1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 #include "lfunc.h" #include "lobject.h" #include "lopcodes.h" #include "lstate.h" #include "lstring.h" #include "ltable.h" #incl/* 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 <cmath> #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" #include "profiler.h" ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) : m_smgr(device->getSceneManager()), m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0), m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5) { (void) m_client; m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize m_shadows_enabled = true; m_shadow_strength_gamma = g_settings->getFloat("shadow_strength_gamma"); if (std::isnan(m_shadow_strength_gamma)) m_shadow_strength_gamma = 1.0f; m_shadow_strength_gamma = core::clamp(m_shadow_strength_gamma, 0.1f, 10.0f); 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_map_shadow_update_frames = g_settings->getS16("shadow_update_frames"); } ShadowRenderer::~ShadowRenderer() { // call to disable releases dynamically allocated resources disable(); if (m_shadow_depth_cb) delete m_shadow_depth_cb; if (m_shadow_depth_entity_cb) delete m_shadow_depth_entity_cb; if (m_shadow_depth_trans_cb) delete m_shadow_depth_trans_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); 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); } } void ShadowRenderer::initialize() { auto *gpu = m_driver->getGPUProgrammingServices(); // we need glsl if (m_shadows_supported && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) { createShaders(); } else { m_shadows_supported = 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; m_shadows_enabled &= m_shadows_supported; } 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 zMax = m_light_list[0].getFarValue(); return zMax; } return 0.0f; } void ShadowRenderer::setShadowIntensity(float shadow_intensity) { m_shadow_strength = pow(shadow_intensity, 1.0f / m_shadow_strength_gamma); if (m_shadow_strength > 1E-2) enable(); else disable(); } 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::updateSMTextures() { if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) { return; } if (!shadowMapTextureDynamicObjects) { shadowMapTextureDynamicObjects = getSMTexture( std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size), m_texture_format, true); assert(shadowMapTextureDynamicObjects != nullptr); } 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); assert(shadowMapClientMap != nullptr); } if (!shadowMapClientMapFuture && m_map_shadow_update_frames > 1) { shadowMapClientMapFuture = getSMTexture( std::string("shadow_clientmap_bb_") + itos(m_shadow_map_texture_size), m_shadow_map_colored ? m_texture_format_color : m_texture_format, true); assert(shadowMapClientMapFuture != nullptr); } 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); assert(shadowMapTextureColors != nullptr); } // 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); assert(shadowMapTextureFinal != nullptr); } if (!m_shadow_node_array.empty() && !m_light_list.empty()) { bool reset_sm_texture = false; // detect if SM should be regenerated for (DirectionalLight &light : m_light_list) { if (light.should_update_map_shadow || m_force_update_shadow_map) { light.should_update_map_shadow = false; m_current_frame = 0; reset_sm_texture = true; } } video::ITexture* shadowMapTargetTexture = shadowMapClientMapFuture; if (shadowMapTargetTexture == nullptr) shadowMapTargetTexture = shadowMapClientMap; // Update SM incrementally: for (DirectionalLight &light : m_light_list) { // Static shader values. for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb}) if (cb) { cb->MapRes = (f32)m_shadow_map_texture_size; cb->MaxFar = (f32)m_shadow_map_max_distance * BS; cb->PerspectiveBiasXY = getPerspectiveBiasXY(); cb->PerspectiveBiasZ = getPerspectiveBiasZ(); cb->CameraPos = light.getFuturePlayerPos(); } // 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 (m_current_frame < m_map_shadow_update_frames || m_force_update_shadow_map) { m_driver->setRenderTarget(shadowMapTargetTexture, reset_sm_texture, true, video::SColor(255, 255, 255, 255)); renderShadowMap(shadowMapTargetTexture, light); // Render transparent part in one pass. // This is also handled in ClientMap. if (m_current_frame == m_map_shadow_update_frames - 1 || m_force_update_shadow_map) { if (m_shadow_map_colored) { m_driver->setRenderTarget(0, false, false); m_driver->setRenderTarget(shadowMapTextureColors, true, false, video::SColor(255, 255, 255, 255)); } renderShadowMap(shadowMapTextureColors, light, scene::ESNRP_TRANSPARENT); } m_driver->setRenderTarget(0, false, false); } reset_sm_texture = false; } // end for lights // move to the next section if (m_current_frame <= m_map_shadow_update_frames) ++m_current_frame; // pass finished, swap textures and commit light changes if (m_current_frame == m_map_shadow_update_frames || m_force_update_shadow_map) { if (shadowMapClientMapFuture != nullptr) std::swap(shadowMapClientMapFuture, shadowMapClientMap); // Let all lights know that maps are updated for (DirectionalLight &light : m_light_list) light.commitFrustum(); } m_force_update_shadow_map = false; } } void ShadowRenderer::update(video::ITexture *outputTarget) { if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) { return; } updateSMTextures(); if (shadowMapTextureFinal == nullptr) { return; } if (!m_shadow_node_array.empty() && !m_light_list.empty()) { for (DirectionalLight &light : m_light_list) { // Static shader values for entities are set in updateSMTextures // SM texture for entities is not updated incrementally and // must by updated using current player position. m_shadow_depth_entity_cb->CameraPos = light.getPlayerPos(); // 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 } } void ShadowRenderer::drawDebug() { /* this code just shows shadows textures in screen and in ONLY for debugging*/ #if 0 // this is debug, ignore for now. if (shadowMapTextureFinal) m_driver->draw2DImage(shadowMapTextureFinal, core::rect<s32>(0, 50, 128, 128 + 50), core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize())); if (shadowMapClientMap) m_driver->draw2DImage(shadowMapClientMap, core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128), core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize())); if (shadowMapTextureDynamicObjects) 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 && shadowMapTextureColors) { 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 } 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.getFutureViewMatrix()); m_driver->setTransform(video::ETS_PROJECTION, light.getFutureProjectionMatrix()); // 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; 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; material.BlendOperation = video::EBO_MIN; } m_driver->setTransform(video::ETS_WORLD, map_node->getAbsoluteTransformation()); int frame = m_force_update_shadow_map ? 0 : m_current_frame; int total_frames = m_force_update_shadow_map ? 1 : m_map_shadow_update_frames; map_node->renderMapShadows(m_driver, material, pass, frame, total_frames); 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; std::vector<video::E_BLEND_OPERATION> BufferBlendOperationList; BufferMaterialList.reserve(n_node_materials); BufferMaterialCullingList.reserve(n_node_materials); BufferBlendOperationList.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_entities; BufferMaterialCullingList.emplace_back( (bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling); BufferBlendOperationList.push_back(current_mat.BlendOperation); current_mat.BackfaceCulling = true; current_mat.FrontfaceCulling = false; } 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; current_mat.BlendOperation = BufferBlendOperationList[m]; } } // 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_supported = 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_supported = 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, video::EMT_ONETEXTURE_BLEND); if (depth_shader == -1) { // upsi, something went wrong loading shader. delete m_shadow_depth_cb; m_shadow_depth_cb = nullptr; m_shadows_enabled = false; m_shadows_supported = 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(); } // This creates a clone of depth_shader with base material set to EMT_SOLID, // because entities won't render shadows with base material EMP_ONETEXTURE_BLEND if (depth_shader_entities == -1) { std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl"); if (depth_shader_vs.empty()) { m_shadows_supported = 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_supported = false; errorstream << "Error shadow mapping fs shader not found." << std::endl; return; } m_shadow_depth_entity_cb = new ShadowDepthShaderCB(); depth_shader_entities = 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_entity_cb); if (depth_shader_entities == -1) { // upsi, something went wrong loading shader. delete m_shadow_depth_entity_cb; m_shadow_depth_entity_cb = nullptr; m_shadows_enabled = false; m_shadows_supported = false; errorstream << "Error compiling shadow mapping shader (dynamic)." << 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_entities)->grab(); } if (mixcsm_shader == -1) { std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl"); if (depth_shader_vs.empty()) { m_shadows_supported = 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_supported = 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_supported = 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_supported = 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_supported = 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_depth_trans_cb = nullptr; m_shadow_map_colored = false; m_shadows_supported = 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"); prefix.append("#line 0\n"); std::string content; fs::ReadFile(path, content); return prefix + content; } |