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authorx2048 <codeforsmile@gmail.com>2022-04-14 22:49:30 +0200
committerGitHub <noreply@github.com>2022-04-14 22:49:30 +0200
commita5d29fa1d4bc6849d7a6529edc522accac8219d2 (patch)
tree16643a9fcfeef12802fb867803a7de35e93d649f /src/client/shadows
parent9aabd911eb57a5ddef72dd9b7c96f5cca1bd258e (diff)
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Implement shadow offsets for the new SM distortion function (#12191)
* Move shadow position calculation to vertex shaders * Animate entire scene before rendering shadows to prevent lagging of shadows * Remove unnecessary use of PolygonOffsetFactor * Apply normal offset to both nodes and objects * Rename getPerspectiveFactor -> applyPerspectiveDistortion * Remove perspective distortion from fragment shaders
Diffstat (limited to 'src/client/shadows')
-rw-r--r--src/client/shadows/dynamicshadows.h8
-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp13
2 files changed, 8 insertions, 13 deletions
diff --git a/src/client/shadows/dynamicshadows.h b/src/client/shadows/dynamicshadows.h
index 70574aa6c..6e9d96b15 100644
--- a/src/client/shadows/dynamicshadows.h
+++ b/src/client/shadows/dynamicshadows.h
@@ -69,12 +69,18 @@ public:
const core::matrix4 &getFutureProjectionMatrix() const;
core::matrix4 getViewProjMatrix();
- /// Gets the light's far value.
+ /// Gets the light's maximum far value, i.e. the shadow boundary
f32 getMaxFarValue() const
{
return farPlane * BS;
}
+ /// Gets the current far value of the light
+ f32 getFarValue() const
+ {
+ return shadow_frustum.zFar;
+ }
+
/// Gets the light's color.
const video::SColorf &getLightColor() const
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp
index 1dfc90d1c..a008c3e06 100644
--- a/src/client/shadows/dynamicshadowsrender.cpp
+++ b/src/client/shadows/dynamicshadowsrender.cpp
@@ -143,7 +143,7 @@ size_t ShadowRenderer::getDirectionalLightCount() const
f32 ShadowRenderer::getMaxShadowFar() const
{
if (!m_light_list.empty()) {
- float zMax = m_light_list[0].getMaxFarValue();
+ float zMax = m_light_list[0].getFarValue();
return zMax;
}
return 0.0f;
@@ -418,10 +418,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
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;
@@ -431,9 +427,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target,
material.BlendOperation = video::EBO_MIN;
}
- // 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());
@@ -479,10 +472,6 @@ void ShadowRenderer::renderShadowObjects(
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,