Merge remote-tracking branch 'RBDOOM/master'

This commit is contained in:
Robert Beckebans 2015-05-01 14:18:53 +02:00
commit 80f0d06a75
6 changed files with 31 additions and 7 deletions

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@ -218,6 +218,22 @@ Fortunately, you can run Steam in Wine to install Doom3 BFG and afterwards copy
game data somewhere else to use it with native executables.
Winetricks ( http://winetricks.org/ ) makes installing Windows Steam on Linux really easy.
If using the Linux version of Steam, you can open the console (launch steam with -console or try steam://open/console in a web browser) and enter the following:
download_depot 208200 208202
This will download the base game files to a path similar to (the path cannot be configured):
~/.steam/root/ubuntu12_32/steamapps/content/app_208200/depot_208202/
Steam will not provide feedback on the download progress so you will have to watch the folder.
You will also have to run download_depot for your language:
download_depot 208200 <language depot>
Where <language depot> is:
English: 208203
German: 208204
French: 208205
Italian: 208206
Spanish: 208207
Japanese: 208208
Combining the contents of both depots will provide the necessary game files for the engine.
Anyway:
1. Install Doom 3 BFG in Steam (Windows version), make sure it's getting

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@ -196,8 +196,10 @@ void main( PS_IN fragment, out PS_OUT result )
float bias = 0.001;
shadowTexcoord.xyz /= shadowTexcoord.w;
//shadowTexcoord.z = shadowTexcoord.z * 0.9991;
shadowTexcoord.z = shadowTexcoord.z - bias;
shadowTexcoord.z = shadowTexcoord.z * rpScreenCorrectionFactor.w;
//shadowTexcoord.z = shadowTexcoord.z * 0.999991;
//shadowTexcoord.z = shadowTexcoord.z - bias;
shadowTexcoord.w = float(shadowIndex);
#if 0
@ -216,7 +218,7 @@ void main( PS_IN fragment, out PS_OUT result )
float shadow = 0.0;
//float stepSize = 1.0 / 16.0;
float numSamples = rpScreenCorrectionFactor.w;
float numSamples = 16;
float stepSize = 1.0 / numSamples;
float4 jitterTC = ( fragment.position * rpScreenCorrectionFactor ) + rpJitterTexOffset;

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@ -4389,8 +4389,10 @@ static const cgShaderDef_t cg_renderprogs[] =
" float bias = 0.001;\n"
" \n"
" shadowTexcoord.xyz /= shadowTexcoord.w;\n"
" //shadowTexcoord.z = shadowTexcoord.z * 0.9991;\n"
" shadowTexcoord.z = shadowTexcoord.z - bias;\n"
" \n"
" shadowTexcoord.z = shadowTexcoord.z * rpScreenCorrectionFactor.w;\n"
" //shadowTexcoord.z = shadowTexcoord.z * 0.999991;\n"
" //shadowTexcoord.z = shadowTexcoord.z - bias;\n"
" shadowTexcoord.w = float(shadowIndex);\n"
"\n"
"#if 0\n"
@ -4409,7 +4411,7 @@ static const cgShaderDef_t cg_renderprogs[] =
" float shadow = 0.0;\n"
" \n"
" //float stepSize = 1.0 / 16.0;\n"
" float numSamples = rpScreenCorrectionFactor.w;\n"
" float numSamples = 16;\n"
" float stepSize = 1.0 / numSamples;\n"
" \n"
" float4 jitterTC = ( fragment.position * rpScreenCorrectionFactor ) + rpJitterTexOffset;\n"

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@ -235,6 +235,8 @@ idCVar r_shadowMapLodBias( "r_shadowMapLodBias", "0", CVAR_RENDERER | CVAR_INTEG
idCVar r_shadowMapPolygonFactor( "r_shadowMapPolygonFactor", "2", CVAR_RENDERER | CVAR_FLOAT, "polygonOffset factor for drawing shadow buffer" );
idCVar r_shadowMapPolygonOffset( "r_shadowMapPolygonOffset", "3000", CVAR_RENDERER | CVAR_FLOAT, "polygonOffset units for drawing shadow buffer" );
idCVar r_shadowMapOccluderFacing( "r_shadowMapOccluderFacing", "2", CVAR_RENDERER | CVAR_INTEGER, "0 = front faces, 1 = back faces, 2 = twosided" );
idCVar r_shadowMapRegularDepthBiasScale( "r_shadowMapRegularDepthBiasScale", "0.999", CVAR_RENDERER | CVAR_FLOAT, "shadowmap bias to fight shadow acne for point and spot lights" );
idCVar r_shadowMapSunDepthBiasScale( "r_shadowMapSunDepthBiasScale", "0.999991", CVAR_RENDERER | CVAR_FLOAT, "shadowmap bias to fight shadow acne for cascaded shadow mapping with parallel lights" );
// RB end
const char* fileExten[3] = { "tga", "png", "jpg" };

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@ -1302,7 +1302,7 @@ static void RB_RenderInteractions( const drawSurf_t* surfList, const viewLight_t
screenCorrectionParm[0] = 1.0f / ( JITTER_SIZE * shadowMapSamples ) ;
screenCorrectionParm[1] = 1.0f / JITTER_SIZE;
screenCorrectionParm[2] = 1.0f / shadowMapResolutions[vLight->shadowLOD];
screenCorrectionParm[3] = shadowMapSamples;
screenCorrectionParm[3] = vLight->parallel ? r_shadowMapSunDepthBiasScale.GetFloat() : r_shadowMapRegularDepthBiasScale.GetFloat();
SetFragmentParm( RENDERPARM_SCREENCORRECTIONFACTOR, screenCorrectionParm ); // rpScreenCorrectionFactor
float jitterTexScale[4];

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@ -1070,6 +1070,8 @@ extern idCVar r_shadowMapLodBias;
extern idCVar r_shadowMapPolygonFactor;
extern idCVar r_shadowMapPolygonOffset;
extern idCVar r_shadowMapOccluderFacing;
extern idCVar r_shadowMapRegularDepthBiasScale;
extern idCVar r_shadowMapSunDepthBiasScale;
// RB end
/*