* Also Disable shadows when sun/moon is hidden. Fixes #11972.
# Requires shaders to be enabled.
enable_dynamic_shadows (Dynamic shadows) bool false
-# Set the shadow strength.
+# Set the shadow strength gamma.
+# Adjusts the intensity of in-game dynamic shadows.
# Lower value means lighter shadows, higher value means darker shadows.
-shadow_strength (Shadow strength) float 0.2 0.05 1.0
+shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
# Maximum distance to render shadows.
shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 120.0 10.0 1000.0
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
+ uniform float f_shadow_strength;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
- float shadow_int = 0.0;
- vec3 shadow_color = vec3(0.0, 0.0, 0.0);
- vec3 posLightSpace = getLightSpacePosition();
+ if (f_shadow_strength > 0.0) {
+ float shadow_int = 0.0;
+ vec3 shadow_color = vec3(0.0, 0.0, 0.0);
+ vec3 posLightSpace = getLightSpacePosition();
- float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
- float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
+ float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
- if (distance_rate > 1e-7) {
-
+ if (distance_rate > 1e-7) {
+
#ifdef COLORED_SHADOWS
- vec4 visibility;
- if (cosLight > 0.0)
- visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- visibility = vec4(1.0, 0.0, 0.0, 0.0);
- shadow_int = visibility.r;
- shadow_color = visibility.gba;
+ vec4 visibility;
+ if (cosLight > 0.0)
+ visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ visibility = vec4(1.0, 0.0, 0.0, 0.0);
+ shadow_int = visibility.r;
+ shadow_color = visibility.gba;
#else
- if (cosLight > 0.0)
- shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- shadow_int = 1.0;
+ if (cosLight > 0.0)
+ shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ shadow_int = 1.0;
#endif
- shadow_int *= distance_rate;
- shadow_int = clamp(shadow_int, 0.0, 1.0);
+ shadow_int *= distance_rate;
+ shadow_int = clamp(shadow_int, 0.0, 1.0);
- }
+ }
- // turns out that nightRatio falls off much faster than
- // actual brightness of artificial light in relation to natual light.
- // Power ratio was measured on torches in MTG (brightness = 14).
- float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
-
- // Apply self-shadowing when light falls at a narrow angle to the surface
- // Cosine of the cut-off angle.
- const float self_shadow_cutoff_cosine = 0.035;
- if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
- shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- }
+ // turns out that nightRatio falls off much faster than
+ // actual brightness of artificial light in relation to natual light.
+ // Power ratio was measured on torches in MTG (brightness = 14).
+ float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
+
+ // Apply self-shadowing when light falls at a narrow angle to the surface
+ // Cosine of the cut-off angle.
+ const float self_shadow_cutoff_cosine = 0.035;
+ if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
+ shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ }
- shadow_int *= f_adj_shadow_strength;
-
- // calculate fragment color from components:
- col.rgb =
- adjusted_night_ratio * col.rgb + // artificial light
- (1.0 - adjusted_night_ratio) * ( // natural light
- col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
- dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ shadow_int *= f_adj_shadow_strength;
+
+ // calculate fragment color from components:
+ col.rgb =
+ adjusted_night_ratio * col.rgb + // artificial light
+ (1.0 - adjusted_night_ratio) * ( // natural light
+ col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
+ dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ }
#endif
#if ENABLE_TONE_MAPPING
varColor = clamp(color, 0.0, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
- vec3 nNormal = normalize(vNormal);
- cosLight = dot(nNormal, -v_LightDirection);
-
- // Calculate normal offset scale based on the texel size adjusted for
- // curvature of the SM texture. This code must be change together with
- // getPerspectiveFactor or any light-space transformation.
- vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
- // Distance from the vertex to the player
- float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
- // perspective factor estimation according to the
- float perspectiveFactor = distanceToPlayer * bias0 + bias1;
- float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
- float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
- normalOffsetScale = texelSize * slopeScale;
-
- if (f_timeofday < 0.2) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
- } else if (f_timeofday >= 0.8) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- mtsmoothstep(0.8, 0.83, f_timeofday);
- } else {
- adj_shadow_strength = f_shadow_strength *
- mtsmoothstep(0.20, 0.25, f_timeofday) *
- (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ if (f_shadow_strength > 0.0) {
+ vec3 nNormal = normalize(vNormal);
+ cosLight = dot(nNormal, -v_LightDirection);
+
+ // Calculate normal offset scale based on the texel size adjusted for
+ // curvature of the SM texture. This code must be change together with
+ // getPerspectiveFactor or any light-space transformation.
+ vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
+ // Distance from the vertex to the player
+ float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
+ // perspective factor estimation according to the
+ float perspectiveFactor = distanceToPlayer * bias0 + bias1;
+ float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
+ (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
+ normalOffsetScale = texelSize * slopeScale;
+
+ if (f_timeofday < 0.2) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
+ } else if (f_timeofday >= 0.8) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ mtsmoothstep(0.8, 0.83, f_timeofday);
+ } else {
+ adj_shadow_strength = f_shadow_strength *
+ mtsmoothstep(0.20, 0.25, f_timeofday) *
+ (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ }
+ f_normal_length = length(vNormal);
}
- f_normal_length = length(vNormal);
#endif
-
}
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
+ uniform float f_timeofday;
+ uniform float f_shadow_strength;
varying float normalOffsetScale;
varying float adj_shadow_strength;
varying float cosLight;
col.rgb *= vIDiff;
#ifdef ENABLE_DYNAMIC_SHADOWS
- float shadow_int = 0.0;
- vec3 shadow_color = vec3(0.0, 0.0, 0.0);
- vec3 posLightSpace = getLightSpacePosition();
+ if (f_shadow_strength > 0.0) {
+ float shadow_int = 0.0;
+ vec3 shadow_color = vec3(0.0, 0.0, 0.0);
+ vec3 posLightSpace = getLightSpacePosition();
- float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
- float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
+ float distance_rate = (1 - pow(clamp(2.0 * length(posLightSpace.xy - 0.5),0.0,1.0), 20.0));
+ float f_adj_shadow_strength = max(adj_shadow_strength-mtsmoothstep(0.9,1.1, posLightSpace.z ),0.0);
- if (distance_rate > 1e-7) {
+ if (distance_rate > 1e-7) {
#ifdef COLORED_SHADOWS
- vec4 visibility;
- if (cosLight > 0.0)
- visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- visibility = vec4(1.0, 0.0, 0.0, 0.0);
- shadow_int = visibility.r;
- shadow_color = visibility.gba;
+ vec4 visibility;
+ if (cosLight > 0.0)
+ visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ visibility = vec4(1.0, 0.0, 0.0, 0.0);
+ shadow_int = visibility.r;
+ shadow_color = visibility.gba;
#else
- if (cosLight > 0.0)
- shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
- else
- shadow_int = 1.0;
+ if (cosLight > 0.0)
+ shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
+ else
+ shadow_int = 1.0;
#endif
- shadow_int *= distance_rate;
- shadow_int = clamp(shadow_int, 0.0, 1.0);
+ shadow_int *= distance_rate;
+ shadow_int = clamp(shadow_int, 0.0, 1.0);
- }
+ }
- // turns out that nightRatio falls off much faster than
- // actual brightness of artificial light in relation to natual light.
- // Power ratio was measured on torches in MTG (brightness = 14).
- float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
-
- // cosine of the normal-to-light angle when
- // we start to apply self-shadowing
- const float self_shadow_cutoff_cosine = 0.14;
- if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
- shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
- }
+ // turns out that nightRatio falls off much faster than
+ // actual brightness of artificial light in relation to natual light.
+ // Power ratio was measured on torches in MTG (brightness = 14).
+ float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
+
+ // cosine of the normal-to-light angle when
+ // we start to apply self-shadowing
+ const float self_shadow_cutoff_cosine = 0.14;
+ if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
+ shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
+ }
- shadow_int *= f_adj_shadow_strength;
-
- // calculate fragment color from components:
- col.rgb =
- adjusted_night_ratio * col.rgb + // artificial light
- (1.0 - adjusted_night_ratio) * ( // natural light
- col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
- dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ shadow_int *= f_adj_shadow_strength;
+
+ // calculate fragment color from components:
+ col.rgb =
+ adjusted_night_ratio * col.rgb + // artificial light
+ (1.0 - adjusted_night_ratio) * ( // natural light
+ col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
+ dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
+ }
#endif
#if ENABLE_TONE_MAPPING
#ifdef ENABLE_DYNAMIC_SHADOWS
- vec3 nNormal = normalize(vNormal);
- cosLight = dot(nNormal, -v_LightDirection);
-
- // Calculate normal offset scale based on the texel size adjusted for
- // curvature of the SM texture. This code must be change together with
- // getPerspectiveFactor or any light-space transformation.
- vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
- // Distance from the vertex to the player
- float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
- // perspective factor estimation according to the
- float perspectiveFactor = distanceToPlayer * bias0 + bias1;
- float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
- (f_textureresolution * bias1 - perspectiveFactor * bias0);
- float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
- normalOffsetScale = texelSize * slopeScale;
-
- if (f_timeofday < 0.2) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
- } else if (f_timeofday >= 0.8) {
- adj_shadow_strength = f_shadow_strength * 0.5 *
- mtsmoothstep(0.8, 0.83, f_timeofday);
- } else {
- adj_shadow_strength = f_shadow_strength *
- mtsmoothstep(0.20, 0.25, f_timeofday) *
- (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ if (f_shadow_strength > 0.0) {
+ vec3 nNormal = normalize(vNormal);
+ cosLight = dot(nNormal, -v_LightDirection);
+
+ // Calculate normal offset scale based on the texel size adjusted for
+ // curvature of the SM texture. This code must be change together with
+ // getPerspectiveFactor or any light-space transformation.
+ vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
+ // Distance from the vertex to the player
+ float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
+ // perspective factor estimation according to the
+ float perspectiveFactor = distanceToPlayer * bias0 + bias1;
+ float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
+ (f_textureresolution * bias1 - perspectiveFactor * bias0);
+ float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
+ normalOffsetScale = texelSize * slopeScale;
+
+ if (f_timeofday < 0.2) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
+ } else if (f_timeofday >= 0.8) {
+ adj_shadow_strength = f_shadow_strength * 0.5 *
+ mtsmoothstep(0.8, 0.83, f_timeofday);
+ } else {
+ adj_shadow_strength = f_shadow_strength *
+ mtsmoothstep(0.20, 0.25, f_timeofday) *
+ (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
+ }
+ f_normal_length = length(vNormal);
}
- f_normal_length = length(vNormal);
#endif
}
* Returns `false` if failed.
* Resource intensive - use sparsely
* To get blockpos, integer divide pos by 16
+* `set_lighting(light_definition)`: sets lighting for the player
+ * `light_definition` is a table with the following optional fields:
+ * `shadows` is a table that controls ambient shadows
+ * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
+ * Returns true on success.
+* `get_lighting()`: returns the current state of lighting for the player.
+ * Result is a table with the same fields as `light_definition` in `set_lighting`.
`PcgRandom`
-----------
dofile(minetest.get_modpath("experimental").."/detached.lua")
dofile(minetest.get_modpath("experimental").."/items.lua")
dofile(minetest.get_modpath("experimental").."/commands.lua")
+dofile(minetest.get_modpath("experimental").."/lighting.lua")
function experimental.print_to_everything(msg)
minetest.log("action", msg)
--- /dev/null
+core.register_chatcommand("set_lighting", {
+ params = "shadow_intensity",
+ description = "Set lighting parameters.",
+ func = function(player_name, param)
+ local shadow_intensity = tonumber(param)
+ minetest.get_player_by_name(player_name):set_lighting({shadows = { intensity = shadow_intensity} })
+ end
+})
\ No newline at end of file
void handleCommand_PlayerSpeed(NetworkPacket *pkt);
void handleCommand_MediaPush(NetworkPacket *pkt);
void handleCommand_MinimapModes(NetworkPacket *pkt);
+ void handleCommand_SetLighting(NetworkPacket *pkt);
void ProcessData(NetworkPacket *pkt);
float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
- float timeoftheday = fmod(getWickedTimeOfDay(in_timeofday) + 0.75f, 0.5f) + 0.25f;
+ float timeoftheday = getWickedTimeOfDay(in_timeofday);
+ bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
+ bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
+ shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
+
+ timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
const float offset_constant = 10000.0f;
v3f light(0.0f, 0.0f, -1.0f);
#include "environment.h"
#include "constants.h"
#include "settings.h"
+#include "lighting.h"
#include <list>
class Client;
added_velocity += vel;
}
+ inline Lighting& getLighting() { return m_lighting; }
+
private:
void accelerate(const v3f &target_speed, const f32 max_increase_H,
const f32 max_increase_V, const bool use_pitch);
GenericCAO *m_cao = nullptr;
Client *m_client;
+ Lighting m_lighting;
};
*/
#include <cstring>
+#include <cmath>
#include "client/shadows/dynamicshadowsrender.h"
#include "client/shadows/shadowsScreenQuad.h"
#include "client/shadows/shadowsshadercallbacks.h"
m_device(device), m_smgr(device->getSceneManager()),
m_driver(device->getVideoDriver()), m_client(client), m_current_frame(0)
{
+ m_shadows_supported = true; // assume shadows supported. We will check actual support in initialize
m_shadows_enabled = true;
- m_shadow_strength = g_settings->getFloat("shadow_strength");
+ m_shadow_strength_gamma = g_settings->getFloat("shadow_strength_gamma");
+ if (std::isnan(m_shadow_strength_gamma))
+ m_shadow_strength_gamma = 1.0f;
+ m_shadow_strength_gamma = core::clamp(m_shadow_strength_gamma, 0.1f, 10.0f);
m_shadow_map_max_distance = g_settings->getFloat("shadow_map_max_distance");
ShadowRenderer::~ShadowRenderer()
{
+ // call to disable releases dynamically allocated resources
+ disable();
+
if (m_shadow_depth_cb)
delete m_shadow_depth_cb;
if (m_shadow_mix_cb)
m_driver->removeTexture(shadowMapClientMapFuture);
}
+void ShadowRenderer::disable()
+{
+ m_shadows_enabled = false;
+ if (shadowMapTextureFinal) {
+ m_driver->setRenderTarget(shadowMapTextureFinal, true, true,
+ video::SColor(255, 255, 255, 255));
+ m_driver->setRenderTarget(0, true, true);
+ }
+}
+
void ShadowRenderer::initialize()
{
auto *gpu = m_driver->getGPUProgrammingServices();
// we need glsl
- if (m_shadows_enabled && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
+ if (m_shadows_supported && gpu && m_driver->queryFeature(video::EVDF_ARB_GLSL)) {
createShaders();
} else {
- m_shadows_enabled = false;
+ m_shadows_supported = false;
warningstream << "Shadows: GLSL Shader not supported on this system."
<< std::endl;
m_texture_format_color = m_shadow_map_texture_32bit
? video::ECOLOR_FORMAT::ECF_G32R32F
: video::ECOLOR_FORMAT::ECF_G16R16F;
+
+ m_shadows_enabled &= m_shadows_supported;
}
return 0.0f;
}
+void ShadowRenderer::setShadowIntensity(float shadow_intensity)
+{
+ m_shadow_strength = pow(shadow_intensity, 1.0f / m_shadow_strength_gamma);
+ if (m_shadow_strength > 1E-2)
+ enable();
+ else
+ disable();
+}
+
+
void ShadowRenderer::addNodeToShadowList(
scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
{
shadowMapTextureDynamicObjects = getSMTexture(
std::string("shadow_dynamic_") + itos(m_shadow_map_texture_size),
m_texture_format, true);
+ assert(shadowMapTextureDynamicObjects != nullptr);
}
if (!shadowMapClientMap) {
std::string("shadow_clientmap_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
+ assert(shadowMapClientMap != nullptr);
}
if (!shadowMapClientMapFuture && m_map_shadow_update_frames > 1) {
std::string("shadow_clientmap_bb_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
+ assert(shadowMapClientMapFuture != nullptr);
}
if (m_shadow_map_colored && !shadowMapTextureColors) {
std::string("shadow_colored_") + itos(m_shadow_map_texture_size),
m_shadow_map_colored ? m_texture_format_color : m_texture_format,
true);
+ assert(shadowMapTextureColors != nullptr);
}
// The merge all shadowmaps texture
shadowMapTextureFinal = getSMTexture(
std::string("shadowmap_final_") + itos(m_shadow_map_texture_size),
frt, true);
+ assert(shadowMapTextureFinal != nullptr);
}
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
updateSMTextures();
+ if (shadowMapTextureFinal == nullptr) {
+ return;
+ }
+
if (!m_shadow_node_array.empty() && !m_light_list.empty()) {
for (DirectionalLight &light : m_light_list) {
/* 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()));
+ if (shadowMapTextureFinal)
+ 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 (shadowMapClientMap)
+ m_driver->draw2DImage(shadowMapClientMap,
+ core::rect<s32>(0, 50 + 128, 128, 128 + 50 + 128),
+ core::rect<s32>({0, 0}, shadowMapTextureFinal->getSize()));
+
+ if (shadowMapTextureDynamicObjects)
+ 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) {
+ if (m_shadow_map_colored && shadowMapTextureColors) {
m_driver->draw2DImage(shadowMapTextureColors,
core::rect<s32>(128,128 + 50 + 128 + 128,
if (depth_shader == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
if (depth_shader_vs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = 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;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
if (depth_shader == -1) {
// upsi, something went wrong loading shader.
delete m_shadow_depth_cb;
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader." << std::endl;
return;
}
if (depth_shader_entities == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass1_vertex.glsl");
if (depth_shader_vs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = 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;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
if (depth_shader_entities == -1) {
// upsi, something went wrong loading shader.
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling shadow mapping shader (dynamic)." << std::endl;
return;
}
if (mixcsm_shader == -1) {
std::string depth_shader_vs = getShaderPath("shadow_shaders", "pass2_vertex.glsl");
if (depth_shader_vs.empty()) {
- m_shadows_enabled = false;
+ m_shadows_supported = 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;
+ m_shadows_supported = false;
errorstream << "Error cascade shadow mapping fs shader not found." << std::endl;
return;
}
// upsi, something went wrong loading shader.
delete m_shadow_mix_cb;
delete m_screen_quad;
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling cascade shadow mapping shader." << std::endl;
return;
}
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;
+ m_shadows_supported = 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;
+ m_shadows_supported = false;
errorstream << "Error shadow mapping fs shader not found." << std::endl;
return;
}
// upsi, something went wrong loading shader.
delete m_shadow_depth_trans_cb;
m_shadow_map_colored = false;
- m_shadows_enabled = false;
+ m_shadows_supported = false;
errorstream << "Error compiling colored shadow mapping shader." << std::endl;
return;
}
}
- bool is_active() const { return m_shadows_enabled; }
+ bool is_active() const { return m_shadows_enabled && shadowMapTextureFinal != nullptr; }
void setTimeOfDay(float isDay) { m_time_day = isDay; };
+ void setShadowIntensity(float shadow_intensity);
s32 getShadowSamples() const { return m_shadow_samples; }
- float getShadowStrength() const { return m_shadow_strength; }
+ float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
float getTimeOfDay() const { return m_time_day; }
private:
void mixShadowsQuad();
void updateSMTextures();
+ void disable();
+ void enable() { m_shadows_enabled = m_shadows_supported; }
+
// a bunch of variables
IrrlichtDevice *m_device{nullptr};
scene::ISceneManager *m_smgr{nullptr};
std::vector<NodeToApply> m_shadow_node_array;
float m_shadow_strength;
+ float m_shadow_strength_gamma;
float m_shadow_map_max_distance;
float m_shadow_map_texture_size;
float m_time_day{0.0f};
int m_shadow_samples;
bool m_shadow_map_texture_32bit;
bool m_shadows_enabled;
+ bool m_shadows_supported;
bool m_shadow_map_colored;
u8 m_map_shadow_update_frames; /* Use this number of frames to update map shaodw */
u8 m_current_frame{0}; /* Current frame */
}
void setSunVisible(bool sun_visible) { m_sun_params.visible = sun_visible; }
+ bool getSunVisible() const { return m_sun_params.visible; }
void setSunTexture(const std::string &sun_texture,
const std::string &sun_tonemap, ITextureSource *tsrc);
void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
void setSunriseTexture(const std::string &sunglow_texture, ITextureSource* tsrc);
void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
+ bool getMoonVisible() const { return m_moon_params.visible; }
void setMoonTexture(const std::string &moon_texture,
const std::string &moon_tonemap, ITextureSource *tsrc);
void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }
// Effects Shadows
settings->setDefault("enable_dynamic_shadows", "false");
- settings->setDefault("shadow_strength", "0.2");
+ settings->setDefault("shadow_strength_gamma", "1.0");
settings->setDefault("shadow_map_max_distance", "200.0");
settings->setDefault("shadow_map_texture_size", "2048");
settings->setDefault("shadow_map_texture_32bit", "true");
--- /dev/null
+/*
+Minetest
+Copyright (C) 2021 x2048, Dmitry Kostenko <codeforsmile@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.
+*/
+
+#pragma once
+
+/** Describes ambient light settings for a player
+ */
+struct Lighting
+{
+ float shadow_intensity {0.0f};
+};
{ "TOCLIENT_SRP_BYTES_S_B", TOCLIENT_STATE_NOT_CONNECTED, &Client::handleCommand_SrpBytesSandB }, // 0x60
{ "TOCLIENT_FORMSPEC_PREPEND", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_FormspecPrepend }, // 0x61,
{ "TOCLIENT_MINIMAP_MODES", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_MinimapModes }, // 0x62,
+ { "TOCLIENT_SET_LIGHTING", TOCLIENT_STATE_CONNECTED, &Client::handleCommand_SetLighting }, // 0x63,
};
const static ServerCommandFactory null_command_factory = { "TOSERVER_NULL", 0, false };
if (m_minimap)
m_minimap->setModeIndex(mode);
}
+
+void Client::handleCommand_SetLighting(NetworkPacket *pkt)
+{
+ Lighting& lighting = m_env.getLocalPlayer()->getLighting();
+
+ if (pkt->getRemainingBytes() >= 4)
+ *pkt >> lighting.shadow_intensity;
+}
std::string extra
*/
- TOCLIENT_NUM_MSG_TYPES = 0x63,
+ TOCLIENT_SET_LIGHTING = 0x63,
+ /*
+ f32 shadow_intensity
+ */
+
+ TOCLIENT_NUM_MSG_TYPES = 0x64,
};
enum ToServerCommand
#include "player.h"
#include "skyparams.h"
+#include "lighting.h"
class PlayerSAO;
*frame_speed = local_animation_speed;
}
+ void setLighting(const Lighting &lighting) { m_lighting = lighting; }
+
+ const Lighting& getLighting() const { return m_lighting; }
+
void setDirty(bool dirty) { m_dirty = true; }
u16 protocol_version = 0;
MoonParams m_moon_params;
StarParams m_star_params;
+ Lighting m_lighting;
+
session_t m_peer_id = PEER_ID_INEXISTENT;
};
return 0;
}
+// set_lighting(self, lighting)
+int ObjectRef::l_set_lighting(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ ObjectRef *ref = checkobject(L, 1);
+ RemotePlayer *player = getplayer(ref);
+ if (player == nullptr)
+ return 0;
+
+ luaL_checktype(L, 2, LUA_TTABLE);
+ Lighting lighting = player->getLighting();
+ lua_getfield(L, 2, "shadows");
+ if (lua_istable(L, -1)) {
+ lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity);
+ }
+ lua_pop(L, -1);
+
+ getServer(L)->setLighting(player, lighting);
+ lua_pushboolean(L, true);
+ return 1;
+}
+
+// get_lighting(self)
+int ObjectRef::l_get_lighting(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ ObjectRef *ref = checkobject(L, 1);
+ RemotePlayer *player = getplayer(ref);
+ if (player == nullptr)
+ return 0;
+
+ const Lighting &lighting = player->getLighting();
+
+ lua_newtable(L); // result
+ lua_newtable(L); // "shadows"
+ lua_pushnumber(L, lighting.shadow_intensity);
+ lua_setfield(L, -2, "intensity");
+ lua_setfield(L, -2, "shadows");
+ return 1;
+}
+
ObjectRef::ObjectRef(ServerActiveObject *object):
m_object(object)
{}
luamethod(ObjectRef, get_eye_offset),
luamethod(ObjectRef, send_mapblock),
luamethod(ObjectRef, set_minimap_modes),
+ luamethod(ObjectRef, set_lighting),
+ luamethod(ObjectRef, get_lighting),
{0,0}
};
// set_minimap_modes(self, modes, wanted_mode)
static int l_set_minimap_modes(lua_State *L);
+
+ // set_lighting(self, lighting)
+ static int l_set_lighting(lua_State *L);
+
+ // get_lighting(self)
+ static int l_get_lighting(lua_State *L);
};
Send(&pkt);
}
+void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
+{
+ NetworkPacket pkt(TOCLIENT_SET_LIGHTING,
+ 4, peer_id);
+
+ pkt << lighting.shadow_intensity;
+
+ Send(&pkt);
+}
+
void Server::SendTimeOfDay(session_t peer_id, u16 time, f32 time_speed)
{
NetworkPacket pkt(TOCLIENT_TIME_OF_DAY, 0, peer_id);
SendOverrideDayNightRatio(player->getPeerId(), do_override, ratio);
}
+void Server::setLighting(RemotePlayer *player, const Lighting &lighting)
+{
+ sanity_check(player);
+ player->setLighting(lighting);
+ SendSetLighting(player->getPeerId(), lighting);
+}
+
void Server::notifyPlayers(const std::wstring &msg)
{
SendChatMessage(PEER_ID_INEXISTENT, ChatMessage(msg));
struct SunParams;
struct MoonParams;
struct StarParams;
+struct Lighting;
class ServerThread;
class ServerModManager;
class ServerInventoryManager;
void overrideDayNightRatio(RemotePlayer *player, bool do_override, float brightness);
+ void setLighting(RemotePlayer *player, const Lighting &lighting);
+
/* con::PeerHandler implementation. */
void peerAdded(con::Peer *peer);
void deletingPeer(con::Peer *peer, bool timeout);
void SendSetStars(session_t peer_id, const StarParams ¶ms);
void SendCloudParams(session_t peer_id, const CloudParams ¶ms);
void SendOverrideDayNightRatio(session_t peer_id, bool do_override, float ratio);
+ void SendSetLighting(session_t peer_id, const Lighting &lighting);
void broadcastModChannelMessage(const std::string &channel,
const std::string &message, session_t from_peer);