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authorx2048 <codeforsmile@gmail.com>2022-07-09 22:26:39 +0200
committerGitHub <noreply@github.com>2022-07-09 22:26:39 +0200
commit7c261118e06c630ea9ad00f20d7005b8edc108dd (patch)
tree44a2b6be86343cb5b157f3dfe8570a89b7b15ea1 /src/client
parentb15393c2a5e43e5493c767877cf48b1a510736d6 (diff)
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Release shadow mapping resources when not needed (#12497)
Diffstat (limited to 'src/client')
-rw-r--r--src/client/clientmap.cpp3
-rw-r--r--src/client/content_cao.cpp11
-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp56
-rw-r--r--src/client/shadows/dynamicshadowsrender.h2
-rw-r--r--src/client/wieldmesh.cpp4
5 files changed, 45 insertions, 31 deletions
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp
index 38ba1daad..c5ba98ff6 100644
--- a/src/client/clientmap.cpp
+++ b/src/client/clientmap.cpp
@@ -472,7 +472,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// pass the shadow map texture to the buffer texture
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
if (shadow && shadow->is_active()) {
- auto &layer = material.TextureLayer[3];
+ auto &layer = material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW];
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;
@@ -485,6 +485,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
driver->setMaterial(material);
++material_swaps;
+ material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
}
v3f block_wpos = intToFloat(descriptor.m_pos * MAP_BLOCKSIZE, BS);
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp
index 32c1bb4a8..3126ee5e8 100644
--- a/src/client/content_cao.cpp
+++ b/src/client/content_cao.cpp
@@ -1318,12 +1318,6 @@ void GenericCAO::updateTextures(std::string mod)
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
- video::ITexture *shadow_texture = nullptr;
- if (auto shadow = RenderingEngine::get_shadow_renderer())
- shadow_texture = shadow->get_texture();
-
- const u32 TEXTURE_LAYER_SHADOW = 3;
-
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "no_texture.png";
@@ -1334,7 +1328,6 @@ void GenericCAO::updateTextures(std::string mod)
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
- m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@@ -1370,7 +1363,6 @@ void GenericCAO::updateTextures(std::string mod)
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
- material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
@@ -1421,7 +1413,6 @@ void GenericCAO::updateTextures(std::string mod)
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTextureForMesh(texturestring));
- material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
@@ -1448,7 +1439,6 @@ void GenericCAO::updateTextures(std::string mod)
auto& material = m_meshnode->getMaterial(0);
material.setTexture(0,
tsrc->getTextureForMesh(tname));
- material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@@ -1473,7 +1463,6 @@ void GenericCAO::updateTextures(std::string mod)
auto& material = m_meshnode->getMaterial(1);
material.setTexture(0,
tsrc->getTextureForMesh(tname));
- material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp
index b8ceeb623..944deb801 100644
--- a/src/client/shadows/dynamicshadowsrender.cpp
+++ b/src/client/shadows/dynamicshadowsrender.cpp
@@ -70,31 +70,45 @@ ShadowRenderer::~ShadowRenderer()
delete m_shadow_mix_cb;
m_shadow_node_array.clear();
m_light_list.clear();
+}
- if (shadowMapTextureDynamicObjects)
+void ShadowRenderer::disable()
+{
+ m_shadows_enabled = false;
+ if (shadowMapTextureFinal) {
+ m_driver->setRenderTarget(shadowMapTextureFinal, true, true,
+ video::SColor(255, 255, 255, 255));
+ m_driver->setRenderTarget(0, false, false);
+ }
+
+ if (shadowMapTextureDynamicObjects) {
m_driver->removeTexture(shadowMapTextureDynamicObjects);
+ shadowMapTextureDynamicObjects = nullptr;
+ }
- if (shadowMapTextureFinal)
+ if (shadowMapTextureFinal) {
m_driver->removeTexture(shadowMapTextureFinal);
+ shadowMapTextureFinal = nullptr;
+ }
- if (shadowMapTextureColors)
+ if (shadowMapTextureColors) {
m_driver->removeTexture(shadowMapTextureColors);
+ shadowMapTextureColors = nullptr;
+ }
- if (shadowMapClientMap)
+ if (shadowMapClientMap) {
m_driver->removeTexture(shadowMapClientMap);
+ shadowMapClientMap = nullptr;
+ }
- if (shadowMapClientMapFuture)
+ if (shadowMapClientMapFuture) {
m_driver->removeTexture(shadowMapClientMapFuture);
-}
-
-void ShadowRenderer::disable()
-{
- m_shadows_enabled = false;
- if (shadowMapTextureFinal) {
- m_driver->setRenderTarget(shadowMapTextureFinal, true, true,
- video::SColor(255, 255, 255, 255));
- m_driver->setRenderTarget(0, true, true);
+ shadowMapClientMapFuture = nullptr;
}
+
+ for (auto node : m_shadow_node_array)
+ if (node.shadowMode & E_SHADOW_MODE::ESM_RECEIVE)
+ node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, nullptr);
}
void ShadowRenderer::initialize()
@@ -163,11 +177,18 @@ void ShadowRenderer::setShadowIntensity(float shadow_intensity)
void ShadowRenderer::addNodeToShadowList(
scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
{
- m_shadow_node_array.emplace_back(NodeToApply(node, shadowMode));
+ if (!node)
+ return;
+ m_shadow_node_array.emplace_back(node, shadowMode);
+ if (shadowMode == ESM_RECEIVE || shadowMode == ESM_BOTH)
+ node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
}
void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
{
+ if (!node)
+ return;
+ node->setMaterialTexture(TEXTURE_LAYER_SHADOW, nullptr);
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);
@@ -235,6 +256,10 @@ void ShadowRenderer::updateSMTextures()
std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
frt, true);
assert(shadowMapTextureFinal != nullptr);
+
+ for (auto &node : m_shadow_node_array)
+ if (node.shadowMode == ESM_RECEIVE || node.shadowMode == ESM_BOTH)
+ node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
}
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
@@ -322,6 +347,7 @@ void ShadowRenderer::update(video::ITexture *outputTarget)
return;
}
+
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
for (DirectionalLight &light : m_light_list) {
diff --git a/src/client/shadows/dynamicshadowsrender.h b/src/client/shadows/dynamicshadowsrender.h
index 2e3b58f6f..bd27f6f20 100644
--- a/src/client/shadows/dynamicshadowsrender.h
+++ b/src/client/shadows/dynamicshadowsrender.h
@@ -51,6 +51,8 @@ struct NodeToApply
class ShadowRenderer
{
public:
+ static const int TEXTURE_LAYER_SHADOW = 3;
+
ShadowRenderer(IrrlichtDevice *device, Client *client);
~ShadowRenderer();
diff --git a/src/client/wieldmesh.cpp b/src/client/wieldmesh.cpp
index 25b343573..0a89e2aa2 100644
--- a/src/client/wieldmesh.cpp
+++ b/src/client/wieldmesh.cpp
@@ -556,10 +556,6 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
if (m_shadow) {
// Add mesh to shadow caster
m_shadow->addNodeToShadowList(m_meshnode);
-
- // Set shadow texture
- for (u32 i = 0; i < m_meshnode->getMaterialCount(); i++)
- m_meshnode->setMaterialTexture(3, m_shadow->get_texture());
}
}