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Improve shadow filters (#12195)
[dragonfireclient.git] / src / client / shadows / dynamicshadowsrender.cpp
1 /*
2 Minetest
3 Copyright (C) 2021 Liso <anlismon@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include <cstring>
21 #include <cmath>
22 #include "client/shadows/dynamicshadowsrender.h"
23 #include "client/shadows/shadowsScreenQuad.h"
24 #include "client/shadows/shadowsshadercallbacks.h"
25 #include "settings.h"
26 #include "filesys.h"
27 #include "util/string.h"
28 #include "client/shader.h"
29 #include "client/client.h"
30 #include "client/clientmap.h"
31 #include "profiler.h"
32
33 ShadowRenderer::ShadowRenderer(IrrlichtDevice *device, Client *client) :
34                 m_smgr(device->getSceneManager()), m_driver(device->getVideoDriver()),
35                 m_client(client), m_current_frame(0),
36                 m_perspective_bias_xy(0.8), m_perspective_bias_z(0.5)
37 {
38         (void) m_client;
39
40         m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
41         m_shadows_enabled = true;
42
43         m_shadow_strength_gamma = g_settings->getFloat("shadow_strength_gamma");
44         if (std::isnan(m_shadow_strength_gamma))
45                 m_shadow_strength_gamma = 1.0f;
46         m_shadow_strength_gamma = core::clamp(m_shadow_strength_gamma, 0.1f, 10.0f);
47
48         m_shadow_map_max_distance = g_settings->getFloat("shadow_map_max_distance");
49
50         m_shadow_map_texture_size = g_settings->getFloat("shadow_map_texture_size");
51
52         m_shadow_map_texture_32bit = g_settings->getBool("shadow_map_texture_32bit");
53         m_shadow_map_colored = g_settings->getBool("shadow_map_color");
54         m_shadow_samples = g_settings->getS32("shadow_filters");
55         m_map_shadow_update_frames = g_settings->getS16("shadow_update_frames");
56 }
57
58 ShadowRenderer::~ShadowRenderer()
59 {
60         // call to disable releases dynamically allocated resources
61         disable();
62
63         if (m_shadow_depth_cb)
64                 delete m_shadow_depth_cb;
65         if (m_shadow_depth_entity_cb)
66                 delete m_shadow_depth_entity_cb;
67         if (m_shadow_depth_trans_cb)
68                 delete m_shadow_depth_trans_cb;
69         if (m_shadow_mix_cb)
70                 delete m_shadow_mix_cb;
71         m_shadow_node_array.clear();
72         m_light_list.clear();
73
74         if (shadowMapTextureDynamicObjects)
75                 m_driver->removeTexture(shadowMapTextureDynamicObjects);
76
77         if (shadowMapTextureFinal)
78                 m_driver->removeTexture(shadowMapTextureFinal);
79
80         if (shadowMapTextureColors)
81                 m_driver->removeTexture(shadowMapTextureColors);
82
83         if (shadowMapClientMap)
84                 m_driver->removeTexture(shadowMapClientMap);
85
86         if (shadowMapClientMapFuture)
87                 m_driver->removeTexture(shadowMapClientMapFuture);
88 }
89
90 void ShadowRenderer::disable()
91 {
92         m_shadows_enabled = false;
93         if (shadowMapTextureFinal) {
94                 m_driver->setRenderTarget(shadowMapTextureFinal, true, true,
95                         video::SColor(255, 255, 255, 255));
96                 m_driver->setRenderTarget(0, true, true);
97         }
98 }
99
100 void ShadowRenderer::initialize()
101 {
102         auto *gpu = m_driver->getGPUProgrammingServices();
103
104         // we need glsl
105         if (m_shadows_supported && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
106                 createShaders();
107         } else {
108                 m_shadows_supported = false;
109
110                 warningstream << "Shadows: GLSL Shader not supported on this system."
111                         << std::endl;
112                 return;
113         }
114
115         m_texture_format = m_shadow_map_texture_32bit
116                                            ? video::ECOLOR_FORMAT::ECF_R32F
117                                            : video::ECOLOR_FORMAT::ECF_R16F;
118
119         m_texture_format_color = m_shadow_map_texture_32bit
120                                                  ? video::ECOLOR_FORMAT::ECF_G32R32F
121                                                  : video::ECOLOR_FORMAT::ECF_G16R16F;
122         
123         m_shadows_enabled &= m_shadows_supported;
124 }
125
126
127 size_t ShadowRenderer::addDirectionalLight()
128 {
129         m_light_list.emplace_back(m_shadow_map_texture_size,
130                         v3f(0.f, 0.f, 0.f),
131                         video::SColor(255, 255, 255, 255), m_shadow_map_max_distance);
132         return m_light_list.size() - 1;
133 }
134
135 DirectionalLight &ShadowRenderer::getDirectionalLight(u32 index)
136 {
137         return m_light_list[index];
138 }
139
140 size_t ShadowRenderer::getDirectionalLightCount() const
141 {
142         return m_light_list.size();
143 }
144
145 f32 ShadowRenderer::getMaxShadowFar() const
146 {
147         if (!m_light_list.empty()) {
148                 float zMax = m_light_list[0].getFarValue();
149                 return zMax;
150         }
151         return 0.0f;
152 }
153
154 void ShadowRenderer::setShadowIntensity(float shadow_intensity)
155 {
156         m_shadow_strength = pow(shadow_intensity, 1.0f / m_shadow_strength_gamma);
157         if (m_shadow_strength > 1E-2)
158                 enable();
159         else
160                 disable();
161 }
162
163 void ShadowRenderer::addNodeToShadowList(
164                 scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
165 {
166         m_shadow_node_array.emplace_back(NodeToApply(node, shadowMode));
167 }
168
169 void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
170 {
171         for (auto it = m_shadow_node_array.begin(); it != m_shadow_node_array.end();) {
172                 if (it->node == node) {
173                         it = m_shadow_node_array.erase(it);
174                         break;
175                 } else {
176                         ++it;
177                 }
178         }
179 }
180
181 void ShadowRenderer::updateSMTextures()
182 {
183         if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
184                 return;
185         }
186
187         if (!shadowMapTextureDynamicObjects) {
188
189                 shadowMapTextureDynamicObjects = getSMTexture(
190                         std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size),
191                         m_texture_format, true);
192                 assert(shadowMapTextureDynamicObjects != nullptr);
193         }
194
195         if (!shadowMapClientMap) {
196
197                 shadowMapClientMap = getSMTexture(
198                         std::string("shadow_clientmap_") + itos(m_shadow_map_texture_size),
199                         m_shadow_map_colored ? m_texture_format_color : m_texture_format,
200                         true);
201                 assert(shadowMapClientMap != nullptr);
202         }
203
204         if (!shadowMapClientMapFuture && m_map_shadow_update_frames > 1) {
205                 shadowMapClientMapFuture = getSMTexture(
206                         std::string("shadow_clientmap_bb_") + itos(m_shadow_map_texture_size),
207                         m_shadow_map_colored ? m_texture_format_color : m_texture_format,
208                         true);
209                 assert(shadowMapClientMapFuture != nullptr);
210         }
211
212         if (m_shadow_map_colored && !shadowMapTextureColors) {
213                 shadowMapTextureColors = getSMTexture(
214                         std::string("shadow_colored_") + itos(m_shadow_map_texture_size),
215                         m_shadow_map_colored ? m_texture_format_color : m_texture_format,
216                         true);
217                 assert(shadowMapTextureColors != nullptr);
218         }
219
220         // The merge all shadowmaps texture
221         if (!shadowMapTextureFinal) {
222                 video::ECOLOR_FORMAT frt;
223                 if (m_shadow_map_texture_32bit) {
224                         if (m_shadow_map_colored)
225                                 frt = video::ECOLOR_FORMAT::ECF_A32B32G32R32F;
226                         else
227                                 frt = video::ECOLOR_FORMAT::ECF_R32F;
228                 } else {
229                         if (m_shadow_map_colored)
230                                 frt = video::ECOLOR_FORMAT::ECF_A16B16G16R16F;
231                         else
232                                 frt = video::ECOLOR_FORMAT::ECF_R16F;
233                 }
234                 shadowMapTextureFinal = getSMTexture(
235                         std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
236                         frt, true);
237                 assert(shadowMapTextureFinal != nullptr);
238         }
239
240         if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
241                 bool reset_sm_texture = false;
242
243                 // detect if SM should be regenerated
244                 for (DirectionalLight &light : m_light_list) {
245                         if (light.should_update_map_shadow) {
246                                 light.should_update_map_shadow = false;
247                                 m_current_frame = 0;
248                                 reset_sm_texture = true;
249                         }
250                 }
251
252                 video::ITexture* shadowMapTargetTexture = shadowMapClientMapFuture;
253                 if (shadowMapTargetTexture == nullptr)
254                         shadowMapTargetTexture = shadowMapClientMap;
255
256                 // Update SM incrementally:
257                 for (DirectionalLight &light : m_light_list) {
258                         // Static shader values.
259                         for (auto cb : {m_shadow_depth_cb, m_shadow_depth_entity_cb, m_shadow_depth_trans_cb})
260                                 if (cb) {
261                                         cb->MapRes = (f32)m_shadow_map_texture_size;
262                                         cb->MaxFar = (f32)m_shadow_map_max_distance * BS;
263                                         cb->PerspectiveBiasXY = getPerspectiveBiasXY();
264                                         cb->PerspectiveBiasZ = getPerspectiveBiasZ();
265                                         cb->CameraPos = light.getFuturePlayerPos();
266                                 }
267                         
268                         // set the Render Target
269                         // right now we can only render in usual RTT, not
270                         // Depth texture is available in irrlicth maybe we
271                         // should put some gl* fn here
272
273
274                         if (m_current_frame < m_map_shadow_update_frames) {
275                                 m_driver->setRenderTarget(shadowMapTargetTexture, reset_sm_texture, true,
276                                                 video::SColor(255, 255, 255, 255));
277                                 renderShadowMap(shadowMapTargetTexture, light);
278
279                                 // Render transparent part in one pass.
280                                 // This is also handled in ClientMap.
281                                 if (m_current_frame == m_map_shadow_update_frames - 1) {
282                                         if (m_shadow_map_colored) {
283                                                 m_driver->setRenderTarget(0, false, false);
284                                                 m_driver->setRenderTarget(shadowMapTextureColors,
285                                                                 true, false, video::SColor(255, 255, 255, 255));
286                                         }
287                                         renderShadowMap(shadowMapTextureColors, light,
288                                                         scene::ESNRP_TRANSPARENT);
289                                 }
290                                 m_driver->setRenderTarget(0, false, false);
291                         }
292
293                         reset_sm_texture = false;
294                 } // end for lights
295
296                 // move to the next section
297                 if (m_current_frame <= m_map_shadow_update_frames)
298                         ++m_current_frame;
299
300                 // pass finished, swap textures and commit light changes
301                 if (m_current_frame == m_map_shadow_update_frames) {
302                         if (shadowMapClientMapFuture != nullptr)
303                                 std::swap(shadowMapClientMapFuture, shadowMapClientMap);
304
305                         // Let all lights know that maps are updated
306                         for (DirectionalLight &light : m_light_list)
307                                 light.commitFrustum();
308                 }
309         }
310 }
311
312 void ShadowRenderer::update(video::ITexture *outputTarget)
313 {
314         if (!m_shadows_enabled || m_smgr->getActiveCamera() == nullptr) {
315                 return;
316         }
317
318         updateSMTextures();
319
320         if (shadowMapTextureFinal == nullptr) {
321                 return;
322         }
323
324         if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
325
326                 for (DirectionalLight &light : m_light_list) {
327                         // Static shader values for entities are set in updateSMTextures
328                         // SM texture for entities is not updated incrementally and 
329                         // must by updated using current player position.
330                         m_shadow_depth_entity_cb->CameraPos = light.getPlayerPos();
331
332                         // render shadows for the n0n-map objects.
333                         m_driver->setRenderTarget(shadowMapTextureDynamicObjects, true,
334                                         true, video::SColor(255, 255, 255, 255));
335                         renderShadowObjects(shadowMapTextureDynamicObjects, light);
336                         // clear the Render Target
337                         m_driver->setRenderTarget(0, false, false);
338
339                         // in order to avoid too many map shadow renders,
340                         // we should make a second pass to mix clientmap shadows and
341                         // entities shadows :(
342                         m_screen_quad->getMaterial().setTexture(0, shadowMapClientMap);
343                         // dynamic objs shadow texture.
344                         if (m_shadow_map_colored)
345                                 m_screen_quad->getMaterial().setTexture(1, shadowMapTextureColors);
346                         m_screen_quad->getMaterial().setTexture(2, shadowMapTextureDynamicObjects);
347
348                         m_driver->setRenderTarget(shadowMapTextureFinal, false, false,
349                                         video::SColor(255, 255, 255, 255));
350                         m_screen_quad->render(m_driver);
351                         m_driver->setRenderTarget(0, false, false);
352
353                 } // end for lights
354         }
355 }
356
357 void ShadowRenderer::drawDebug()
358 {
359         /* this code just shows shadows textures in screen and in ONLY for debugging*/
360         #if 0
361         // this is debug, ignore for now.
362         if (shadowMapTextureFinal)
363                 m_driver->draw2DImage(shadowMapTextureFinal,
364                                 core::rect<s32>(0, 50, 128, 128 + 50),
365                                 core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
366
367         if (shadowMapClientMap)
368                 m_driver->draw2DImage(shadowMapClientMap,
369                                 core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
370                                 core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
371         
372         if (shadowMapTextureDynamicObjects)
373                 m_driver->draw2DImage(shadowMapTextureDynamicObjects,
374                                 core::rect<s32>(0, 128 + 50 + 128, 128,
375                                                 128 + 50 + 128 + 128),
376                                 core::rect<s32>({0, 0}, shadowMapTextureDynamicObjects->getSize()));
377
378         if (m_shadow_map_colored && shadowMapTextureColors) {
379
380                 m_driver->draw2DImage(shadowMapTextureColors,
381                                 core::rect<s32>(128,128 + 50 + 128 + 128,
382                                                 128 + 128, 128 + 50 + 128 + 128 + 128),
383                                 core::rect<s32>({0, 0}, shadowMapTextureColors->getSize()));
384         }
385         #endif
386 }
387
388
389 video::ITexture *ShadowRenderer::getSMTexture(const std::string &shadow_map_name,
390                 video::ECOLOR_FORMAT texture_format, bool force_creation)
391 {
392         if (force_creation) {
393                 return m_driver->addRenderTargetTexture(
394                                 core::dimension2du(m_shadow_map_texture_size,
395                                                 m_shadow_map_texture_size),
396                                 shadow_map_name.c_str(), texture_format);
397         }
398
399         return m_driver->getTexture(shadow_map_name.c_str());
400 }
401
402 void ShadowRenderer::renderShadowMap(video::ITexture *target,
403                 DirectionalLight &light, scene::E_SCENE_NODE_RENDER_PASS pass)
404 {
405         m_driver->setTransform(video::ETS_VIEW, light.getFutureViewMatrix());
406         m_driver->setTransform(video::ETS_PROJECTION, light.getFutureProjectionMatrix());
407
408         // Operate on the client map
409         for (const auto &shadow_node : m_shadow_node_array) {
410                 if (strcmp(shadow_node.node->getName(), "ClientMap") != 0)
411                         continue;
412
413                 ClientMap *map_node = static_cast<ClientMap *>(shadow_node.node);
414
415                 video::SMaterial material;
416                 if (map_node->getMaterialCount() > 0) {
417                         // we only want the first material, which is the one with the albedo info
418                         material = map_node->getMaterial(0);
419                 }
420
421                 material.BackfaceCulling = false;
422                 material.FrontfaceCulling = true;
423
424                 if (m_shadow_map_colored && pass != scene::ESNRP_SOLID) {
425                         material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader_trans;
426                 }
427                 else {
428                         material.MaterialType = (video::E_MATERIAL_TYPE) depth_shader;
429                         material.BlendOperation = video::EBO_MIN;
430                 }
431
432                 m_driver->setTransform(video::ETS_WORLD,
433                                 map_node->getAbsoluteTransformation());
434
435                 map_node->renderMapShadows(m_driver, material, pass, m_current_frame, m_map_shadow_update_frames);
436                 break;
437         }
438 }
439
440 void ShadowRenderer::renderShadowObjects(
441                 video::ITexture *target, DirectionalLight &light)
442 {
443         m_driver->setTransform(video::ETS_VIEW, light.getViewMatrix());
444         m_driver->setTransform(video::ETS_PROJECTION, light.getProjectionMatrix());
445
446         for (const auto &shadow_node : m_shadow_node_array) {
447                 // we only take care of the shadow casters
448                 if (shadow_node.shadowMode == ESM_RECEIVE ||
449                                 strcmp(shadow_node.node->getName(), "ClientMap") == 0)
450                         continue;
451
452                 // render other objects
453                 u32 n_node_materials = shadow_node.node->getMaterialCount();
454                 std::vector<s32> BufferMaterialList;
455                 std::vector<std::pair<bool, bool>> BufferMaterialCullingList;
456                 std::vector<video::E_BLEND_OPERATION> BufferBlendOperationList;
457                 BufferMaterialList.reserve(n_node_materials);
458                 BufferMaterialCullingList.reserve(n_node_materials);
459                 BufferBlendOperationList.reserve(n_node_materials);
460
461                 // backup materialtype for each material
462                 // (aka shader)
463                 // and replace it by our "depth" shader
464                 for (u32 m = 0; m < n_node_materials; m++) {
465                         auto &current_mat = shadow_node.node->getMaterial(m);
466
467                         BufferMaterialList.push_back(current_mat.MaterialType);
468                         current_mat.MaterialType =
469                                         (video::E_MATERIAL_TYPE)depth_shader_entities;
470
471                         BufferMaterialCullingList.emplace_back(
472                                 (bool)current_mat.BackfaceCulling, (bool)current_mat.FrontfaceCulling);
473                         BufferBlendOperationList.push_back(current_mat.BlendOperation);
474
475                         current_mat.BackfaceCulling = true;
476                         current_mat.FrontfaceCulling = false;
477                 }
478
479                 m_driver->setTransform(video::ETS_WORLD,
480                                 shadow_node.node->getAbsoluteTransformation());
481                 shadow_node.node->render();
482
483                 // restore the material.
484
485                 for (u32 m = 0; m < n_node_materials; m++) {
486                         auto &current_mat = shadow_node.node->getMaterial(m);
487
488                         current_mat.MaterialType = (video::E_MATERIAL_TYPE) BufferMaterialList[m];
489
490                         current_mat.BackfaceCulling = BufferMaterialCullingList[m].first;
491                         current_mat.FrontfaceCulling = BufferMaterialCullingList[m].second;
492                         current_mat.BlendOperation = BufferBlendOperationList[m];
493                 }
494
495         } // end for caster shadow nodes
496 }
497
498 void ShadowRenderer::mixShadowsQuad()
499 {
500 }
501
502 /*
503  * @Liso's disclaimer ;) This function loads the Shadow Mapping Shaders.
504  * I used a custom loader because I couldn't figure out how to use the base
505  * Shaders system with custom IShaderConstantSetCallBack without messing up the
506  * code too much. If anyone knows how to integrate this with the standard MT
507  * shaders, please feel free to change it.
508  */
509
510 void ShadowRenderer::createShaders()
511 {
512         video::IGPUProgrammingServices *gpu = m_driver->getGPUProgrammingServices();
513
514         if (depth_shader == -1) {
515                 std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
516                 if (depth_shader_vs.empty()) {
517                         m_shadows_supported = false;
518                         errorstream << "Error shadow mapping vs shader not found." << std::endl;
519                         return;
520                 }
521                 std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
522                 if (depth_shader_fs.empty()) {
523                         m_shadows_supported = false;
524                         errorstream << "Error shadow mapping fs shader not found." << std::endl;
525                         return;
526                 }
527                 m_shadow_depth_cb = new ShadowDepthShaderCB();
528
529                 depth_shader = gpu->addHighLevelShaderMaterial(
530                                 readShaderFile(depth_shader_vs).c_str(), "vertexMain",
531                                 video::EVST_VS_1_1,
532                                 readShaderFile(depth_shader_fs).c_str(), "pixelMain",
533                                 video::EPST_PS_1_2, m_shadow_depth_cb, video::EMT_ONETEXTURE_BLEND);
534
535                 if (depth_shader == -1) {
536                         // upsi, something went wrong loading shader.
537                         delete m_shadow_depth_cb;
538                         m_shadow_depth_cb = nullptr;
539                         m_shadows_enabled = false;
540                         m_shadows_supported = false;
541                         errorstream << "Error compiling shadow mapping shader." << std::endl;
542                         return;
543                 }
544
545                 // HACK, TODO: investigate this better
546                 // Grab the material renderer once more so minetest doesn't crash
547                 // on exit
548                 m_driver->getMaterialRenderer(depth_shader)->grab();
549         }
550
551         // This creates a clone of depth_shader with base material set to EMT_SOLID,
552         // because entities won't render shadows with base material EMP_ONETEXTURE_BLEND
553         if (depth_shader_entities == -1) {
554                 std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
555                 if (depth_shader_vs.empty()) {
556                         m_shadows_supported = false;
557                         errorstream << "Error shadow mapping vs shader not found." << std::endl;
558                         return;
559                 }
560                 std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_fragment.glsl");
561                 if (depth_shader_fs.empty()) {
562                         m_shadows_supported = false;
563                         errorstream << "Error shadow mapping fs shader not found." << std::endl;
564                         return;
565                 }
566                 m_shadow_depth_entity_cb = new ShadowDepthShaderCB();
567
568                 depth_shader_entities = gpu->addHighLevelShaderMaterial(
569                                 readShaderFile(depth_shader_vs).c_str(), "vertexMain",
570                                 video::EVST_VS_1_1,
571                                 readShaderFile(depth_shader_fs).c_str(), "pixelMain",
572                                 video::EPST_PS_1_2, m_shadow_depth_entity_cb);
573
574                 if (depth_shader_entities == -1) {
575                         // upsi, something went wrong loading shader.
576                         delete m_shadow_depth_entity_cb;
577                         m_shadow_depth_entity_cb = nullptr;
578                         m_shadows_enabled = false;
579                         m_shadows_supported = false;
580                         errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
581                         return;
582                 }
583
584                 // HACK, TODO: investigate this better
585                 // Grab the material renderer once more so minetest doesn't crash
586                 // on exit
587                 m_driver->getMaterialRenderer(depth_shader_entities)->grab();
588         }
589
590         if (mixcsm_shader == -1) {
591                 std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
592                 if (depth_shader_vs.empty()) {
593                         m_shadows_supported = false;
594                         errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
595                         return;
596                 }
597
598                 std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass2_fragment.glsl");
599                 if (depth_shader_fs.empty()) {
600                         m_shadows_supported = false;
601                         errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
602                         return;
603                 }
604                 m_shadow_mix_cb = new shadowScreenQuadCB();
605                 m_screen_quad = new shadowScreenQuad();
606                 mixcsm_shader = gpu->addHighLevelShaderMaterial(
607                                 readShaderFile(depth_shader_vs).c_str(), "vertexMain",
608                                 video::EVST_VS_1_1,
609                                 readShaderFile(depth_shader_fs).c_str(), "pixelMain",
610                                 video::EPST_PS_1_2, m_shadow_mix_cb);
611
612                 m_screen_quad->getMaterial().MaterialType =
613                                 (video::E_MATERIAL_TYPE)mixcsm_shader;
614
615                 if (mixcsm_shader == -1) {
616                         // upsi, something went wrong loading shader.
617                         delete m_shadow_mix_cb;
618                         delete m_screen_quad;
619                         m_shadows_supported = false;
620                         errorstream << "Error compiling cascade shadow mapping shader." << std::endl;
621                         return;
622                 }
623
624                 // HACK, TODO: investigate this better
625                 // Grab the material renderer once more so minetest doesn't crash
626                 // on exit
627                 m_driver->getMaterialRenderer(mixcsm_shader)->grab();
628         }
629
630         if (m_shadow_map_colored && depth_shader_trans == -1) {
631                 std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_trans_vertex.glsl");
632                 if (depth_shader_vs.empty()) {
633                         m_shadows_supported = false;
634                         errorstream << "Error shadow mapping vs shader not found." << std::endl;
635                         return;
636                 }
637                 std::string depth_shader_fs = getShaderPath("shadow_shaders", "pass1_trans_fragment.glsl");
638                 if (depth_shader_fs.empty()) {
639                         m_shadows_supported = false;
640                         errorstream << "Error shadow mapping fs shader not found." << std::endl;
641                         return;
642                 }
643                 m_shadow_depth_trans_cb = new ShadowDepthShaderCB();
644
645                 depth_shader_trans = gpu->addHighLevelShaderMaterial(
646                                 readShaderFile(depth_shader_vs).c_str(), "vertexMain",
647                                 video::EVST_VS_1_1,
648                                 readShaderFile(depth_shader_fs).c_str(), "pixelMain",
649                                 video::EPST_PS_1_2, m_shadow_depth_trans_cb);
650
651                 if (depth_shader_trans == -1) {
652                         // upsi, something went wrong loading shader.
653                         delete m_shadow_depth_trans_cb;
654                         m_shadow_depth_trans_cb = nullptr;
655                         m_shadow_map_colored = false;
656                         m_shadows_supported = false;
657                         errorstream << "Error compiling colored shadow mapping shader." << std::endl;
658                         return;
659                 }
660
661                 // HACK, TODO: investigate this better
662                 // Grab the material renderer once more so minetest doesn't crash
663                 // on exit
664                 m_driver->getMaterialRenderer(depth_shader_trans)->grab();
665         }
666 }
667
668 std::string ShadowRenderer::readShaderFile(const std::string &path)
669 {
670         std::string prefix;
671         if (m_shadow_map_colored)
672                 prefix.append("#define COLORED_SHADOWS 1\n");
673         prefix.append("#line 0\n");
674
675         std::string content;
676         fs::ReadFile(path, content);
677
678         return prefix + content;
679 }