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authorx2048 <codeforsmile@gmail.com>2022-05-26 22:28:34 +0200
committerGitHub <noreply@github.com>2022-05-26 22:28:34 +0200
commitef22c0206f225dbccd67bff9fb888867c63039b3 (patch)
treed83e1f33bbb2aee1da256c853ea49e197fb3f5f2 /src/client/shadows
parent8b74257bf3cbb54e78614ac6aaaba79adf75cc8e (diff)
downloadhax-minetest-server-ef22c0206f225dbccd67bff9fb888867c63039b3.tar.gz
hax-minetest-server-ef22c0206f225dbccd67bff9fb888867c63039b3.zip
Force-update shadows when the world is changed (#12364)
Diffstat (limited to 'src/client/shadows')
-rw-r--r--src/client/shadows/dynamicshadowsrender.cpp14
-rw-r--r--src/client/shadows/dynamicshadowsrender.h2
2 files changed, 11 insertions, 5 deletions
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;