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-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp539
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diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp
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+/*
+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 "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"
+
+ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
+ m_device(device), m_smgr(device->getSceneManager()),
+ m_driver(device->getVideoDriver()), m_client(client)
+{
+ m_shadows_enabled = true;
+
+ m_shadow_strength = g_settings->getFloat("shadow_strength");
+
+ 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_update_delta = g_settings->getFloat("shadow_update_time");
+}
+
+ShadowRenderer::~ShadowRenderer()
+{
+ if (m_shadow_depth_cb)
+ delete m_shadow_depth_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);
+}
+
+void ShadowRenderer::initialize()
+{
+ auto *gpu = m_driver->getGPUProgrammingServices();
+
+ // we need glsl
+ if (m_shadows_enabled && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
+ createShaders();
+ } else {
+ m_shadows_enabled = 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;
+}
+
+
+float ShadowRenderer::getUpdateDelta() const
+{
+ return m_update_delta;
+}
+
+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 wanted_range = m_client->getEnv().getClientMap().getWantedRange();
+
+ float zMax = m_light_list[0].getMaxFarValue() > wanted_range
+ ? wanted_range
+ : m_light_list[0].getMaxFarValue();
+ return zMax * MAP_BLOCKSIZE;
+ }
+ return 0.0f;
+}
+
+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::setClearColor(video::SColor ClearColor)
+{
+ m_clear_color = ClearColor;
+}
+
+void ShadowRenderer::update(video::ITexture *outputTarget)
+{
+ if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
+ m_smgr->drawAll();
+ return;
+ }
+
+ if (!shadowMapTextureDynamicObjects) {
+
+ shadowMapTextureDynamicObjects = getSMTexture(
+ std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size),
+ m_texture_format, true);
+ }
+
+ 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);
+ }
+
+ 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);
+ }
+
+ // 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);
+ }
+
+ if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
+ // for every directional light:
+ 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;
+
+ // 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 (light.should_update_map_shadow) {
+ light.should_update_map_shadow = false;
+
+ m_driver->setRenderTarget(shadowMapClientMap, true, true,
+ video::SColor(255, 255, 255, 255));
+ renderShadowMap(shadowMapClientMap, light);
+
+ if (m_shadow_map_colored) {
+ m_driver->setRenderTarget(shadowMapTextureColors,
+ true, false, video::SColor(255, 255, 255, 255));
+ }
+ renderShadowMap(shadowMapTextureColors, light,
+ scene::ESNRP_TRANSPARENT);
+ m_driver->setRenderTarget(0, false, false);
+ }
+
+ // 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
+
+ // now render the actual MT render pass
+ m_driver->setRenderTarget(outputTarget, true, true, m_clear_color);
+ m_smgr->drawAll();
+
+ /* this code just shows shadows textures in screen and in ONLY for debugging*/
+ #if 0
+ // this is debug, ignore for now.
+ m_driver->draw2DImage(shadowMapTextureFinal,
+ core::rect<s32>(0, 50, 128, 128 + 50),
+ core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
+
+ m_driver->draw2DImage(shadowMapClientMap,
+ core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
+ core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
+ 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) {
+
+ 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
+ m_driver->setRenderTarget(0, false, false);
+ }
+}
+
+
+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.getViewMatrix());
+ m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
+
+ // 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;
+ 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;
+ else
+ material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader;
+
+ // 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());
+
+ map_node->renderMapShadows(m_driver, material, pass);
+ 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;
+ BufferMaterialList.reserve(n_node_materials);
+ BufferMaterialCullingList.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 &current_mat = shadow_node.node->getMaterial(m);
+
+ BufferMaterialList.push_back(current_mat.MaterialType);
+ current_mat.MaterialType =
+ (video::E_MATERIAL_TYPE)depth_shader;
+
+ current_mat.setTexture(3, shadowMapTextureFinal);
+
+ BufferMaterialCullingList.emplace_back(
+ (bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling);
+
+ 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,
+ shadow_node.node->getAbsoluteTransformation());
+ shadow_node.node->render();
+
+ // restore the material.
+
+ for (u32 m = 0; m < n_node_materials; m++) {
+ auto &current_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;
+ }
+
+ } // 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_enabled = 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_enabled = 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);
+
+ if (depth_shader == -1) {
+ // upsi, something went wrong loading shader.
+ delete m_shadow_depth_cb;
+ m_shadows_enabled = 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();
+ }
+
+ if (mixcsm_shader == -1) {
+ std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
+ if (depth_shader_vs.empty()) {
+ m_shadows_enabled = 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_enabled = 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_enabled = 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_enabled = 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_enabled = 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_map_colored = false;
+ m_shadows_enabled = 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");
+
+ std::string content;
+ fs::ReadFile(path, content);
+
+ return prefix + content;
+}