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Refactor fog shader to reuse Irrlicht values
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@ -372,13 +372,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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{
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Sky *m_sky;
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Client *m_client;
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bool *m_force_fog_off;
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f32 *m_fog_range;
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bool m_fog_enabled;
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CachedPixelShaderSetting<float, 4> m_fog_color{"fogColor"};
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CachedPixelShaderSetting<float> m_fog_distance{"fogDistance"};
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CachedPixelShaderSetting<float>
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m_fog_shading_parameter{"fogShadingParameter"};
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CachedVertexShaderSetting<float> m_animation_timer_vertex{"animationTimer"};
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CachedPixelShaderSetting<float> m_animation_timer_pixel{"animationTimer"};
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CachedVertexShaderSetting<float>
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@ -425,11 +418,16 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float>
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m_volumetric_light_strength_pixel{"volumetricLightStrength"};
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static constexpr std::array<const char*, 4> SETTING_CALLBACKS = {
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"exposure_compensation",
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"bloom_intensity",
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"bloom_strength_factor",
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"bloom_radius"
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};
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public:
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void onSettingsChange(const std::string &name)
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{
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if (name == "enable_fog")
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m_fog_enabled = g_settings->getBool("enable_fog");
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if (name == "exposure_compensation")
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m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
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if (name == "bloom_intensity")
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@ -447,20 +445,13 @@ public:
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void setSky(Sky *sky) { m_sky = sky; }
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GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
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f32 *fog_range, Client *client) :
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GameGlobalShaderConstantSetter(Sky *sky, Client *client) :
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m_sky(sky),
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m_client(client),
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m_force_fog_off(force_fog_off),
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m_fog_range(fog_range)
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m_client(client)
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{
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g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
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g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
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g_settings->registerChangedCallback("saturation", settingsCallback, this);
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m_fog_enabled = g_settings->getBool("enable_fog");
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for (auto &name : SETTING_CALLBACKS)
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g_settings->registerChangedCallback(name, settingsCallback, this);
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m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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@ -471,23 +462,12 @@ public:
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~GameGlobalShaderConstantSetter()
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{
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g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
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for (auto &name : SETTING_CALLBACKS)
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g_settings->deregisterChangedCallback(name, settingsCallback, this);
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}
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void onSetConstants(video::IMaterialRendererServices *services) override
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{
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video::SColorf fogcolorf(m_sky->getFogColor());
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m_fog_color.set(fogcolorf, services);
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float fog_distance = 10000 * BS;
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if (m_fog_enabled && !*m_force_fog_off)
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fog_distance = *m_fog_range;
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float fog_shading_parameter = 1.0 / ( 1.0 - m_sky->getFogStart());
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m_fog_distance.set(&fog_distance, services);
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m_fog_shading_parameter.set(&fog_shading_parameter, services);
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u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
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video::SColorf sunlight;
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get_sunlight_color(&sunlight, daynight_ratio);
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@ -611,17 +591,11 @@ public:
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class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
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{
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Sky *m_sky;
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bool *m_force_fog_off;
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f32 *m_fog_range;
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Sky *m_sky = nullptr;
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Client *m_client;
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std::vector<GameGlobalShaderConstantSetter *> created_nosky;
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public:
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GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
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f32 *fog_range, Client *client) :
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m_sky(NULL),
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m_force_fog_off(force_fog_off),
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m_fog_range(fog_range),
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GameGlobalShaderConstantSetterFactory(Client *client) :
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m_client(client)
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{}
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@ -635,8 +609,7 @@ public:
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virtual IShaderConstantSetter* create()
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{
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auto *scs = new GameGlobalShaderConstantSetter(
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m_sky, m_force_fog_off, m_fog_range, m_client);
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auto *scs = new GameGlobalShaderConstantSetter(m_sky, m_client);
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if (!m_sky)
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created_nosky.push_back(scs);
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return scs;
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@ -1456,10 +1429,12 @@ bool Game::createClient(const GameStartData &start_data)
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return false;
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}
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auto *scsf = new GameGlobalShaderConstantSetterFactory(
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&m_flags.force_fog_off, &runData.fog_range, client);
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auto *scsf = new GameGlobalShaderConstantSetterFactory(client);
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shader_src->addShaderConstantSetterFactory(scsf);
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shader_src->addShaderConstantSetterFactory(
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new FogShaderConstantSetterFactory());
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ShadowRenderer::preInit(shader_src);
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// Update cached textures, meshes and materials
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@ -44,7 +44,7 @@ RenderingEngine *RenderingEngine::s_singleton = nullptr;
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const video::SColor RenderingEngine::MENU_SKY_COLOR = video::SColor(255, 140, 186, 250);
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const float RenderingEngine::BASE_BLOOM_STRENGTH = 1.0f;
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/* Helper stuff */
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/* Helper classes */
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void FpsControl::reset()
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{
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@ -85,6 +85,47 @@ void FpsControl::limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused)
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last_time = time;
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}
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class FogShaderConstantSetter : public IShaderConstantSetter
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{
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CachedPixelShaderSetting<float, 4> m_fog_color{"fogColor"};
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CachedPixelShaderSetting<float> m_fog_distance{"fogDistance"};
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CachedPixelShaderSetting<float> m_fog_shading_parameter{"fogShadingParameter"};
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public:
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void onSetConstants(video::IMaterialRendererServices *services) override
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{
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auto *driver = RenderingEngine::get_video_driver();
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assert(driver);
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video::SColor fog_color(0);
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video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
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f32 fog_start = 0;
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f32 fog_end = 0;
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f32 fog_density = 0;
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bool fog_pixelfog = false;
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bool fog_rangefog = false;
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driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
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fog_pixelfog, fog_rangefog);
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video::SColorf fog_colorf(fog_color);
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m_fog_color.set(fog_colorf, services);
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m_fog_distance.set(&fog_end, services);
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float parameter = 0;
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if (fog_end > 0)
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parameter = 1.0f / (1.0f - fog_start / fog_end);
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m_fog_shading_parameter.set(¶meter, services);
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}
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};
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IShaderConstantSetter *FogShaderConstantSetterFactory::create()
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{
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return new FogShaderConstantSetter();
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}
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/* Other helpers */
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static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
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gui::EGUI_SKIN_TYPE type, video::IVideoDriver *driver)
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{
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@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <string>
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#include "irrlichttypes_extrabloated.h"
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#include "debug.h"
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#include "client/shader.h"
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#include "client/render/core.h"
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// include the shadow mapper classes too
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#include "client/shadows/dynamicshadowsrender.h"
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@ -46,6 +47,8 @@ class RenderingCore;
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// Instead of a mechanism to disable fog we just set it to be really far away
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#define FOG_RANGE_ALL (100000 * BS)
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/* Helpers */
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struct FpsControl {
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FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
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@ -59,6 +62,16 @@ struct FpsControl {
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u64 last_time, busy_time, sleep_time;
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};
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// Populates fogColor, fogDistance, fogShadingParameter with values from Irrlicht
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class FogShaderConstantSetterFactory : public IShaderConstantSetterFactory
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{
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public:
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FogShaderConstantSetterFactory() {};
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virtual IShaderConstantSetter *create();
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};
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/* Rendering engine class */
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class RenderingEngine
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{
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public:
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