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173 lines
5.2 KiB
C++
173 lines
5.2 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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#include "plain.h"
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#include "secondstage.h"
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#include "client/camera.h"
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#include "client/client.h"
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#include "client/clientmap.h"
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#include "client/hud.h"
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#include "client/minimap.h"
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#include "client/shadows/dynamicshadowsrender.h"
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/// Draw3D pipeline step
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void Draw3D::run(PipelineContext &context)
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{
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if (m_target)
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m_target->activate(context);
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context.device->getSceneManager()->drawAll();
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context.device->getVideoDriver()->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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if (!context.show_hud)
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return;
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context.hud->drawBlockBounds();
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context.hud->drawSelectionMesh();
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}
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void DrawWield::run(PipelineContext &context)
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{
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if (m_target)
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m_target->activate(context);
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if (context.draw_wield_tool)
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context.client->getCamera()->drawWieldedTool();
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}
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void DrawHUD::run(PipelineContext &context)
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{
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if (context.show_hud) {
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if (context.shadow_renderer)
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context.shadow_renderer->drawDebug();
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context.hud->resizeHotbar();
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if (context.draw_crosshair)
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context.hud->drawCrosshair();
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context.hud->drawLuaElements(context.client->getCamera()->getOffset());
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context.client->getCamera()->drawNametags();
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}
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context.device->getGUIEnvironment()->drawAll();
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}
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void MapPostFxStep::setRenderTarget(RenderTarget * _target)
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{
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target = _target;
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}
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void MapPostFxStep::run(PipelineContext &context)
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{
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if (target)
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target->activate(context);
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context.client->getEnv().getClientMap().renderPostFx(context.client->getCamera()->getCameraMode());
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}
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void RenderShadowMapStep::run(PipelineContext &context)
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{
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// This is necessary to render shadows for animations correctly
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context.device->getSceneManager()->getRootSceneNode()->OnAnimate(context.device->getTimer()->getTime());
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context.shadow_renderer->update();
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}
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// class UpscaleStep
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void UpscaleStep::run(PipelineContext &context)
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{
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video::ITexture *lowres = m_source->getTexture(0);
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m_target->activate(context);
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context.device->getVideoDriver()->draw2DImage(lowres,
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core::rect<s32>(0, 0, context.target_size.X, context.target_size.Y),
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core::rect<s32>(0, 0, lowres->getSize().Width, lowres->getSize().Height));
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}
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std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale)
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{
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RenderStep *step = new Draw3D();
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if (g_settings->getBool("enable_post_processing")) {
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RenderPipeline *pipeline = new RenderPipeline();
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pipeline->addStep(pipeline->own(std::unique_ptr<RenderStep>(step)));
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auto effect = addPostProcessing(pipeline, step, scale, client);
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effect->setRenderTarget(pipeline->getOutput());
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step = pipeline;
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}
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return std::unique_ptr<RenderStep>(step);
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}
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static v2f getDownscaleFactor()
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{
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u16 undersampling = MYMAX(g_settings->getU16("undersampling"), 1);
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return v2f(1.0f / undersampling);
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}
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RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor, Client *client)
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{
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const int TEXTURE_LOWRES_COLOR = 0;
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const int TEXTURE_LOWRES_DEPTH = 1;
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if (downscale_factor.X == 1.0f && downscale_factor.Y == 1.0f)
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return previousStep;
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// post-processing pipeline takes care of rescaling
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if (g_settings->getBool("enable_post_processing"))
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return previousStep;
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auto driver = client->getSceneManager()->getVideoDriver();
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video::ECOLOR_FORMAT color_format = selectColorFormat(driver);
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video::ECOLOR_FORMAT depth_format = selectDepthFormat(driver);
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// Initialize buffer
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TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
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buffer->setTexture(TEXTURE_LOWRES_COLOR, downscale_factor, "lowres_color", color_format);
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buffer->setTexture(TEXTURE_LOWRES_DEPTH, downscale_factor, "lowres_depth", depth_format);
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// Attach previous step to the buffer
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TextureBufferOutput *buffer_output = pipeline->createOwned<TextureBufferOutput>(
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buffer, std::vector<u8> {TEXTURE_LOWRES_COLOR}, TEXTURE_LOWRES_DEPTH);
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previousStep->setRenderTarget(buffer_output);
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// Add upscaling step
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RenderStep *upscale = pipeline->createOwned<UpscaleStep>();
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upscale->setRenderSource(buffer);
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pipeline->addStep(upscale);
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return upscale;
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}
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void populatePlainPipeline(RenderPipeline *pipeline, Client *client)
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{
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auto downscale_factor = getDownscaleFactor();
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auto step3D = pipeline->own(create3DStage(client, downscale_factor));
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pipeline->addStep(step3D);
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pipeline->addStep<DrawWield>();
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pipeline->addStep<MapPostFxStep>();
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step3D = addUpscaling(pipeline, step3D, downscale_factor, client);
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step3D->setRenderTarget(pipeline->createOwned<ScreenTarget>());
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pipeline->addStep<DrawHUD>();
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}
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video::ECOLOR_FORMAT selectColorFormat(video::IVideoDriver *driver)
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{
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u32 bits = g_settings->getU32("post_processing_texture_bits");
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if (bits >= 16 && driver->queryTextureFormat(video::ECF_A16B16G16R16F))
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return video::ECF_A16B16G16R16F;
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if (bits >= 10 && driver->queryTextureFormat(video::ECF_A2R10G10B10))
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return video::ECF_A2R10G10B10;
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return video::ECF_A8R8G8B8;
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}
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video::ECOLOR_FORMAT selectDepthFormat(video::IVideoDriver *driver)
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{
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if (driver->queryTextureFormat(video::ECF_D24))
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return video::ECF_D24;
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if (driver->queryTextureFormat(video::ECF_D24S8))
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return video::ECF_D24S8;
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return video::ECF_D16; // fallback depth format
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}
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