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;
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();
// 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
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;
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;
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;