diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/client/render/core.cpp | 5 | ||||
-rw-r--r-- | src/client/shadows/dynamicshadows.h | 8 | ||||
-rw-r--r-- | src/client/shadows/dynamicshadowsrender.cpp | 13 |
3 files changed, 12 insertions, 14 deletions
diff --git a/src/client/render/core.cpp b/src/client/render/core.cpp index c67f297c4..55cc4e490 100644 --- a/src/client/render/core.cpp +++ b/src/client/render/core.cpp @@ -76,8 +76,11 @@ void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_min draw_wield_tool = _draw_wield_tool; draw_crosshair = _draw_crosshair; - if (shadow_renderer) + if (shadow_renderer) { + // This is necessary to render shadows for animations correctly + smgr->getRootSceneNode()->OnAnimate(device->getTimer()->getTime()); shadow_renderer->update(); + } beforeDraw(); drawAll(); 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 diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp index 1dfc90d1c..a008c3e06 100644 --- a/src/client/shadows/dynamicshadowsrender.cpp +++ b/src/client/shadows/dynamicshadowsrender.cpp @@ -143,7 +143,7 @@ size_t ShadowRenderer::getDirectionalLightCount() const f32 ShadowRenderer::getMaxShadowFar() const { if (!m_light_list.empty()) { - float zMax = m_light_list[0].getMaxFarValue(); + float zMax = m_light_list[0].getFarValue(); return zMax; } return 0.0f; @@ -418,10 +418,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target, 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; @@ -431,9 +427,6 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target, material.BlendOperation = video::EBO_MIN; } - // 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()); @@ -479,10 +472,6 @@ void ShadowRenderer::renderShadowObjects( 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, |