minetest/src/client/render/interlaced.cpp
grorp a9fe83126a
Get rid of depth buffer workaround in the render pipeline code (#15407)
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether,
but that ended up being too much work.
The remaining usage is in "dynamicshadowsrender.cpp".

Here's a comment I wrote about the workaround:

----------------------------------------

Use legacy call when there's single texture without depth texture
This means Irrlicht creates a depth texture for us and binds it to the FBO

This is currently necessary for a working depth buffer in the following cases:

- post-processing disabled, undersampling enabled
  (addUpscaling specifies no depth texture)

- post-processing disabled, 3d_mode = sidebyside / topbottom / crossview
  (populateSideBySidePipeline specifies no depth texture)

- post-processing disabled, 3d_mode = interlaced
  (probably, can't test since it's broken)
  (populateInterlacedPipeline specifies no depth texture)

With post-processing disabled, the world is rendered to the TextureBufferOutput
created in the functions listed above, so a depth buffer is needed
(-> this workaround is needed).
With post-processing enabled, only a fullscreen rectangle is rendered to
this TextureBufferOutput, so a depth buffer isn't actually needed.
But: These pipeline steps shouldn't rely on what ends up being rendered to
the TextureBufferOutput they provide, since that may change.

This workaround was added in 1e96403954 /
https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940

This workaround should be replaced by explicitly configuring depth
textures where needed.

----------------------------------------
2024-11-15 11:38:56 +01:00

77 lines
No EOL
2.7 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
#include "interlaced.h"
#include "secondstage.h"
#include "client/client.h"
#include "client/shader.h"
#include "client/camera.h"
InitInterlacedMaskStep::InitInterlacedMaskStep(TextureBuffer *_buffer, u8 _index) :
buffer(_buffer), index(_index)
{
}
void InitInterlacedMaskStep::run(PipelineContext &context)
{
video::ITexture *mask = buffer->getTexture(index);
if (!mask)
return;
if (mask == last_mask)
return;
last_mask = mask;
auto size = mask->getSize();
u8 *data = reinterpret_cast<u8 *>(mask->lock());
for (u32 j = 0; j < size.Height; j++) {
u8 val = j % 2 ? 0xff : 0x00;
memset(data, val, 4 * size.Width);
data += 4 * size.Width;
}
mask->unlock();
}
void populateInterlacedPipeline(RenderPipeline *pipeline, Client *client)
{
// FIXME: "3d_mode = interlaced" is currently broken. Two options:
// 1. Remove it
// 2. Fix it
// If you fix it, make sure to test it with "enable_post_processing = false".
// You'll probably have to add a depth texture to make that combination work.
// Also, this code should probably use selectColorFormat/selectDepthFormat.
static const u8 TEXTURE_LEFT = 0;
static const u8 TEXTURE_RIGHT = 1;
static const u8 TEXTURE_MASK = 2;
TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
buffer->setTexture(TEXTURE_LEFT, v2f(1.0f, 0.5f), "3d_render_left", video::ECF_A8R8G8B8);
buffer->setTexture(TEXTURE_RIGHT, v2f(1.0f, 0.5f), "3d_render_right", video::ECF_A8R8G8B8);
buffer->setTexture(TEXTURE_MASK, v2f(1.0f, 1.0f), "3d_render_mask", video::ECF_A8R8G8B8);
pipeline->addStep<InitInterlacedMaskStep>(buffer, TEXTURE_MASK);
auto step3D = pipeline->own(create3DStage(client, v2f(1.0f, 0.5f)));
// eyes
for (bool right : { false, true }) {
pipeline->addStep<OffsetCameraStep>(right);
auto output = pipeline->createOwned<TextureBufferOutput>(buffer, right ? TEXTURE_RIGHT : TEXTURE_LEFT);
pipeline->addStep<SetRenderTargetStep>(step3D, output);
pipeline->addStep(step3D);
pipeline->addStep<DrawWield>();
pipeline->addStep<MapPostFxStep>();
}
pipeline->addStep<OffsetCameraStep>(0.0f);
IShaderSource *s = client->getShaderSource();
u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC);
video::E_MATERIAL_TYPE material = s->getShaderInfo(shader).material;
auto texture_map = { TEXTURE_LEFT, TEXTURE_RIGHT, TEXTURE_MASK };
auto merge = pipeline->addStep<PostProcessingStep>(material, texture_map);
merge->setRenderSource(buffer);
merge->setRenderTarget(pipeline->createOwned<ScreenTarget>());
pipeline->addStep<DrawHUD>();
}