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:
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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.
----------------------------------------
91 lines
2.5 KiB
C++
91 lines
2.5 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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#pragma once
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#include "core.h"
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#include "pipeline.h"
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/**
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* Implements a pipeline step that renders the 3D scene
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*/
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class Draw3D : public RenderStep
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{
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public:
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virtual void setRenderSource(RenderSource *) override {}
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virtual void setRenderTarget(RenderTarget *target) override { m_target = target; }
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virtual void reset(PipelineContext &context) override {}
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virtual void run(PipelineContext &context) override;
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private:
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RenderTarget *m_target {nullptr};
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};
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class DrawWield : public RenderStep
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{
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public:
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virtual void setRenderSource(RenderSource *) override {}
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virtual void setRenderTarget(RenderTarget *target) override { m_target = target; }
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virtual void reset(PipelineContext &context) override {}
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virtual void run(PipelineContext &context) override;
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private:
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RenderTarget *m_target {nullptr};
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};
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/**
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* Implements a pipeline step that renders the game HUD
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*/
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class DrawHUD : public RenderStep
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{
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public:
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virtual void setRenderSource(RenderSource *) override {}
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virtual void setRenderTarget(RenderTarget *) override {}
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virtual void reset(PipelineContext &context) override {}
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virtual void run(PipelineContext &context) override;
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};
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class MapPostFxStep : public TrivialRenderStep
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{
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public:
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virtual void setRenderTarget(RenderTarget *) override;
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virtual void run(PipelineContext &context) override;
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private:
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RenderTarget *target;
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};
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class RenderShadowMapStep : public TrivialRenderStep
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{
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public:
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virtual void run(PipelineContext &context) override;
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};
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/**
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* UpscaleStep step performs rescaling of the image
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* in the source texture 0 to the size of the target.
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*/
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class UpscaleStep : public RenderStep
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{
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public:
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virtual void setRenderSource(RenderSource *source) override { m_source = source; }
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virtual void setRenderTarget(RenderTarget *target) override { m_target = target; }
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virtual void reset(PipelineContext &context) override {};
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virtual void run(PipelineContext &context) override;
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private:
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RenderSource *m_source;
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RenderTarget *m_target;
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};
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std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale);
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RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor, Client *client);
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void populatePlainPipeline(RenderPipeline *pipeline, Client *client);
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video::ECOLOR_FORMAT selectColorFormat(video::IVideoDriver *driver);
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video::ECOLOR_FORMAT selectDepthFormat(video::IVideoDriver *driver);
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