diff options
Diffstat (limited to 'src/client/shadows/dynamicshadowsrender.cpp')
-rw-r--r-- | src/client/shadows/dynamicshadowsrender.cpp | 25 |
1 files changed, 21 insertions, 4 deletions
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp index 24adb21e2..262711221 100644 --- a/src/client/shadows/dynamicshadowsrender.cpp +++ b/src/client/shadows/dynamicshadowsrender.cpp @@ -32,7 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc., ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) : m_device(device), m_smgr(device->getSceneManager()), - m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0) + m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0), + m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5) { m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize m_shadows_enabled = true; @@ -59,6 +60,10 @@ ShadowRenderer::~ShadowRenderer() 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(); @@ -250,8 +255,13 @@ void ShadowRenderer::updateSMTextures() // Update SM incrementally: for (DirectionalLight &light : m_light_list) { // Static shader values. - m_shadow_depth_cb->MapRes = (f32)m_shadow_map_texture_size; - m_shadow_depth_cb->MaxFar = (f32)m_shadow_map_max_distance * BS; + 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(); + } // set the Render Target // right now we can only render in usual RTT, not @@ -533,6 +543,8 @@ void ShadowRenderer::createShaders() 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; @@ -559,15 +571,19 @@ void ShadowRenderer::createShaders() 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_cb); + 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; @@ -643,6 +659,7 @@ void ShadowRenderer::createShaders() 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; |