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https://github.com/minetest/minetest.git
synced 2024-08-19 04:54:18 +02:00
Factor shadow constants out of MainShaderConstantSetter
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commit
e9ab5bc223
@ -1495,6 +1495,8 @@ bool Game::createClient(const GameStartData &start_data)
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&m_flags.force_fog_off, &runData.fog_range, client);
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shader_src->addShaderConstantSetterFactory(scsf);
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ShadowRenderer::preInit(shader_src);
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// Update cached textures, meshes and materials
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client->afterContentReceived();
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@ -34,7 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IMaterialRendererServices.h>
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#include <IShaderConstantSetCallBack.h>
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#include "client/renderingengine.h"
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#include "EShaderTypes.h"
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#include <EShaderTypes.h>
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#include "gettext.h"
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#include "log.h"
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#include "gamedef.h"
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@ -162,12 +162,10 @@ private:
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std::string readFile(const std::string &path)
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{
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std::ifstream is(path.c_str(), std::ios::binary);
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if(!is.is_open())
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return "";
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std::ostringstream tmp_os;
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tmp_os << is.rdbuf();
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return tmp_os.str();
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std::string ret;
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if (!fs::ReadFile(path, ret))
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ret.clear();
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return ret;
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}
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};
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@ -184,15 +182,15 @@ public:
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template <typename Factories>
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ShaderCallback(const Factories &factories)
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{
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for (auto &&factory : factories)
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m_setters.emplace_back(factory->create());
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for (auto &&factory : factories) {
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auto *setter = factory->create();
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if (setter)
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m_setters.emplace_back(setter);
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}
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}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
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{
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video::IVideoDriver *driver = services->getVideoDriver();
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sanity_check(driver != NULL);
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for (auto &&setter : m_setters)
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setter->onSetConstants(services);
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}
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@ -214,27 +212,6 @@ class MainShaderConstantSetter : public IShaderConstantSetter
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CachedVertexShaderSetting<f32, 16> m_world_view_proj{"mWorldViewProj"};
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CachedVertexShaderSetting<f32, 16> m_world{"mWorld"};
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// Shadow-related
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CachedPixelShaderSetting<f32, 16> m_shadow_view_proj{"m_ShadowViewProj"};
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CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
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CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
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CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
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CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
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CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
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CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};
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CachedPixelShaderSetting<s32> m_shadow_texture{"ShadowMapSampler"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias0_vertex{"xyPerspectiveBias0"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias0_pixel{"xyPerspectiveBias0"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias1_vertex{"xyPerspectiveBias1"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias1_pixel{"xyPerspectiveBias1"};
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CachedVertexShaderSetting<f32>
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m_perspective_zbias_vertex{"zPerspectiveBias"};
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CachedPixelShaderSetting<f32> m_perspective_zbias_pixel{"zPerspectiveBias"};
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// Modelview matrix
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CachedVertexShaderSetting<float, 16> m_world_view{"mWorldView"};
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// Texture matrix
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@ -267,50 +244,6 @@ public:
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m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
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m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
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}
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// Set uniforms for Shadow shader
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if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
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const auto &light = shadow->getDirectionalLight();
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core::matrix4 shadowViewProj = light.getProjectionMatrix();
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shadowViewProj *= light.getViewMatrix();
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m_shadow_view_proj.set(shadowViewProj.pointer(), services);
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f32 v_LightDirection[3];
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light.getDirection().getAs3Values(v_LightDirection);
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m_light_direction.set(v_LightDirection, services);
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f32 TextureResolution = light.getMapResolution();
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m_texture_res.set(&TextureResolution, services);
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f32 ShadowStrength = shadow->getShadowStrength();
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m_shadow_strength.set(&ShadowStrength, services);
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f32 timeOfDay = shadow->getTimeOfDay();
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m_time_of_day.set(&timeOfDay, services);
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f32 shadowFar = shadow->getMaxShadowFar();
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m_shadowfar.set(&shadowFar, services);
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f32 cam_pos[4];
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shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
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m_camera_pos.set(cam_pos, services);
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// I don't like using this hardcoded value. maybe something like
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// MAX_TEXTURE - 1 or somthing like that??
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s32 TextureLayerID = 3;
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m_shadow_texture.set(&TextureLayerID, services);
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f32 bias0 = shadow->getPerspectiveBiasXY();
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m_perspective_bias0_vertex.set(&bias0, services);
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m_perspective_bias0_pixel.set(&bias0, services);
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f32 bias1 = 1.0f - bias0 + 1e-5f;
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m_perspective_bias1_vertex.set(&bias1, services);
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m_perspective_bias1_pixel.set(&bias1, services);
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f32 zbias = shadow->getPerspectiveBiasZ();
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m_perspective_zbias_vertex.set(&zbias, services);
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m_perspective_zbias_pixel.set(&zbias, services);
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}
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}
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};
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@ -118,14 +118,20 @@ void ShadowRenderer::disable()
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});
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}
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void ShadowRenderer::preInit(IWritableShaderSource *shsrc)
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{
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if (g_settings->getBool("enable_shaders") &&
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g_settings->getBool("enable_dynamic_shadows")) {
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shsrc->addShaderConstantSetterFactory(new ShadowConstantSetterFactory());
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}
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}
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void ShadowRenderer::initialize()
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{
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auto *gpu = m_driver->getGPUProgrammingServices();
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// we need glsl
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if (m_shadows_supported && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
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createShaders();
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} else {
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if (!m_shadows_supported || !gpu || !m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
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m_shadows_supported = false;
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warningstream << "Shadows: GLSL Shader not supported on this system."
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@ -133,6 +139,9 @@ void ShadowRenderer::initialize()
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return;
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}
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createShaders();
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m_texture_format = m_shadow_map_texture_32bit
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? video::ECOLOR_FORMAT::ECF_R32F
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: video::ECOLOR_FORMAT::ECF_R16F;
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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class ShadowDepthShaderCB;
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class shadowScreenQuad;
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class shadowScreenQuadCB;
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class IWritableShaderSource;
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enum E_SHADOW_MODE : u8
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{
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@ -54,9 +55,13 @@ public:
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static const int TEXTURE_LAYER_SHADOW = 3;
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ShadowRenderer(IrrlichtDevice *device, Client *client);
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~ShadowRenderer();
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// Call before generating any shaders
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// This is required because this class is initialized much later than all
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// the shaders are dealt with.
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static void preInit(IWritableShaderSource *shsrc);
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void initialize();
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/// Adds a directional light shadow map (Usually just one (the sun) except in
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@ -18,6 +18,53 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "client/shadows/shadowsshadercallbacks.h"
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#include "client/renderingengine.h"
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void ShadowConstantSetter::onSetConstants(video::IMaterialRendererServices *services)
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{
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auto *shadow = RenderingEngine::get_shadow_renderer();
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if (!shadow)
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return;
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const auto &light = shadow->getDirectionalLight();
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core::matrix4 shadowViewProj = light.getProjectionMatrix();
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shadowViewProj *= light.getViewMatrix();
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m_shadow_view_proj.set(shadowViewProj.pointer(), services);
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f32 v_LightDirection[3];
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light.getDirection().getAs3Values(v_LightDirection);
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m_light_direction.set(v_LightDirection, services);
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f32 TextureResolution = light.getMapResolution();
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m_texture_res.set(&TextureResolution, services);
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f32 ShadowStrength = shadow->getShadowStrength();
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m_shadow_strength.set(&ShadowStrength, services);
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f32 timeOfDay = shadow->getTimeOfDay();
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m_time_of_day.set(&timeOfDay, services);
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f32 shadowFar = shadow->getMaxShadowFar();
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m_shadowfar.set(&shadowFar, services);
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f32 cam_pos[4];
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shadowViewProj.transformVect(cam_pos, light.getPlayerPos());
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m_camera_pos.set(cam_pos, services);
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s32 TextureLayerID = ShadowRenderer::TEXTURE_LAYER_SHADOW;
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m_shadow_texture.set(&TextureLayerID, services);
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f32 bias0 = shadow->getPerspectiveBiasXY();
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m_perspective_bias0_vertex.set(&bias0, services);
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m_perspective_bias0_pixel.set(&bias0, services);
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f32 bias1 = 1.0f - bias0 + 1e-5f;
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m_perspective_bias1_vertex.set(&bias1, services);
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m_perspective_bias1_pixel.set(&bias1, services);
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f32 zbias = shadow->getPerspectiveBiasZ();
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m_perspective_zbias_vertex.set(&zbias, services);
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m_perspective_zbias_pixel.set(&zbias, services);
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}
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void ShadowDepthShaderCB::OnSetConstants(
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video::IMaterialRendererServices *services, s32 userData)
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@ -23,6 +23,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <IShaderConstantSetCallBack.h>
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#include "client/shader.h"
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// Used by main game rendering
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class ShadowConstantSetter : public IShaderConstantSetter
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{
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CachedPixelShaderSetting<f32, 16> m_shadow_view_proj{"m_ShadowViewProj"};
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CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
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CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
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CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
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CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
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CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
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CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};
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CachedPixelShaderSetting<s32> m_shadow_texture{"ShadowMapSampler"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias0_vertex{"xyPerspectiveBias0"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias0_pixel{"xyPerspectiveBias0"};
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CachedVertexShaderSetting<f32>
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m_perspective_bias1_vertex{"xyPerspectiveBias1"};
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CachedPixelShaderSetting<f32>
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m_perspective_bias1_pixel{"xyPerspectiveBias1"};
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CachedVertexShaderSetting<f32>
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m_perspective_zbias_vertex{"zPerspectiveBias"};
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CachedPixelShaderSetting<f32> m_perspective_zbias_pixel{"zPerspectiveBias"};
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public:
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ShadowConstantSetter() = default;
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~ShadowConstantSetter() = default;
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virtual void onSetConstants(video::IMaterialRendererServices *services) override;
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};
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class ShadowConstantSetterFactory : public IShaderConstantSetterFactory
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{
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public:
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virtual IShaderConstantSetter *create() {
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return new ShadowConstantSetter();
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}
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};
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// Used by depth shader
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class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
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{
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public:
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