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https://github.com/id-Software/DOOM-3-BFG.git
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Revert "Changed r_useShadowMapping 1: medium+faster, 2: high quality"
This reverts commit 87b0040f92
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Conflicts:
neo/renderer/RenderSystem_init.cpp
neo/renderer/tr_backend_draw.cpp
neo/renderer/tr_local.h
This commit is contained in:
parent
ef9869972d
commit
c17773306c
6 changed files with 16 additions and 28 deletions
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@ -273,9 +273,6 @@ __________________________________________
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scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
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really good which should give you stable 100 fps on todays hardware (2014).
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The shadow filtering algorithm is based on Carmack's research which was
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released in the original Doom 3 GPL release draw_exp.cpp.
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- Changed light interaction shaders to use Half-Lambert lighting like in Half-Life 2 to
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make the game less dark. https://developer.valvesoftware.com/wiki/Half_Lambert
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@ -285,9 +282,7 @@ ___________________________________________________
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9) CONSOLE VARIABLES
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__________________________________________
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r_useShadowMapping 0: Use oldschool hard stencil shadows
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1: Use soft shadow mapping medium quality
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2: Use soft shadow mapping high quality
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r_useShadowMapping 1 - Use soft shadow mapping instead of hard stencil shadows
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___________________________________________________
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@ -272,14 +272,14 @@ void main( PS_IN fragment, out PS_OUT result )
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float stepSize = 1.0 / numSamples;
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float4 jitterTC = ( fragment.position * rpScreenCorrectionFactor ) + rpJitterTexOffset;
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float4 random = tex2D( samp6, jitterTC.xy ) * PI;// * rpJitterTexScale;
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float4 random = tex2D( samp6, jitterTC.xy ) * PI;
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//float4 random = fragment.position;
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float2 rot;
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rot.x = cos( random.x );
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rot.y = sin( random.x );
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float shadowTexelSize = rpScreenCorrectionFactor.z * 3.0;
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float shadowTexelSize = rpScreenCorrectionFactor.z * rpJitterTexScale;
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for( int i = 0; i < numSamples; i++ )
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{
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float2 jitter = poissonDisk[i];
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@ -514,8 +514,8 @@ void idMenuScreen_Shell_SystemOptions::idMenuDataSource_SystemSettings::AdjustFi
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// RB begin
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case SYSTEM_FIELD_SHADOWMAPPING:
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{
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static const int numValues = 3;
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static const int values[numValues] = { 0, 1, 2 };
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static const int numValues = 2;
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static const int values[numValues] = { 0, 1 };
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r_useShadowMapping.SetInteger( AdjustOption( r_useShadowMapping.GetInteger(), values, numValues, adjustAmount ) );
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break;
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}
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@ -609,11 +609,7 @@ idSWFScriptVar idMenuScreen_Shell_SystemOptions::idMenuDataSource_SystemSettings
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case SYSTEM_FIELD_SHADOWMAPPING:
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if( r_useShadowMapping.GetInteger() == 1 )
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{
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return "Medium";
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}
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else if( r_useShadowMapping.GetInteger() == 2 )
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{
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return "High";
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return "#str_swf_enabled";
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}
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else
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{
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@ -218,13 +218,14 @@ idCVar stereoRender_deGhost( "stereoRender_deGhost", "0.05", CVAR_FLOAT | CVAR_A
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idCVar r_useVirtualScreenResolution( "r_useVirtualScreenResolution", "1", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "do 2D rendering at 640x480 and stretch to the current resolution" );
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// RB: shadow mapping parameters
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idCVar r_useShadowMapping( "r_useShadowMapping", "2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "0 = stencil shadows, 1 = medium quality soft shadow mapping, 2 = high quality soft shadow mapping" );
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idCVar r_useShadowMapping( "r_useShadowMapping", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "use shadow mapping instead of stencil shadows" );
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idCVar r_shadowMapFrustumFOV( "r_shadowMapFrustumFOV", "92", CVAR_RENDERER | CVAR_FLOAT, "oversize FOV for point light side matching" );
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idCVar r_shadowMapSingleSide( "r_shadowMapSingleSide", "-1", CVAR_RENDERER | CVAR_INTEGER, "only draw a single side (0-5) of point lights" );
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idCVar r_shadowMapImageSize( "r_shadowMapImageSize", "1024", CVAR_RENDERER | CVAR_INTEGER, "", 128, 2048 );
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idCVar r_shadowMapJitterScale( "r_shadowMapJitterScale", "0.006", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter offset" );
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idCVar r_shadowMapBiasScale( "r_shadowMapBiasScale", "0.0001", CVAR_RENDERER | CVAR_FLOAT, "scale factor for jitter bias" );
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idCVar r_shadowMapRandomizeJitter( "r_shadowMapRandomizeJitter", "1", CVAR_RENDERER | CVAR_BOOL, "randomly offset jitter texture each draw" );
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idCVar r_shadowMapSamples( "r_shadowMapSamples", "1", CVAR_RENDERER | CVAR_INTEGER, "0, 1, 4, or 16" );
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idCVar r_shadowMapSplits( "r_shadowMapSplits", "3", CVAR_RENDERER | CVAR_INTEGER, "number of splits for cascaded shadow mapping with parallel lights", 0, 4 );
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idCVar r_shadowMapSplitWeight( "r_shadowMapSplitWeight", "0.9", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_shadowMapLodScale( "r_shadowMapLodScale", "1.4", CVAR_RENDERER | CVAR_FLOAT, "" );
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@ -1275,14 +1275,7 @@ static void RB_RenderInteractions( const drawSurf_t* surfList, const viewLight_t
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// default high quality
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float jitterSampleScale = 1.0f;
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float shadowMapSamples = 16.0f;
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if( r_useShadowMapping.GetInteger() == 1 )
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{
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// medium quality
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jitterSampleScale = 0.8f;
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shadowMapSamples = 1.0f;
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}
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float shadowMapSamples = r_shadowMapSamples.GetInteger();
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// screen power of two correction factor
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float screenCorrectionParm[4];
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@ -1369,15 +1362,17 @@ static void RB_RenderInteractions( const drawSurf_t* surfList, const viewLight_t
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// texture 6 will be the jitter texture for soft shadowing
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GL_SelectTexture( INTERACTION_TEXUNIT_JITTER );
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if( r_useShadowMapping.GetInteger() == 1 )
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if( r_shadowMapSamples.GetInteger() == 16 )
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{
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globalImages->jitterImage16->Bind();
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}
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else if( r_shadowMapSamples.GetInteger() == 4 )
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{
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// medium quality
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globalImages->jitterImage1->Bind();
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}
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else
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{
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// high quality
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globalImages->jitterImage16->Bind();
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globalImages->jitterImage1->Bind();
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}
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}
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@ -1062,6 +1062,7 @@ extern idCVar r_shadowMapImageSize;
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extern idCVar r_shadowMapJitterScale;
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extern idCVar r_shadowMapBiasScale;
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extern idCVar r_shadowMapRandomizeJitter;
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extern idCVar r_shadowMapSamples;
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extern idCVar r_shadowMapSplits;
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extern idCVar r_shadowMapSplitWeight;
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extern idCVar r_shadowMapLodScale;
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