapBlockMesh *mapBlockMesh = block->mesh;
|
||||
assert(mapBlockMesh);
|
||||
|
||||
@ -394,6 +407,17 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
"returning." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// pass the shadow map texture to the buffer texture
|
||||
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
|
||||
if (shadow && shadow->is_active()) {
|
||||
auto &layer = list.m.TextureLayer[3];
|
||||
layer.Texture = shadow->get_texture();
|
||||
layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
|
||||
layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
|
||||
layer.TrilinearFilter = true;
|
||||
}
|
||||
|
||||
driver->setMaterial(list.m);
|
||||
|
||||
drawcall_count += list.bufs.size();
|
||||
@ -610,3 +634,187 @@ void ClientMap::PrintInfo(std::ostream &out)
|
||||
{
|
||||
out<<"ClientMap: ";
|
||||
}
|
||||
|
||||
void ClientMap::renderMapShadows(video::IVideoDriver *driver,
|
||||
const video::SMaterial &material, s32 pass)
|
||||
{
|
||||
bool is_transparent_pass = pass != scene::ESNRP_SOLID;
|
||||
std::string prefix;
|
||||
if (is_transparent_pass)
|
||||
prefix = "renderMap(SHADOW TRANS): ";
|
||||
else
|
||||
prefix = "renderMap(SHADOW SOLID): ";
|
||||
|
||||
u32 drawcall_count = 0;
|
||||
u32 vertex_count = 0;
|
||||
|
||||
MeshBufListList drawbufs;
|
||||
|
||||
for (auto &i : m_drawlist_shadow) {
|
||||
v3s16 block_pos = i.first;
|
||||
MapBlock *block = i.second;
|
||||
|
||||
// If the mesh of the block happened to get deleted, ignore it
|
||||
if (!block->mesh)
|
||||
continue;
|
||||
|
||||
/*
|
||||
Get the meshbuffers of the block
|
||||
*/
|
||||
{
|
||||
MapBlockMesh *mapBlockMesh = block->mesh;
|
||||
assert(mapBlockMesh);
|
||||
|
||||
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
|
||||
scene::IMesh *mesh = mapBlockMesh->getMesh(layer);
|
||||
assert(mesh);
|
||||
|
||||
u32 c = mesh->getMeshBufferCount();
|
||||
for (u32 i = 0; i < c; i++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
|
||||
|
||||
video::SMaterial &mat = buf->getMaterial();
|
||||
auto rnd = driver->getMaterialRenderer(mat.MaterialType);
|
||||
bool transparent = rnd && rnd->isTransparent();
|
||||
if (transparent == is_transparent_pass)
|
||||
drawbufs.add(buf, block_pos, layer);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TimeTaker draw("Drawing shadow mesh buffers");
|
||||
|
||||
core::matrix4 m; // Model matrix
|
||||
v3f offset = intToFloat(m_camera_offset, BS);
|
||||
|
||||
// Render all layers in order
|
||||
for (auto &lists : drawbufs.lists) {
|
||||
for (MeshBufList &list : lists) {
|
||||
// Check and abort if the machine is swapping a lot
|
||||
if (draw.getTimerTime() > 1000) {
|
||||
infostream << "ClientMap::renderMapShadows(): Rendering "
|
||||
"took >1s, returning." << std::endl;
|
||||
break;
|
||||
}
|
||||
for (auto &pair : list.bufs) {
|
||||
scene::IMeshBuffer *buf = pair.second;
|
||||
|
||||
// override some material properties
|
||||
video::SMaterial local_material = buf->getMaterial();
|
||||
local_material.MaterialType = material.MaterialType;
|
||||
local_material.BackfaceCulling = material.BackfaceCulling;
|
||||
local_material.FrontfaceCulling = material.FrontfaceCulling;
|
||||
local_material.Lighting = false;
|
||||
driver->setMaterial(local_material);
|
||||
|
||||
v3f block_wpos = intToFloat(pair.first * MAP_BLOCKSIZE, BS);
|
||||
m.setTranslation(block_wpos - offset);
|
||||
|
||||
driver->setTransform(video::ETS_WORLD, m);
|
||||
driver->drawMeshBuffer(buf);
|
||||
vertex_count += buf->getVertexCount();
|
||||
}
|
||||
|
||||
drawcall_count += list.bufs.size();
|
||||
}
|
||||
}
|
||||
|
||||
g_profiler->avg(prefix + "draw meshes [ms]", draw.stop(true));
|
||||
g_profiler->avg(prefix + "vertices drawn [#]", vertex_count);
|
||||
g_profiler->avg(prefix + "drawcalls [#]", drawcall_count);
|
||||
}
|
||||
|
||||
/*
|
||||
Custom update draw list for the pov of shadow light.
|
||||
*/
|
||||
void ClientMap::updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range)
|
||||
{
|
||||
ScopeProfiler sp(g_profiler, "CM::updateDrawListShadow()", SPT_AVG);
|
||||
|
||||
const v3f camera_position = shadow_light_pos;
|
||||
const v3f camera_direction = shadow_light_dir;
|
||||
// I "fake" fov just to avoid creating a new function to handle orthographic
|
||||
// projection.
|
||||
const f32 camera_fov = m_camera_fov * 1.9f;
|
||||
|
||||
v3s16 cam_pos_nodes = floatToInt(camera_position, BS);
|
||||
v3s16 p_blocks_min;
|
||||
v3s16 p_blocks_max;
|
||||
getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max, shadow_range);
|
||||
|
||||
std::vector<v2s16> blocks_in_range;
|
||||
|
||||
for (auto &i : m_drawlist_shadow) {
|
||||
MapBlock *block = i.second;
|
||||
block->refDrop();
|
||||
}
|
||||
m_drawlist_shadow.clear();
|
||||
|
||||
// We need to append the blocks from the camera POV because sometimes
|
||||
// they are not inside the light frustum and it creates glitches.
|
||||
// FIXME: This could be removed if we figure out why they are missing
|
||||
// from the light frustum.
|
||||
for (auto &i : m_drawlist) {
|
||||
i.second->refGrab();
|
||||
m_drawlist_shadow[i.first] = i.second;
|
||||
}
|
||||
|
||||
// Number of blocks currently loaded by the client
|
||||
u32 blocks_loaded = 0;
|
||||
// Number of blocks with mesh in rendering range
|
||||
u32 blocks_in_range_with_mesh = 0;
|
||||
// Number of blocks occlusion culled
|
||||
u32 blocks_occlusion_culled = 0;
|
||||
|
||||
for (auto §or_it : m_sectors) {
|
||||
MapSector *sector = sector_it.second;
|
||||
if (!sector)
|
||||
continue;
|
||||
blocks_loaded += sector->size();
|
||||
|
||||
MapBlockVect sectorblocks;
|
||||
sector->getBlocks(sectorblocks);
|
||||
|
||||
/*
|
||||
Loop through blocks in sector
|
||||
*/
|
||||
for (MapBlock *block : sectorblocks) {
|
||||
if (!block->mesh) {
|
||||
// Ignore if mesh doesn't exist
|
||||
continue;
|
||||
}
|
||||
|
||||
float range = shadow_range;
|
||||
|
||||
float d = 0.0;
|
||||
if (!isBlockInSight(block->getPos(), camera_position,
|
||||
camera_direction, camera_fov, range, &d))
|
||||
continue;
|
||||
|
||||
blocks_in_range_with_mesh++;
|
||||
|
||||
/*
|
||||
Occlusion culling
|
||||
*/
|
||||
if (isBlockOccluded(block, cam_pos_nodes)) {
|
||||
blocks_occlusion_culled++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// This block is in range. Reset usage timer.
|
||||
block->resetUsageTimer();
|
||||
|
||||
// Add to set
|
||||
if (m_drawlist_shadow.find(block->getPos()) == m_drawlist_shadow.end()) {
|
||||
block->refGrab();
|
||||
m_drawlist_shadow[block->getPos()] = block;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
g_profiler->avg("SHADOW MapBlock meshes in range [#]", blocks_in_range_with_mesh);
|
||||
g_profiler->avg("SHADOW MapBlocks occlusion culled [#]", blocks_occlusion_culled);
|
||||
g_profiler->avg("SHADOW MapBlocks drawn [#]", m_drawlist_shadow.size());
|
||||
g_profiler->avg("SHADOW MapBlocks loaded [#]", blocks_loaded);
|
||||
}
|
||||
|
@ -119,10 +119,14 @@ public:
|
||||
}
|
||||
|
||||
void getBlocksInViewRange(v3s16 cam_pos_nodes,
|
||||
v3s16 *p_blocks_min, v3s16 *p_blocks_max);
|
||||
v3s16 *p_blocks_min, v3s16 *p_blocks_max, float range=-1.0f);
|
||||
void updateDrawList();
|
||||
void updateDrawListShadow(const v3f &shadow_light_pos, const v3f &shadow_light_dir, float shadow_range);
|
||||
void renderMap(video::IVideoDriver* driver, s32 pass);
|
||||
|
||||
void renderMapShadows(video::IVideoDriver *driver,
|
||||
const video::SMaterial &material, s32 pass);
|
||||
|
||||
int getBackgroundBrightness(float max_d, u32 daylight_factor,
|
||||
int oldvalue, bool *sunlight_seen_result);
|
||||
|
||||
@ -132,9 +136,12 @@ public:
|
||||
virtual void PrintInfo(std::ostream &out);
|
||||
|
||||
const MapDrawControl & getControl() const { return m_control; }
|
||||
f32 getWantedRange() const { return m_control.wanted_range; }
|
||||
f32 getCameraFov() const { return m_camera_fov; }
|
||||
|
||||
private:
|
||||
Client *m_client;
|
||||
RenderingEngine *m_rendering_engine;
|
||||
|
||||
aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
|
||||
BS * 1000000, BS * 1000000, BS * 1000000);
|
||||
@ -147,10 +154,12 @@ private:
|
||||
v3s16 m_camera_offset;
|
||||
|
||||
std::map<v3s16, MapBlock*> m_drawlist;
|
||||
std::map<v3s16, MapBlock*> m_drawlist_shadow;
|
||||
|
||||
std::set<v2s16> m_last_drawn_sectors;
|
||||
|
||||
bool m_cache_trilinear_filter;
|
||||
bool m_cache_bilinear_filter;
|
||||
bool m_cache_anistropic_filter;
|
||||
bool m_added_to_shadow_renderer{false};
|
||||
};
|
||||
|
@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <IMeshManipulator.h>
|
||||
#include <IAnimatedMeshSceneNode.h>
|
||||
#include "client/client.h"
|
||||
#include "client/renderingengine.h"
|
||||
#include "client/sound.h"
|
||||
#include "client/tile.h"
|
||||
#include "util/basic_macros.h"
|
||||
@ -555,6 +556,9 @@ void GenericCAO::removeFromScene(bool permanent)
|
||||
clearParentAttachment();
|
||||
}
|
||||
|
||||
if (auto shadow = RenderingEngine::get_shadow_renderer())
|
||||
shadow->removeNodeFromShadowList(getSceneNode());
|
||||
|
||||
if (m_meshnode) {
|
||||
m_meshnode->remove();
|
||||
m_meshnode->drop();
|
||||
@ -803,10 +807,13 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
|
||||
if (m_reset_textures_timer < 0)
|
||||
updateTextures(m_current_texture_modifier);
|
||||
|
||||
scene::ISceneNode *node = getSceneNode();
|
||||
if (scene::ISceneNode *node = getSceneNode()) {
|
||||
if (m_matrixnode)
|
||||
node->setParent(m_matrixnode);
|
||||
|
||||
if (node && m_matrixnode)
|
||||
node->setParent(m_matrixnode);
|
||||
if (auto shadow = RenderingEngine::get_shadow_renderer())
|
||||
shadow->addNodeToShadowList(node);
|
||||
}
|
||||
|
||||
updateNametag();
|
||||
updateMarker();
|
||||
|
@ -738,6 +738,7 @@ protected:
|
||||
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
|
||||
void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
|
||||
const CameraOrientation &cam);
|
||||
void updateShadows();
|
||||
|
||||
// Misc
|
||||
void limitFps(FpsControl *fps_timings, f32 *dtime);
|
||||
@ -3831,13 +3832,20 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
|
||||
*/
|
||||
runData.update_draw_list_timer += dtime;
|
||||
|
||||
float update_draw_list_delta = 0.2f;
|
||||
if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer())
|
||||
update_draw_list_delta = shadow->getUpdateDelta();
|
||||
|
||||
v3f camera_direction = camera->getDirection();
|
||||
if (runData.update_draw_list_timer >= 0.2
|
||||
if (runData.update_draw_list_timer >= update_draw_list_delta
|
||||
|| runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
|
||||
|| m_camera_offset_changed) {
|
||||
|
||||
runData.update_draw_list_timer = 0;
|
||||
client->getEnv().getClientMap().updateDrawList();
|
||||
runData.update_draw_list_last_cam_dir = camera_direction;
|
||||
|
||||
updateShadows();
|
||||
}
|
||||
|
||||
m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
|
||||
@ -3968,7 +3976,34 @@ inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
|
||||
graph->put(values);
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
* Shadows
|
||||
*****************************************************************************/
|
||||
void Game::updateShadows()
|
||||
{
|
||||
ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
|
||||
if (!shadow)
|
||||
return;
|
||||
|
||||
float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
|
||||
|
||||
float timeoftheday = fmod(getWickedTimeOfDay(in_timeofday) + 0.75f, 0.5f) + 0.25f;
|
||||
const float offset_constant = 10000.0f;
|
||||
|
||||
v3f light(0.0f, 0.0f, -1.0f);
|
||||
light.rotateXZBy(90);
|
||||
light.rotateXYBy(timeoftheday * 360 - 90);
|
||||
light.rotateYZBy(sky->getSkyBodyOrbitTilt());
|
||||
|
||||
v3f sun_pos = light * offset_constant;
|
||||
|
||||
if (shadow->getDirectionalLightCount() == 0)
|
||||
shadow->addDirectionalLight();
|
||||
shadow->getDirectionalLight().setDirection(sun_pos);
|
||||
shadow->setTimeOfDay(in_timeofday);
|
||||
|
||||
shadow->getDirectionalLight().update_frustum(camera, client);
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
Misc
|
||||
|
@ -860,6 +860,9 @@ static void updateFastFaceRow(
|
||||
g_settings->getBool("enable_shaders") &&
|
||||
g_settings->getBool("enable_waving_water");
|
||||
|
||||
static thread_local const bool force_not_tiling =
|
||||
g_settings->getBool("enable_dynamic_shadows");
|
||||
|
||||
v3s16 p = startpos;
|
||||
|
||||
u16 continuous_tiles_count = 1;
|
||||
@ -898,7 +901,8 @@ static void updateFastFaceRow(
|
||||
waving,
|
||||
next_tile);
|
||||
|
||||
if (next_makes_face == makes_face
|
||||
if (!force_not_tiling
|
||||
&& next_makes_face == makes_face
|
||||
&& next_p_corrected == p_corrected + translate_dir
|
||||
&& next_face_dir_corrected == face_dir_corrected
|
||||
&& memcmp(next_lights, lights, sizeof(lights)) == 0
|
||||
|
@ -24,25 +24,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "client/clientmap.h"
|
||||
#include "client/hud.h"
|
||||
#include "client/minimap.h"
|
||||
#include "client/shadows/dynamicshadowsrender.h"
|
||||
|
||||
RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud)
|
||||
: device(_device), driver(device->getVideoDriver()), smgr(device->getSceneManager()),
|
||||
guienv(device->getGUIEnvironment()), client(_client), camera(client->getCamera()),
|
||||
mapper(client->getMinimap()), hud(_hud)
|
||||
mapper(client->getMinimap()), hud(_hud),
|
||||
shadow_renderer(nullptr)
|
||||
{
|
||||
screensize = driver->getScreenSize();
|
||||
virtual_size = screensize;
|
||||
|
||||
if (g_settings->getBool("enable_shaders") &&
|
||||
g_settings->getBool("enable_dynamic_shadows")) {
|
||||
shadow_renderer = new ShadowRenderer(device, client);
|
||||
}
|
||||
}
|
||||
|
||||
RenderingCore::~RenderingCore()
|
||||
{
|
||||
clearTextures();
|
||||
delete shadow_renderer;
|
||||
}
|
||||
|
||||
void RenderingCore::initialize()
|
||||
{
|
||||
// have to be called late as the VMT is not ready in the constructor:
|
||||
initTextures();
|
||||
if (shadow_renderer)
|
||||
shadow_renderer->initialize();
|
||||
}
|
||||
|
||||
void RenderingCore::updateScreenSize()
|
||||
@ -72,7 +82,14 @@ void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_min
|
||||
|
||||
void RenderingCore::draw3D()
|
||||
{
|
||||
smgr->drawAll();
|
||||
if (shadow_renderer) {
|
||||
// Shadow renderer will handle the draw stage
|
||||
shadow_renderer->setClearColor(skycolor);
|
||||
shadow_renderer->update();
|
||||
} else {
|
||||
smgr->drawAll();
|
||||
}
|
||||
|
||||
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
|
||||
if (!show_hud)
|
||||
return;
|
||||
|
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#pragma once
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
|
||||
class ShadowRenderer;
|
||||
class Camera;
|
||||
class Client;
|
||||
class Hud;
|
||||
@ -47,6 +48,8 @@ protected:
|
||||
Minimap *mapper;
|
||||
Hud *hud;
|
||||
|
||||
ShadowRenderer *shadow_renderer;
|
||||
|
||||
void updateScreenSize();
|
||||
virtual void initTextures() {}
|
||||
virtual void clearTextures() {}
|
||||
@ -72,4 +75,6 @@ public:
|
||||
bool _draw_wield_tool, bool _draw_crosshair);
|
||||
|
||||
inline v2u32 getVirtualSize() const { return virtual_size; }
|
||||
|
||||
ShadowRenderer *get_shadow_renderer() { return shadow_renderer; };
|
||||
};
|
||||
|
@ -25,6 +25,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include <string>
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
#include "debug.h"
|
||||
#include "client/render/core.h"
|
||||
// include the shadow mapper classes too
|
||||
#include "client/shadows/dynamicshadowsrender.h"
|
||||
|
||||
|
||||
class ITextureSource;
|
||||
class Camera;
|
||||
@ -113,6 +117,13 @@ public:
|
||||
return m_device->run();
|
||||
}
|
||||
|
||||
// FIXME: this is still global when it shouldn't be
|
||||
static ShadowRenderer *get_shadow_renderer()
|
||||
{
|
||||
if (s_singleton && s_singleton->core)
|
||||
return s_singleton->core->get_shadow_renderer();
|
||||
return nullptr;
|
||||
}
|
||||
static std::vector<core::vector3d<u32>> getSupportedVideoModes();
|
||||
static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();
|
||||
|
||||
|
@ -225,6 +225,16 @@ class MainShaderConstantSetter : public IShaderConstantSetter
|
||||
{
|
||||
CachedVertexShaderSetting<float, 16> m_world_view_proj;
|
||||
CachedVertexShaderSetting<float, 16> m_world;
|
||||
|
||||
// Shadow-related
|
||||
CachedPixelShaderSetting<float, 16> m_shadow_view_proj;
|
||||
CachedPixelShaderSetting<float, 3> m_light_direction;
|
||||
CachedPixelShaderSetting<float> m_texture_res;
|
||||
CachedPixelShaderSetting<float> m_shadow_strength;
|
||||
CachedPixelShaderSetting<float> m_time_of_day;
|
||||
CachedPixelShaderSetting<float> m_shadowfar;
|
||||
CachedPixelShaderSetting<s32> m_shadow_texture;
|
||||
|
||||
#if ENABLE_GLES
|
||||
// Modelview matrix
|
||||
CachedVertexShaderSetting<float, 16> m_world_view;
|
||||
@ -243,6 +253,13 @@ public:
|
||||
, m_texture("mTexture")
|
||||
, m_normal("mNormal")
|
||||
#endif
|
||||
, m_shadow_view_proj("m_ShadowViewProj")
|
||||
, m_light_direction("v_LightDirection")
|
||||
, m_texture_res("f_textureresolution")
|
||||
, m_shadow_strength("f_shadow_strength")
|
||||
, m_time_of_day("f_timeofday")
|
||||
, m_shadowfar("f_shadowfar")
|
||||
, m_shadow_texture("ShadowMapSampler")
|
||||
{}
|
||||
~MainShaderConstantSetter() = default;
|
||||
|
||||
@ -280,6 +297,36 @@ public:
|
||||
};
|
||||
m_normal.set(m, services);
|
||||
#endif
|
||||
|
||||
// Set uniforms for Shadow shader
|
||||
if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
|
||||
const auto &light = shadow->getDirectionalLight();
|
||||
|
||||
core::matrix4 shadowViewProj = light.getProjectionMatrix();
|
||||
shadowViewProj *= light.getViewMatrix();
|
||||
m_shadow_view_proj.set(shadowViewProj.pointer(), services);
|
||||
|
||||
float v_LightDirection[3];
|
||||
light.getDirection().getAs3Values(v_LightDirection);
|
||||
m_light_direction.set(v_LightDirection, services);
|
||||
|
||||
float TextureResolution = light.getMapResolution();
|
||||
m_texture_res.set(&TextureResolution, services);
|
||||
|
||||
float ShadowStrength = shadow->getShadowStrength();
|
||||
m_shadow_strength.set(&ShadowStrength, services);
|
||||
|
||||
float timeOfDay = shadow->getTimeOfDay();
|
||||
m_time_of_day.set(&timeOfDay, services);
|
||||
|
||||
float shadowFar = shadow->getMaxShadowFar();
|
||||
m_shadowfar.set(&shadowFar, services);
|
||||
|
||||
// I dont like using this hardcoded value. maybe something like
|
||||
// MAX_TEXTURE - 1 or somthing like that??
|
||||
s32 TextureLayerID = 3;
|
||||
m_shadow_texture.set(&TextureLayerID, services);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@ -682,6 +729,23 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
|
||||
|
||||
shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";
|
||||
|
||||
if (g_settings->getBool("enable_dynamic_shadows")) {
|
||||
shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n";
|
||||
if (g_settings->getBool("shadow_map_color"))
|
||||
shaders_header << "#define COLORED_SHADOWS 1\n";
|
||||
|
||||
if (g_settings->getBool("shadow_poisson_filter"))
|
||||
shaders_header << "#define POISSON_FILTER 1\n";
|
||||
|
||||
s32 shadow_filter = g_settings->getS32("shadow_filters");
|
||||
shaders_header << "#define SHADOW_FILTER " << shadow_filter << "\n";
|
||||
|
||||
float shadow_soft_radius = g_settings->getS32("shadow_soft_radius");
|
||||
if (shadow_soft_radius < 1.0f)
|
||||
shadow_soft_radius = 1.0f;
|
||||
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
|
||||
}
|
||||
|
||||
std::string common_header = shaders_header.str();
|
||||
|
||||
std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
|
||||
|
145
src/client/shadows/dynamicshadows.cpp
Normal file
145
src/client/shadows/dynamicshadows.cpp
Normal file
@ -0,0 +1,145 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include "client/shadows/dynamicshadows.h"
|
||||
#include "client/client.h"
|
||||
#include "client/clientenvironment.h"
|
||||
#include "client/clientmap.h"
|
||||
#include "client/camera.h"
|
||||
|
||||
using m4f = core::matrix4;
|
||||
|
||||
void DirectionalLight::createSplitMatrices(const Camera *cam)
|
||||
{
|
||||
float radius;
|
||||
v3f newCenter;
|
||||
v3f look = cam->getDirection();
|
||||
|
||||
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 * shadow_frustum.zNear;
|
||||
camPos2 += look * shadow_frustum.zNear;
|
||||
float end = shadow_frustum.zNear + shadow_frustum.zFar;
|
||||
newCenter = camPos + look * (shadow_frustum.zNear + 0.05f * end);
|
||||
v3f world_center = camPos2 + look * (shadow_frustum.zNear + 0.05f * end);
|
||||
// Create a vector to the frustum far corner
|
||||
// @Liso: move all vars we can outside the loop.
|
||||
float tanFovY = tanf(cam->getFovY() * 0.5f);
|
||||
float tanFovX = tanf(cam->getFovX() * 0.5f);
|
||||
|
||||
const v3f &viewUp = cam->getCameraNode()->getUpVector();
|
||||
// viewUp.normalize();
|
||||
|
||||
v3f viewRight = look.crossProduct(viewUp);
|
||||
// viewRight.normalize();
|
||||
|
||||
v3f farCorner = look + viewRight * tanFovX + viewUp * tanFovY;
|
||||
// Compute the frustumBoundingSphere radius
|
||||
v3f boundVec = (camPos + farCorner * shadow_frustum.zFar) - newCenter;
|
||||
radius = boundVec.getLength() * 2.0f;
|
||||
// boundVec.getLength();
|
||||
float vvolume = radius * 2.0f;
|
||||
|
||||
float texelsPerUnit = getMapResolution() / vvolume;
|
||||
m4f mTexelScaling;
|
||||
mTexelScaling.setScale(texelsPerUnit);
|
||||
|
||||
m4f mLookAt, mLookAtInv;
|
||||
|
||||
mLookAt.buildCameraLookAtMatrixLH(v3f(0.0f, 0.0f, 0.0f), -direction, v3f(0.0f, 1.0f, 0.0f));
|
||||
|
||||
mLookAt *= mTexelScaling;
|
||||
mLookAtInv = mLookAt;
|
||||
mLookAtInv.makeInverse();
|
||||
|
||||
v3f frustumCenter = newCenter;
|
||||
mLookAt.transformVect(frustumCenter);
|
||||
frustumCenter.X = floorf(frustumCenter.X); // clamp to texel increment
|
||||
frustumCenter.Y = floorf(frustumCenter.Y); // clamp to texel increment
|
||||
frustumCenter.Z = floorf(frustumCenter.Z);
|
||||
mLookAtInv.transformVect(frustumCenter);
|
||||
// probar radius multipliacdor en funcion del I, a menor I mas multiplicador
|
||||
v3f eye_displacement = direction * vvolume;
|
||||
|
||||
// we must compute the viewmat with the position - the camera offset
|
||||
// but the shadow_frustum position must be the actual world position
|
||||
v3f eye = frustumCenter - eye_displacement;
|
||||
shadow_frustum.position = world_center - eye_displacement;
|
||||
shadow_frustum.length = vvolume;
|
||||
shadow_frustum.ViewMat.buildCameraLookAtMatrixLH(eye, frustumCenter, v3f(0.0f, 1.0f, 0.0f));
|
||||
shadow_frustum.ProjOrthMat.buildProjectionMatrixOrthoLH(shadow_frustum.length,
|
||||
shadow_frustum.length, -shadow_frustum.length,
|
||||
shadow_frustum.length,false);
|
||||
}
|
||||
|
||||
DirectionalLight::DirectionalLight(const u32 shadowMapResolution,
|
||||
const v3f &position, video::SColorf lightColor,
|
||||
f32 farValue) :
|
||||
diffuseColor(lightColor),
|
||||
farPlane(farValue), mapRes(shadowMapResolution), pos(position)
|
||||
{}
|
||||
|
||||
void DirectionalLight::update_frustum(const Camera *cam, Client *client)
|
||||
{
|
||||
should_update_map_shadow = true;
|
||||
float zNear = cam->getCameraNode()->getNearValue();
|
||||
float zFar = getMaxFarValue();
|
||||
|
||||
///////////////////////////////////
|
||||
// update splits near and fars
|
||||
shadow_frustum.zNear = zNear;
|
||||
shadow_frustum.zFar = zFar;
|
||||
|
||||
// update shadow frustum
|
||||
createSplitMatrices(cam);
|
||||
// get the draw list for shadows
|
||||
client->getEnv().getClientMap().updateDrawListShadow(
|
||||
getPosition(), getDirection(), shadow_frustum.length);
|
||||
should_update_map_shadow = true;
|
||||
}
|
||||
|
||||
void DirectionalLight::setDirection(v3f dir)
|
||||
{
|
||||
direction = -dir;
|
||||
direction.normalize();
|
||||
}
|
||||
|
||||
v3f DirectionalLight::getPosition() const
|
||||
{
|
||||
return shadow_frustum.position;
|
||||
}
|
||||
|
||||
const m4f &DirectionalLight::getViewMatrix() const
|
||||
{
|
||||
return shadow_frustum.ViewMat;
|
||||
}
|
||||
|
||||
const m4f &DirectionalLight::getProjectionMatrix() const
|
||||
{
|
||||
return shadow_frustum.ProjOrthMat;
|
||||
}
|
||||
|
||||
m4f DirectionalLight::getViewProjMatrix()
|
||||
{
|
||||
return shadow_frustum.ProjOrthMat * shadow_frustum.ViewMat;
|
||||
}
|
102
src/client/shadows/dynamicshadows.h
Normal file
102
src/client/shadows/dynamicshadows.h
Normal file
@ -0,0 +1,102 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "irrlichttypes_bloated.h"
|
||||
#include <matrix4.h>
|
||||
#include "util/basic_macros.h"
|
||||
|
||||
class Camera;
|
||||
class Client;
|
||||
|
||||
struct shadowFrustum
|
||||
{
|
||||
float zNear{0.0f};
|
||||
float zFar{0.0f};
|
||||
float length{0.0f};
|
||||
core::matrix4 ProjOrthMat;
|
||||
core::matrix4 ViewMat;
|
||||
v3f position;
|
||||
};
|
||||
|
||||
class DirectionalLight
|
||||
{
|
||||
public:
|
||||
DirectionalLight(const u32 shadowMapResolution,
|
||||
const v3f &position,
|
||||
video::SColorf lightColor = video::SColor(0xffffffff),
|
||||
f32 farValue = 100.0f);
|
||||
~DirectionalLight() = default;
|
||||
|
||||
//DISABLE_CLASS_COPY(DirectionalLight)
|
||||
|
||||
void update_frustum(const Camera *cam, Client *client);
|
||||
|
||||
// when set direction is updated to negative normalized(direction)
|
||||
void setDirection(v3f dir);
|
||||
v3f getDirection() const{
|
||||
return direction;
|
||||
};
|
||||
v3f getPosition() const;
|
||||
|
||||
/// Gets the light's matrices.
|
||||
const core::matrix4 &getViewMatrix() const;
|
||||
const core::matrix4 &getProjectionMatrix() const;
|
||||
core::matrix4 getViewProjMatrix();
|
||||
|
||||
/// Gets the light's far value.
|
||||
f32 getMaxFarValue() const
|
||||
{
|
||||
return farPlane;
|
||||
}
|
||||
|
||||
|
||||
/// Gets the light's color.
|
||||
const video::SColorf &getLightColor() const
|
||||
{
|
||||
return diffuseColor;
|
||||
}
|
||||
|
||||
/// Sets the light's color.
|
||||
void setLightColor(const video::SColorf &lightColor)
|
||||
{
|
||||
diffuseColor = lightColor;
|
||||
}
|
||||
|
||||
/// Gets the shadow map resolution for this light.
|
||||
u32 getMapResolution() const
|
||||
{
|
||||
return mapRes;
|
||||
}
|
||||
|
||||
bool should_update_map_shadow{true};
|
||||
|
||||
private:
|
||||
void createSplitMatrices(const Camera *cam);
|
||||
|
||||
video::SColorf diffuseColor;
|
||||
|
||||
f32 farPlane;
|
||||
u32 mapRes;
|
||||
|
||||
v3f pos;
|
||||
v3f direction{0};
|
||||
shadowFrustum shadow_frustum;
|
||||
};
|
539
src/client/shadows/dynamicshadowsrender.cpp
Normal file
539
src/client/shadows/dynamicshadowsrender.cpp
Normal file
@ -0,0 +1,539 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#include <cstring>
|
||||
#include "client/shadows/dynamicshadowsrender.h"
|
||||
#include "client/shadows/shadowsScreenQuad.h"
|
||||
#include "client/shadows/shadowsshadercallbacks.h"
|
||||
#include "settings.h"
|
||||
#include "filesys.h"
|
||||
#include "util/string.h"
|
||||
#include "client/shader.h"
|
||||
#include "client/client.h"
|
||||
#include "client/clientmap.h"
|
||||
|
||||
ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
|
||||
m_device(device), m_smgr(device->getSceneManager()),
|
||||
m_driver(device->getVideoDriver()), m_client(client)
|
||||
{
|
||||
m_shadows_enabled = true;
|
||||
|
||||
m_shadow_strength = g_settings->getFloat("shadow_strength");
|
||||
|
||||
m_shadow_map_max_distance = g_settings->getFloat("shadow_map_max_distance");
|
||||
|
||||
m_shadow_map_texture_size = g_settings->getFloat("shadow_map_texture_size");
|
||||
|
||||
m_shadow_map_texture_32bit = g_settings->getBool("shadow_map_texture_32bit");
|
||||
m_shadow_map_colored = g_settings->getBool("shadow_map_color");
|
||||
m_shadow_samples = g_settings->getS32("shadow_filters");
|
||||
m_update_delta = g_settings->getFloat("shadow_update_time");
|
||||
}
|
||||
|
||||
ShadowRenderer::~ShadowRenderer()
|
||||
{
|
||||
if (m_shadow_depth_cb)
|
||||
delete m_shadow_depth_cb;
|
||||
if (m_shadow_mix_cb)
|
||||
delete m_shadow_mix_cb;
|
||||
m_shadow_node_array.clear();
|
||||
m_light_list.clear();
|
||||
|
||||
if (shadowMapTextureDynamicObjects)
|
||||
m_driver->removeTexture(shadowMapTextureDynamicObjects);
|
||||
|
||||
if (shadowMapTextureFinal)
|
||||
m_driver->removeTexture(shadowMapTextureFinal);
|
||||
|
||||
if (shadowMapTextureColors)
|
||||
m_driver->removeTexture(shadowMapTextureColors);
|
||||
|
||||
if (shadowMapClientMap)
|
||||
m_driver->removeTexture(shadowMapClientMap);
|
||||
}
|
||||
|
||||
void ShadowRenderer::initialize()
|
||||
{
|
||||
auto *gpu = m_driver->getGPUProgrammingServices();
|
||||
|
||||
// we need glsl
|
||||
if (m_shadows_enabled && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
|
||||
createShaders();
|
||||
} else {
|
||||
m_shadows_enabled = false;
|
||||
|
||||
warningstream << "Shadows: GLSL Shader not supported on this system."
|
||||
<< std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
m_texture_format = m_shadow_map_texture_32bit
|
||||
? video::ECOLOR_FORMAT::ECF_R32F
|
||||
: video::ECOLOR_FORMAT::ECF_R16F;
|
||||
|
||||
m_texture_format_color = m_shadow_map_texture_32bit
|
||||
? video::ECOLOR_FORMAT::ECF_G32R32F
|
||||
: video::ECOLOR_FORMAT::ECF_G16R16F;
|
||||
}
|
||||
|
||||
|
||||
float ShadowRenderer::getUpdateDelta() const
|
||||
{
|
||||
return m_update_delta;
|
||||
}
|
||||
|
||||
size_t ShadowRenderer::addDirectionalLight()
|
||||
{
|
||||
m_light_list.emplace_back(m_shadow_map_texture_size,
|
||||
v3f(0.f, 0.f, 0.f),
|
||||
video::SColor(255, 255, 255, 255), m_shadow_map_max_distance);
|
||||
return m_light_list.size() - 1;
|
||||
}
|
||||
|
||||
DirectionalLight &ShadowRenderer::getDirectionalLight(u32 index)
|
||||
{
|
||||
return m_light_list[index];
|
||||
}
|
||||
|
||||
size_t ShadowRenderer::getDirectionalLightCount() const
|
||||
{
|
||||
return m_light_list.size();
|
||||
}
|
||||
|
||||
f32 ShadowRenderer::getMaxShadowFar() const
|
||||
{
|
||||
if (!m_light_list.empty()) {
|
||||
float wanted_range = m_client->getEnv().getClientMap().getWantedRange();
|
||||
|
||||
float zMax = m_light_list[0].getMaxFarValue() > wanted_range
|
||||
? wanted_range
|
||||
: m_light_list[0].getMaxFarValue();
|
||||
return zMax * MAP_BLOCKSIZE;
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
void ShadowRenderer::addNodeToShadowList(
|
||||
scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
|
||||
{
|
||||
m_shadow_node_array.emplace_back(NodeToApply(node, shadowMode));
|
||||
}
|
||||
|
||||
void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
|
||||
{
|
||||
for (auto it = m_shadow_node_array.begin(); it != m_shadow_node_array.end();) {
|
||||
if (it->node == node) {
|
||||
it = m_shadow_node_array.erase(it);
|
||||
break;
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShadowRenderer::setClearColor(video::SColor ClearColor)
|
||||
{
|
||||
m_clear_color = ClearColor;
|
||||
}
|
||||
|
||||
void ShadowRenderer::update(video::ITexture *outputTarget)
|
||||
{
|
||||
if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
|
||||
m_smgr->drawAll();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!shadowMapTextureDynamicObjects) {
|
||||
|
||||
shadowMapTextureDynamicObjects = getSMTexture(
|
||||
std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size),
|
||||
m_texture_format, true);
|
||||
}
|
||||
|
||||
if (!shadowMapClientMap) {
|
||||
|
||||
shadowMapClientMap = getSMTexture(
|
||||
std::string("shadow_clientmap_") + itos(m_shadow_map_texture_size),
|
||||
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
|
||||
true);
|
||||
}
|
||||
|
||||
if (m_shadow_map_colored && !shadowMapTextureColors) {
|
||||
shadowMapTextureColors = getSMTexture(
|
||||
std::string("shadow_colored_") + itos(m_shadow_map_texture_size),
|
||||
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
|
||||
true);
|
||||
}
|
||||
|
||||
// The merge all shadowmaps texture
|
||||
if (!shadowMapTextureFinal) {
|
||||
video::ECOLOR_FORMAT frt;
|
||||
if (m_shadow_map_texture_32bit) {
|
||||
if (m_shadow_map_colored)
|
||||
frt = video::ECOLOR_FORMAT::ECF_A32B32G32R32F;
|
||||
else
|
||||
frt = video::ECOLOR_FORMAT::ECF_R32F;
|
||||
} else {
|
||||
if (m_shadow_map_colored)
|
||||
frt = video::ECOLOR_FORMAT::ECF_A16B16G16R16F;
|
||||
else
|
||||
frt = video::ECOLOR_FORMAT::ECF_R16F;
|
||||
}
|
||||
shadowMapTextureFinal = getSMTexture(
|
||||
std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
|
||||
frt, true);
|
||||
}
|
||||
|
||||
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
|
||||
// for every directional light:
|
||||
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;
|
||||
|
||||
// set the Render Target
|
||||
// right now we can only render in usual RTT, not
|
||||
// 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,
|
||||
video::SColor(255, 255, 255, 255));
|
||||
renderShadowMap(shadowMapClientMap, light);
|
||||
|
||||
if (m_shadow_map_colored) {
|
||||
m_driver->setRenderTarget(shadowMapTextureColors,
|
||||
true, false, video::SColor(255, 255, 255, 255));
|
||||
}
|
||||
renderShadowMap(shadowMapTextureColors, light,
|
||||
scene::ESNRP_TRANSPARENT);
|
||||
m_driver->setRenderTarget(0, false, false);
|
||||
}
|
||||
|
||||
// render shadows for the n0n-map objects.
|
||||
m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
|
||||
true, video::SColor(255, 255, 255, 255));
|
||||
renderShadowObjects(shadowMapTextureDynamicObjects, light);
|
||||
// clear the Render Target
|
||||
m_driver->setRenderTarget(0, false, false);
|
||||
|
||||
// in order to avoid too many map shadow renders,
|
||||
// we should make a second pass to mix clientmap shadows and
|
||||
// entities shadows :(
|
||||
m_screen_quad->getMaterial().setTexture(0, shadowMapClientMap);
|
||||
// dynamic objs shadow texture.
|
||||
if (m_shadow_map_colored)
|
||||
m_screen_quad->getMaterial().setTexture(1, shadowMapTextureColors);
|
||||
m_screen_quad->getMaterial().setTexture(2, shadowMapTextureDynamicObjects);
|
||||
|
||||
m_driver->setRenderTarget(shadowMapTextureFinal, false, false,
|
||||
video::SColor(255, 255, 255, 255));
|
||||
m_screen_quad->render(m_driver);
|
||||
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();
|
||||
|
||||
/* this code just shows shadows textures in screen and in ONLY for debugging*/
|
||||
#if 0
|
||||
// this is debug, ignore for now.
|
||||
m_driver->draw2DImage(shadowMapTextureFinal,
|
||||
core::rect<s32>(0, 50, 128, 128 + 50),
|
||||
core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
|
||||
|
||||
m_driver->draw2DImage(shadowMapClientMap,
|
||||
core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
|
||||
core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
|
||||
m_driver->draw2DImage(shadowMapTextureDynamicObjects,
|
||||
core::rect<s32>(0, 128 + 50 + 128, 128,
|
||||
128 + 50 + 128 + 128),
|
||||
core::rect<s32>({0, 0}, shadowMapTextureDynamicObjects->getSize()));
|
||||
|
||||
if (m_shadow_map_colored) {
|
||||
|
||||
m_driver->draw2DImage(shadowMapTextureColors,
|
||||
core::rect<s32>(128,128 + 50 + 128 + 128,
|
||||
128 + 128, 128 + 50 + 128 + 128 + 128),
|
||||
core::rect<s32>({0, 0}, shadowMapTextureColors->getSize()));
|
||||
}
|
||||
#endif
|
||||
m_driver->setRenderTarget(0, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
video::ITexture *ShadowRenderer::getSMTexture(const std::string &shadow_map_name,
|
||||
video::ECOLOR_FORMAT texture_format, bool force_creation)
|
||||
{
|
||||
if (force_creation) {
|
||||
return m_driver->addRenderTargetTexture(
|
||||
core::dimension2du(m_shadow_map_texture_size,
|
||||
m_shadow_map_texture_size),
|
||||
shadow_map_name.c_str(), texture_format);
|
||||
}
|
||||
|
||||
return m_driver->getTexture(shadow_map_name.c_str());
|
||||
}
|
||||
|
||||
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());
|
||||
|
||||
// Operate on the client map
|
||||
for (const auto &shadow_node : m_shadow_node_array) {
|
||||
if (strcmp(shadow_node.node->getName(), "ClientMap") != 0)
|
||||
continue;
|
||||
|
||||
ClientMap *map_node = static_cast<ClientMap *>(shadow_node.node);
|
||||
|
||||
video::SMaterial material;
|
||||
if (map_node->getMaterialCount() > 0) {
|
||||
// we only want the first material, which is the one with the albedo info
|
||||
material = map_node->getMaterial(0);
|
||||
}
|
||||
|
||||
material.BackfaceCulling = false;
|
||||
material.FrontfaceCulling = true;
|
||||
material.PolygonOffsetFactor = 4.0f;
|
||||
material.PolygonOffsetDirection = video::EPO_BACK;
|
||||
//material.PolygonOffsetDepthBias = 1.0f/4.0f;
|
||||
//material.PolygonOffsetSlopeScale = -1.f;
|
||||
|
||||
if (m_shadow_map_colored && pass != scene::ESNRP_SOLID)
|
||||
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
|
||||
else
|
||||
material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader;
|
||||
|
||||
// FIXME: I don't think this is needed here
|
||||
map_node->OnAnimate(m_device->getTimer()->getTime());
|
||||
|
||||
m_driver->setTransform(video::ETS_WORLD,
|
||||
map_node->getAbsoluteTransformation());
|
||||
|
||||
map_node->renderMapShadows(m_driver, material, pass);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void ShadowRenderer::renderShadowObjects(
|
||||
video::ITexture *target, DirectionalLight &light)
|
||||
{
|
||||
m_driver->setTransform(video::ETS_VIEW, light.getViewMatrix());
|
||||
m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
|
||||
|
||||
for (const auto &shadow_node : m_shadow_node_array) {
|
||||
// we only take care of the shadow casters
|
||||
if (shadow_node.shadowMode == ESM_RECEIVE ||
|
||||
strcmp(shadow_node.node->getName(), "ClientMap") == 0)
|
||||
continue;
|
||||
|
||||
// render other objects
|
||||
u32 n_node_materials = shadow_node.node->getMaterialCount();
|
||||
std::vector<s32> BufferMaterialList;
|
||||
std::vector<std::pair<bool, bool>> BufferMaterialCullingList;
|
||||
BufferMaterialList.reserve(n_node_materials);
|
||||
BufferMaterialCullingList.reserve(n_node_materials);
|
||||
|
||||
// backup materialtype for each material
|
||||
// (aka shader)
|
||||
// and replace it by our "depth" shader
|
||||
for (u32 m = 0; m < n_node_materials; m++) {
|
||||
auto ¤t_mat = shadow_node.node->getMaterial(m);
|
||||
|
||||
BufferMaterialList.push_back(current_mat.MaterialType);
|
||||
current_mat.MaterialType =
|
||||
(video::E_MATERIAL_TYPE)depth_shader;
|
||||
|
||||
current_mat.setTexture(3, shadowMapTextureFinal);
|
||||
|
||||
BufferMaterialCullingList.emplace_back(
|
||||
(bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling);
|
||||
|
||||
current_mat.BackfaceCulling = true;
|
||||
current_mat.FrontfaceCulling = false;
|
||||
current_mat.PolygonOffsetFactor = 1.0f/2048.0f;
|
||||
current_mat.PolygonOffsetDirection = video::EPO_BACK;
|
||||
//current_mat.PolygonOffsetDepthBias = 1.0 * 2.8e-6;
|
||||
//current_mat.PolygonOffsetSlopeScale = -1.f;
|
||||
}
|
||||
|
||||
m_driver->setTransform(video::ETS_WORLD,
|
||||
shadow_node.node->getAbsoluteTransformation());
|
||||
shadow_node.node->render();
|
||||
|
||||
// restore the material.
|
||||
|
||||
for (u32 m = 0; m < n_node_materials; m++) {
|
||||
auto ¤t_mat = shadow_node.node->getMaterial(m);
|
||||
|
||||
current_mat.MaterialType = (video::E_MATERIAL_TYPE) BufferMaterialList[m];
|
||||
|
||||
current_mat.BackfaceCulling = BufferMaterialCullingList[m].first;
|
||||
current_mat.FrontfaceCulling = BufferMaterialCullingList[m].second;
|
||||
}
|
||||
|
||||
} // end for caster shadow nodes
|
||||
}
|
||||
|
||||
void ShadowRenderer::mixShadowsQuad()
|
||||
{
|
||||
}
|
||||
|
||||
/*
|
||||
* @Liso's disclaimer ;) This function loads the Shadow Mapping Shaders.
|
||||
* I used a custom loader because I couldn't figure out how to use the base
|
||||
* Shaders system with custom IShaderConstantSetCallBack without messing up the
|
||||
* code too much. If anyone knows how to integrate this with the standard MT
|
||||
* shaders, please feel free to change it.
|
||||
*/
|
||||
|
||||
void ShadowRenderer::createShaders()
|
||||
{
|
||||
video::IGPUProgrammingServices *gpu = m_driver->getGPUProgrammingServices();
|
||||
|
||||
if (depth_shader == -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;
|
||||
}
|
||||
m_shadow_depth_cb = new ShadowDepthShaderCB();
|
||||
|
||||
depth_shader = 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 == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
delete m_shadow_depth_cb;
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error compiling shadow mapping shader." << 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)->grab();
|
||||
}
|
||||
|
||||
if (mixcsm_shader == -1) {
|
||||
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
|
||||
if (depth_shader_vs.empty()) {
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass2_fragment.glsl");
|
||||
if (depth_shader_fs.empty()) {
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
m_shadow_mix_cb = new shadowScreenQuadCB();
|
||||
m_screen_quad = new shadowScreenQuad();
|
||||
mixcsm_shader = 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_mix_cb);
|
||||
|
||||
m_screen_quad->getMaterial().MaterialType =
|
||||
(video::E_MATERIAL_TYPE)mixcsm_shader;
|
||||
|
||||
if (mixcsm_shader == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
delete m_shadow_mix_cb;
|
||||
delete m_screen_quad;
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error compiling cascade shadow mapping shader." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// HACK, TODO: investigate this better
|
||||
// Grab the material renderer once more so minetest doesn't crash
|
||||
// on exit
|
||||
m_driver->getMaterialRenderer(mixcsm_shader)->grab();
|
||||
}
|
||||
|
||||
if (m_shadow_map_colored && depth_shader_trans == -1) {
|
||||
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_trans_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_trans_fragment.glsl");
|
||||
if (depth_shader_fs.empty()) {
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error shadow mapping fs shader not found." << std::endl;
|
||||
return;
|
||||
}
|
||||
m_shadow_depth_trans_cb = new ShadowDepthShaderCB();
|
||||
|
||||
depth_shader_trans = 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_trans_cb);
|
||||
|
||||
if (depth_shader_trans == -1) {
|
||||
// upsi, something went wrong loading shader.
|
||||
delete m_shadow_depth_trans_cb;
|
||||
m_shadow_map_colored = false;
|
||||
m_shadows_enabled = false;
|
||||
errorstream << "Error compiling colored shadow mapping shader." << 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_trans)->grab();
|
||||
}
|
||||
}
|
||||
|
||||
std::string ShadowRenderer::readShaderFile(const std::string &path)
|
||||
{
|
||||
std::string prefix;
|
||||
if (m_shadow_map_colored)
|
||||
prefix.append("#define COLORED_SHADOWS 1\n");
|
||||
|
||||
std::string content;
|
||||
fs::ReadFile(path, content);
|
||||
|
||||
return prefix + content;
|
||||
}
|
146
src/client/shadows/dynamicshadowsrender.h
Normal file
146
src/client/shadows/dynamicshadowsrender.h
Normal file
@ -0,0 +1,146 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
#include "client/shadows/dynamicshadows.h"
|
||||
|
||||
class ShadowDepthShaderCB;
|
||||
class shadowScreenQuad;
|
||||
class shadowScreenQuadCB;
|
||||
|
||||
enum E_SHADOW_MODE : u8
|
||||
{
|
||||
ESM_RECEIVE = 0,
|
||||
ESM_BOTH,
|
||||
};
|
||||
|
||||
struct NodeToApply
|
||||
{
|
||||
NodeToApply(scene::ISceneNode *n,
|
||||
E_SHADOW_MODE m = E_SHADOW_MODE::ESM_BOTH) :
|
||||
node(n),
|
||||
shadowMode(m){};
|
||||
bool operator<(const NodeToApply &other) const { return node < other.node; };
|
||||
|
||||
scene::ISceneNode *node;
|
||||
|
||||
E_SHADOW_MODE shadowMode{E_SHADOW_MODE::ESM_BOTH};
|
||||
bool dirty{false};
|
||||
};
|
||||
|
||||
class ShadowRenderer
|
||||
{
|
||||
public:
|
||||
ShadowRenderer(IrrlichtDevice *device, Client *client);
|
||||
|
||||
~ShadowRenderer();
|
||||
|
||||
void initialize();
|
||||
|
||||
/// Adds a directional light shadow map (Usually just one (the sun) except in
|
||||
/// Tattoine ).
|
||||
size_t addDirectionalLight();
|
||||
DirectionalLight &getDirectionalLight(u32 index = 0);
|
||||
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
|
||||
/// ESM_RECEIVE only receives but does not cast shadows.
|
||||
///
|
||||
void addNodeToShadowList(scene::ISceneNode *node,
|
||||
E_SHADOW_MODE shadowMode = ESM_BOTH);
|
||||
void removeNodeFromShadowList(scene::ISceneNode *node);
|
||||
|
||||
void setClearColor(video::SColor ClearColor);
|
||||
|
||||
void update(video::ITexture *outputTarget = nullptr);
|
||||
|
||||
video::ITexture *get_texture()
|
||||
{
|
||||
return shadowMapTextureFinal;
|
||||
}
|
||||
|
||||
|
||||
bool is_active() const { return m_shadows_enabled; }
|
||||
void setTimeOfDay(float isDay) { m_time_day = isDay; };
|
||||
|
||||
s32 getShadowSamples() const { return m_shadow_samples; }
|
||||
float getShadowStrength() const { return m_shadow_strength; }
|
||||
float getTimeOfDay() const { return m_time_day; }
|
||||
|
||||
private:
|
||||
video::ITexture *getSMTexture(const std::string &shadow_map_name,
|
||||
video::ECOLOR_FORMAT texture_format,
|
||||
bool force_creation = false);
|
||||
|
||||
void renderShadowMap(video::ITexture *target, DirectionalLight &light,
|
||||
scene::E_SCENE_NODE_RENDER_PASS pass =
|
||||
scene::ESNRP_SOLID);
|
||||
void renderShadowObjects(video::ITexture *target, DirectionalLight &light);
|
||||
void mixShadowsQuad();
|
||||
|
||||
// a bunch of variables
|
||||
IrrlichtDevice *m_device{nullptr};
|
||||
scene::ISceneManager *m_smgr{nullptr};
|
||||
video::IVideoDriver *m_driver{nullptr};
|
||||
Client *m_client{nullptr};
|
||||
video::ITexture *shadowMapClientMap{nullptr};
|
||||
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;
|
||||
|
||||
float m_shadow_strength;
|
||||
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;
|
||||
|
||||
video::ECOLOR_FORMAT m_texture_format{video::ECOLOR_FORMAT::ECF_R16F};
|
||||
video::ECOLOR_FORMAT m_texture_format_color{video::ECOLOR_FORMAT::ECF_R16G16};
|
||||
|
||||
// Shadow Shader stuff
|
||||
|
||||
void createShaders();
|
||||
std::string readShaderFile(const std::string &path);
|
||||
|
||||
s32 depth_shader{-1};
|
||||
s32 depth_shader_trans{-1};
|
||||
s32 mixcsm_shader{-1};
|
||||
|
||||
ShadowDepthShaderCB *m_shadow_depth_cb{nullptr};
|
||||
ShadowDepthShaderCB *m_shadow_depth_trans_cb{nullptr};
|
||||
|
||||
shadowScreenQuad *m_screen_quad{nullptr};
|
||||
shadowScreenQuadCB *m_shadow_mix_cb{nullptr};
|
||||
};
|
67
src/client/shadows/shadowsScreenQuad.cpp
Normal file
67
src/client/shadows/shadowsScreenQuad.cpp
Normal file
@ -0,0 +1,67 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#include "shadowsScreenQuad.h"
|
||||
|
||||
shadowScreenQuad::shadowScreenQuad()
|
||||
{
|
||||
Material.Wireframe = false;
|
||||
Material.Lighting = false;
|
||||
|
||||
video::SColor color(0x0);
|
||||
Vertices[0] = video::S3DVertex(
|
||||
-1.0f, -1.0f, 0.0f, 0, 0, 1, color, 0.0f, 1.0f);
|
||||
Vertices[1] = video::S3DVertex(
|
||||
-1.0f, 1.0f, 0.0f, 0, 0, 1, color, 0.0f, 0.0f);
|
||||
Vertices[2] = video::S3DVertex(
|
||||
1.0f, 1.0f, 0.0f, 0, 0, 1, color, 1.0f, 0.0f);
|
||||
Vertices[3] = video::S3DVertex(
|
||||
1.0f, -1.0f, 0.0f, 0, 0, 1, color, 1.0f, 1.0f);
|
||||
Vertices[4] = video::S3DVertex(
|
||||
-1.0f, -1.0f, 0.0f, 0, 0, 1, color, 0.0f, 1.0f);
|
||||
Vertices[5] = video::S3DVertex(
|
||||
1.0f, 1.0f, 0.0f, 0, 0, 1, color, 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
void shadowScreenQuad::render(video::IVideoDriver *driver)
|
||||
{
|
||||
u16 indices[6] = {0, 1, 2, 3, 4, 5};
|
||||
driver->setMaterial(Material);
|
||||
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
||||
driver->drawIndexedTriangleList(&Vertices[0], 6, &indices[0], 2);
|
||||
}
|
||||
|
||||
void shadowScreenQuadCB::OnSetConstants(
|
||||
video::IMaterialRendererServices *services, s32 userData)
|
||||
{
|
||||
s32 TextureId = 0;
|
||||
services->setPixelShaderConstant(
|
||||
services->getPixelShaderConstantID("ShadowMapClientMap"),
|
||||
&TextureId, 1);
|
||||
|
||||
TextureId = 1;
|
||||
services->setPixelShaderConstant(
|
||||
services->getPixelShaderConstantID("ShadowMapClientMapTraslucent"),
|
||||
&TextureId, 1);
|
||||
|
||||
TextureId = 2;
|
||||
services->setPixelShaderConstant(
|
||||
services->getPixelShaderConstantID("ShadowMapSamplerdynamic"),
|
||||
&TextureId, 1);
|
||||
}
|
45
src/client/shadows/shadowsScreenQuad.h
Normal file
45
src/client/shadows/shadowsScreenQuad.h
Normal file
@ -0,0 +1,45 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
#include <IMaterialRendererServices.h>
|
||||
#include <IShaderConstantSetCallBack.h>
|
||||
|
||||
class shadowScreenQuad
|
||||
{
|
||||
public:
|
||||
shadowScreenQuad();
|
||||
|
||||
void render(video::IVideoDriver *driver);
|
||||
video::SMaterial &getMaterial() { return Material; }
|
||||
|
||||
private:
|
||||
video::S3DVertex Vertices[6];
|
||||
video::SMaterial Material;
|
||||
};
|
||||
|
||||
class shadowScreenQuadCB : public video::IShaderConstantSetCallBack
|
||||
{
|
||||
public:
|
||||
shadowScreenQuadCB(){};
|
||||
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices *services,
|
||||
s32 userData);
|
||||
};
|
44
src/client/shadows/shadowsshadercallbacks.cpp
Normal file
44
src/client/shadows/shadowsshadercallbacks.cpp
Normal file
@ -0,0 +1,44 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#include "client/shadows/shadowsshadercallbacks.h"
|
||||
|
||||
void ShadowDepthShaderCB::OnSetConstants(
|
||||
video::IMaterialRendererServices *services, s32 userData)
|
||||
{
|
||||
video::IVideoDriver *driver = services->getVideoDriver();
|
||||
|
||||
core::matrix4 lightMVP = driver->getTransform(video::ETS_PROJECTION);
|
||||
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);
|
||||
|
||||
s32 TextureId = 0;
|
||||
services->setPixelShaderConstant(
|
||||
services->getPixelShaderConstantID("ColorMapSampler"), &TextureId,
|
||||
1);
|
||||
}
|
34
src/client/shadows/shadowsshadercallbacks.h
Normal file
34
src/client/shadows/shadowsshadercallbacks.h
Normal file
@ -0,0 +1,34 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 Liso <anlismon@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
#include <IMaterialRendererServices.h>
|
||||
#include <IShaderConstantSetCallBack.h>
|
||||
|
||||
class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
|
||||
{
|
||||
public:
|
||||
void OnSetMaterial(const video::SMaterial &material) override {}
|
||||
|
||||
void OnSetConstants(video::IMaterialRendererServices *services,
|
||||
s32 userData) override;
|
||||
|
||||
f32 MaxFar{2048.0f}, MapRes{1024.0f};
|
||||
};
|
@ -122,7 +122,14 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
|
||||
m_materials[i].Lighting = true;
|
||||
m_materials[i].MaterialType = video::EMT_SOLID;
|
||||
}
|
||||
|
||||
m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
|
||||
|
||||
if (g_settings->getBool("enable_dynamic_shadows")) {
|
||||
float val = g_settings->getFloat("shadow_sky_body_orbit_tilt");
|
||||
m_sky_body_orbit_tilt = rangelim(val, 0.0f, 60.0f);
|
||||
}
|
||||
|
||||
setStarCount(1000, true);
|
||||
}
|
||||
|
||||
@ -175,17 +182,7 @@ void Sky::render()
|
||||
video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
|
||||
video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
|
||||
|
||||
float nightlength = 0.415;
|
||||
float wn = nightlength / 2;
|
||||
float wicked_time_of_day = 0;
|
||||
if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
|
||||
wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
|
||||
else if (m_time_of_day < 0.5)
|
||||
wicked_time_of_day = m_time_of_day / wn * 0.25;
|
||||
else
|
||||
wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
|
||||
/*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
|
||||
<<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
|
||||
float wicked_time_of_day = getWickedTimeOfDay(m_time_of_day);
|
||||
|
||||
video::SColor suncolor = suncolor_f.toSColor();
|
||||
video::SColor suncolor2 = suncolor2_f.toSColor();
|
||||
@ -739,10 +736,15 @@ void Sky::place_sky_body(
|
||||
* day_position: turn the body around the Z axis, to place it depending of the time of the day
|
||||
*/
|
||||
{
|
||||
v3f centrum(0, 0, -1);
|
||||
centrum.rotateXZBy(horizon_position);
|
||||
centrum.rotateXYBy(day_position);
|
||||
centrum.rotateYZBy(m_sky_body_orbit_tilt);
|
||||
for (video::S3DVertex &vertex : vertices) {
|
||||
// Body is directed to -Z (south) by default
|
||||
vertex.Pos.rotateXZBy(horizon_position);
|
||||
vertex.Pos.rotateXYBy(day_position);
|
||||
vertex.Pos.Z += centrum.Z;
|
||||
}
|
||||
}
|
||||
|
||||
@ -931,3 +933,17 @@ void Sky::setSkyDefaults()
|
||||
m_moon_params = sky_defaults.getMoonDefaults();
|
||||
m_star_params = sky_defaults.getStarDefaults();
|
||||
}
|
||||
|
||||
float getWickedTimeOfDay(float time_of_day)
|
||||
{
|
||||
float nightlength = 0.415f;
|
||||
float wn = nightlength / 2;
|
||||
float wicked_time_of_day = 0;
|
||||
if (time_of_day > wn && time_of_day < 1.0f - wn)
|
||||
wicked_time_of_day = (time_of_day - wn) / (1.0f - wn * 2) * 0.5f + 0.25f;
|
||||
else if (time_of_day < 0.5f)
|
||||
wicked_time_of_day = time_of_day / wn * 0.25f;
|
||||
else
|
||||
wicked_time_of_day = 1.0f - ((1.0f - time_of_day) / wn * 0.25f);
|
||||
return wicked_time_of_day;
|
||||
}
|
||||
|
@ -105,6 +105,8 @@ public:
|
||||
ITextureSource *tsrc);
|
||||
const video::SColorf &getCurrentStarColor() const { return m_star_color; }
|
||||
|
||||
float getSkyBodyOrbitTilt() const { return m_sky_body_orbit_tilt; }
|
||||
|
||||
private:
|
||||
aabb3f m_box;
|
||||
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
|
||||
@ -159,6 +161,7 @@ private:
|
||||
bool m_directional_colored_fog;
|
||||
bool m_in_clouds = true; // Prevent duplicating bools to remember old values
|
||||
bool m_enable_shaders = false;
|
||||
float m_sky_body_orbit_tilt = 0.0f;
|
||||
|
||||
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
@ -205,3 +208,7 @@ private:
|
||||
float horizon_position, float day_position);
|
||||
void setSkyDefaults();
|
||||
};
|
||||
|
||||
// calculates value for sky body positions for the given observed time of day
|
||||
// this is used to draw both Sun/Moon and shadows
|
||||
float getWickedTimeOfDay(float time_of_day);
|
||||
|
@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "util/numeric.h"
|
||||
#include <map>
|
||||
#include <IMeshManipulator.h>
|
||||
#include "client/renderingengine.h"
|
||||
|
||||
#define WIELD_SCALE_FACTOR 30.0
|
||||
#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
|
||||
@ -220,11 +221,18 @@ WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool l
|
||||
m_meshnode->setReadOnlyMaterials(false);
|
||||
m_meshnode->setVisible(false);
|
||||
dummymesh->drop(); // m_meshnode grabbed it
|
||||
|
||||
m_shadow = RenderingEngine::get_shadow_renderer();
|
||||
}
|
||||
|
||||
WieldMeshSceneNode::~WieldMeshSceneNode()
|
||||
{
|
||||
sanity_check(g_extrusion_mesh_cache);
|
||||
|
||||
// Remove node from shadow casters
|
||||
if (m_shadow)
|
||||
m_shadow->removeNodeFromShadowList(m_meshnode);
|
||||
|
||||
if (g_extrusion_mesh_cache->drop())
|
||||
g_extrusion_mesh_cache = nullptr;
|
||||
}
|
||||
@ -527,6 +535,10 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
|
||||
// need to normalize normals when lighting is enabled (because of setScale())
|
||||
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
|
||||
m_meshnode->setVisible(true);
|
||||
|
||||
// Add mesh to shadow caster
|
||||
if (m_shadow)
|
||||
m_shadow->addNodeToShadowList(m_meshnode);
|
||||
}
|
||||
|
||||
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
|
@ -27,6 +27,7 @@ struct ItemStack;
|
||||
class Client;
|
||||
class ITextureSource;
|
||||
struct ContentFeatures;
|
||||
class ShadowRenderer;
|
||||
|
||||
/*!
|
||||
* Holds color information of an item mesh's buffer.
|
||||
@ -124,6 +125,8 @@ private:
|
||||
// so this variable is just required so we can implement
|
||||
// getBoundingBox() and is set to an empty box.
|
||||
aabb3f m_bounding_box;
|
||||
|
||||
ShadowRenderer *m_shadow;
|
||||
};
|
||||
|
||||
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
|
||||
|
@ -262,6 +262,18 @@ void set_default_settings()
|
||||
settings->setDefault("enable_waving_leaves", "false");
|
||||
settings->setDefault("enable_waving_plants", "false");
|
||||
|
||||
// Effects Shadows
|
||||
settings->setDefault("enable_dynamic_shadows", "false");
|
||||
settings->setDefault("shadow_strength", "0.2");
|
||||
settings->setDefault("shadow_map_max_distance", "200.0");
|
||||
settings->setDefault("shadow_map_texture_size", "2048");
|
||||
settings->setDefault("shadow_map_texture_32bit", "true");
|
||||
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_soft_radius", "1.0");
|
||||
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
|
||||
|
||||
// Input
|
||||
settings->setDefault("invert_mouse", "false");
|
||||
|
Loading…
Reference in New Issue
Block a user