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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/dynamicshadows.h
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/dynamicshadows.h')
-rw-r--r--src/client/shadows/dynamicshadows.h8
1 files changed, 7 insertions, 1 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