From ef22c0206f225dbccd67bff9fb888867c63039b3 Mon Sep 17 00:00:00 2001 From: x2048 Date: Thu, 26 May 2022 22:28:34 +0200 Subject: Force-update shadows when the world is changed (#12364) --- src/client/shadows/dynamicshadowsrender.cpp | 14 +++++++++----- src/client/shadows/dynamicshadowsrender.h | 2 ++ 2 files changed, 11 insertions(+), 5 deletions(-) (limited to 'src/client/shadows') diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp index c13cfe252..b8ceeb623 100644 --- a/src/client/shadows/dynamicshadowsrender.cpp +++ b/src/client/shadows/dynamicshadowsrender.cpp @@ -242,7 +242,7 @@ void ShadowRenderer::updateSMTextures() // detect if SM should be regenerated for (DirectionalLight &light : m_light_list) { - if (light.should_update_map_shadow) { + 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; @@ -271,14 +271,14 @@ void ShadowRenderer::updateSMTextures() // should put some gl* fn here - if (m_current_frame < m_map_shadow_update_frames) { + 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) { + 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, @@ -298,7 +298,7 @@ void ShadowRenderer::updateSMTextures() ++m_current_frame; // pass finished, swap textures and commit light changes - if (m_current_frame == m_map_shadow_update_frames) { + if (m_current_frame == m_map_shadow_update_frames || m_force_update_shadow_map) { if (shadowMapClientMapFuture != nullptr) std::swap(shadowMapClientMapFuture, shadowMapClientMap); @@ -306,6 +306,7 @@ void ShadowRenderer::updateSMTextures() for (DirectionalLight &light : m_light_list) light.commitFrustum(); } + m_force_update_shadow_map = false; } } @@ -432,7 +433,10 @@ void ShadowRenderer::renderShadowMap(video::ITexture *target, m_driver->setTransform(video::ETS_WORLD, map_node->getAbsoluteTransformation()); - map_node->renderMapShadows(m_driver, material, pass, m_current_frame, m_map_shadow_update_frames); + 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; } } diff --git a/src/client/shadows/dynamicshadowsrender.h b/src/client/shadows/dynamicshadowsrender.h index 0e4ef6b70..2e3b58f6f 100644 --- a/src/client/shadows/dynamicshadowsrender.h +++ b/src/client/shadows/dynamicshadowsrender.h @@ -74,6 +74,7 @@ public: void removeNodeFromShadowList(scene::ISceneNode *node); void update(video::ITexture *outputTarget = nullptr); + void setForceUpdateShadowMap() { m_force_update_shadow_map = true; } void drawDebug(); video::ITexture *get_texture() @@ -131,6 +132,7 @@ private: bool m_shadows_enabled; bool m_shadows_supported; bool m_shadow_map_colored; + bool m_force_update_shadow_map; u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */ u8 m_current_frame{0}; /* Current frame */ f32 m_perspective_bias_xy; -- cgit v1.2.3