OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.

This commit is contained in:
SmileTheory 2014-07-31 21:01:57 -07:00
parent 7b866ae96d
commit 2b2d696f12
10 changed files with 235 additions and 110 deletions

View file

@ -1,15 +1,17 @@
uniform sampler2D u_ScreenDepthMap;
uniform sampler2D u_ShadowMap;
uniform sampler2DShadow u_ShadowMap;
#if defined(USE_SHADOW_CASCADE)
uniform sampler2D u_ShadowMap2;
uniform sampler2D u_ShadowMap3;
uniform sampler2DShadow u_ShadowMap2;
uniform sampler2DShadow u_ShadowMap3;
uniform sampler2DShadow u_ShadowMap4;
#endif
uniform mat4 u_ShadowMvp;
#if defined(USE_SHADOW_CASCADE)
uniform mat4 u_ShadowMvp2;
uniform mat4 u_ShadowMvp3;
uniform mat4 u_ShadowMvp4;
#endif
uniform vec3 u_ViewOrigin;
@ -39,94 +41,103 @@ float random( const vec2 p )
return mod( 123456789., 1e-7 + 256. * dot(p,r) );
}
float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist)
{
float mult;
float scale = 2.0 / r_shadowMapSize;
#if 0
// from http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
vec2 offset = vec2(greaterThan(fract(var_DepthTex.xy * r_FBufScale * 0.5), vec2(0.25)));
offset.y += offset.x;
if (offset.y > 1.1) offset.y = 0.0;
mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)).r
+ shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)).r;
mult *= 0.25;
#endif
#if defined(USE_SHADOW_FILTER)
float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
mult = step(dist, texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.2391056, 0.9189604)).r);
mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)).r;
#if defined(USE_SHADOW_FILTER2)
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0.002528916)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.192888, 0.4064181)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.6335801, -0.5247476)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r);
mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r);
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist)).r;
mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)).r;
mult *= 0.11111;
#else
mult *= 0.33333;
#endif
#else
mult = step(dist, texture2D(shadowmap, st).r);
mult = shadow2D(shadowmap, vec3(st, dist));
#endif
return mult;
}
float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
float sampleZDivW = texture2D(depthMap, tex).r;
sampleZDivW -= DEPTH_MAX_ERROR;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
float sampleZDivW = texture2D(depthMap, tex).r - DEPTH_MAX_ERROR;
return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
void main()
{
float result;
float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
float sampleZ = u_ViewInfo.y * depth;
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
vec4 shadowpos = u_ShadowMvp * biasPos;
#if defined(USE_SHADOW_CASCADE)
const float fadeTo = 1.0;
result = fadeTo;
#else
result = 0.0;
#endif
if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
}
vec4 shadowpos = u_ShadowMvp * biasPos;
#if defined(USE_SHADOW_CASCADE)
if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
#endif
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
#if defined(USE_SHADOW_CASCADE)
}
else
{
shadowpos = u_ShadowMvp2 * biasPos;
if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z);
}
else
{
shadowpos = u_ShadowMvp3 * biasPos;
if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z);
float fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1.0);
result = mix(result, fadeTo, fade);
}
else
{
shadowpos = u_ShadowMvp4 * biasPos;
shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap4, shadowpos.xy, shadowpos.z);
}
}
}
#endif
gl_FragColor = vec4(vec3(result), 1.0);
}

View file

@ -1122,13 +1122,24 @@ const void *RB_DrawSurfs( const void *data ) {
GLSL_BindProgram(&tr.shadowmaskShader);
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
if (r_shadowCascadeZFar->integer != 0)
{
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
}
else
{
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]);
}
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
{
@ -1681,6 +1692,8 @@ const void *RB_PostProcess(const void *data)
FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 256, 0, 128, 128);
FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 384, 0, 128, 128);
FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0)

View file

@ -3313,6 +3313,9 @@ void RE_LoadWorldMap( const char *name ) {
tr.toneMinAvgMaxLevel[1] = -2.0f;
tr.toneMinAvgMaxLevel[2] = 0.0f;
// reset last cascade sun direction so last shadow cascade is rerendered
VectorClear(tr.lastCascadeSunDirection);
tr.worldMapLoaded = qtrue;
// load it

View file

@ -484,7 +484,7 @@ void FBO_Init(void)
if (tr.sunShadowDepthImage[0])
{
for ( i = 0; i < 3; i++)
for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
FBO_Bind(tr.sunShadowFbo[i]);

View file

@ -79,10 +79,12 @@ static uniformInfo_t uniformsInfo[] =
{ "u_ShadowMap", GLSL_INT },
{ "u_ShadowMap2", GLSL_INT },
{ "u_ShadowMap3", GLSL_INT },
{ "u_ShadowMap4", GLSL_INT },
{ "u_ShadowMvp", GLSL_MAT16 },
{ "u_ShadowMvp2", GLSL_MAT16 },
{ "u_ShadowMvp3", GLSL_MAT16 },
{ "u_ShadowMvp4", GLSL_MAT16 },
{ "u_EnableTextures", GLSL_VEC4 },
@ -1302,7 +1304,8 @@ void GLSL_InitGPUShaders(void)
if (r_shadowFilter->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
if (r_shadowCascadeZFar->integer != 0)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
@ -1320,6 +1323,7 @@ void GLSL_InitGPUShaders(void)
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);

View file

@ -2930,9 +2930,14 @@ void R_CreateBuiltinImages( void ) {
if (r_sunlightMode->integer)
{
for ( x = 0; x < 3; x++)
for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
GL_Bind(tr.sunShadowDepthImage[x]);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);

View file

@ -1223,9 +1223,9 @@ void R_Register( void )
r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowMapSize = ri.Cvar_Get( "r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "4", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "3072", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "-320", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "8", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "1024", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_ignoreDstAlpha = ri.Cvar_Get( "r_ignoreDstAlpha", "1", CVAR_ARCHIVE | CVAR_LATCH );
//

View file

@ -364,6 +364,7 @@ enum
TB_SPECULARMAP = 4,
TB_SHADOWMAP = 5,
TB_CUBEMAP = 6,
TB_SHADOWMAP4 = 6,
NUM_TEXTURE_BUNDLES = 7
};
@ -633,10 +634,12 @@ typedef enum
UNIFORM_SHADOWMAP,
UNIFORM_SHADOWMAP2,
UNIFORM_SHADOWMAP3,
UNIFORM_SHADOWMAP4,
UNIFORM_SHADOWMVP,
UNIFORM_SHADOWMVP2,
UNIFORM_SHADOWMVP3,
UNIFORM_SHADOWMVP4,
UNIFORM_ENABLETEXTURES,
@ -760,7 +763,7 @@ typedef struct {
int num_pshadows;
struct pshadow_s *pshadows;
float sunShadowMvp[3][16];
float sunShadowMvp[4][16];
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
@ -1534,7 +1537,7 @@ typedef struct {
image_t *calcLevelsImage;
image_t *targetLevelsImage;
image_t *fixedLevelsImage;
image_t *sunShadowDepthImage[3];
image_t *sunShadowDepthImage[4];
image_t *screenShadowImage;
image_t *screenSsaoImage;
image_t *hdrDepthImage;
@ -1551,7 +1554,7 @@ typedef struct {
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
FBO_t *sunShadowFbo[3];
FBO_t *sunShadowFbo[4];
FBO_t *screenShadowFbo;
FBO_t *screenSsaoFbo;
FBO_t *hdrDepthFbo;
@ -1623,6 +1626,8 @@ typedef struct {
qboolean sunShadows;
vec3_t sunLight; // from the sky shader for this level
vec3_t sunDirection;
vec3_t lastCascadeSunDirection;
float lastCascadeSunMvp[16];
frontEndCounters_t pc;
int frontEndMsec; // not in pc due to clearing issue

View file

@ -2572,14 +2572,16 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
//splitZFar = 3072;
break;
}
VectorCopy(fd->vieworg, lightOrigin);
if (level != 3)
VectorCopy(fd->vieworg, lightOrigin);
else
VectorCopy(tr.world->lightGridOrigin, lightOrigin);
// Make up a projection
VectorScale(lightDir, -1.0f, lightViewAxis[0]);
if (lightViewIndependentOfCameraView)
if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world up as light view up
VectorSet(lightViewAxis[2], 0, 0, 1);
@ -2599,7 +2601,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
// Check if too close to parallel to light direction
if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
{
if (lightViewIndependentOfCameraView)
if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world left as light view up
VectorSet(lightViewAxis[2], 0, 1, 0);
@ -2636,56 +2638,117 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
ClearBounds(lightviewBounds[0], lightviewBounds[1]);
// add view near plane
lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
if (level != 3)
{
// add view near plane
lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
// add view far plane
lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
// add view far plane
lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
VectorMA(base, -lx, fd->viewaxis[1], point);
VectorMA(point, -ly, fd->viewaxis[2], point);
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
}
else
{
// use light grid size as level size
// FIXME: could be tighter
vec3_t bounds;
bounds[0] = tr.world->lightGridSize[0] * tr.world->lightGridBounds[0];
bounds[1] = tr.world->lightGridSize[1] * tr.world->lightGridBounds[1];
bounds[2] = tr.world->lightGridSize[2] * tr.world->lightGridBounds[2];
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
point[0] = tr.world->lightGridOrigin[0] + bounds[0];
point[1] = tr.world->lightGridOrigin[1] + bounds[1];
point[2] = tr.world->lightGridOrigin[2] + bounds[2];
Mat4Transform(lightViewMatrix, point, lightViewPoint);
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
}
if (!glRefConfig.depthClamp)
lightviewBounds[0][0] = lightviewBounds[1][0] - 8192;
@ -2715,11 +2778,10 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
VectorScale(lightviewBounds[1], worldUnitsPerTexel, lightviewBounds[1]);
}
//ri.Printf(PRINT_ALL, "znear %f zfar %f\n", lightviewBounds[0][0], lightviewBounds[1][0]);
//ri.Printf(PRINT_ALL, "fovx %f fovy %f xmin %f xmax %f ymin %f ymax %f\n", fd->fov_x, fd->fov_y, xmin, xmax, ymin, ymax);
//ri.Printf(PRINT_ALL, "level %d znear %f zfar %f\n", level, lightviewBounds[0][0], lightviewBounds[1][0]);
//ri.Printf(PRINT_ALL, "xmin %f xmax %f ymin %f ymax %f\n", lightviewBounds[0][1], lightviewBounds[1][1], -lightviewBounds[1][2], -lightviewBounds[0][2]);
}
{
int firstDrawSurf;
@ -2857,6 +2919,7 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
R_RenderSunShadowMaps(&refdef, 0);
R_RenderSunShadowMaps(&refdef, 1);
R_RenderSunShadowMaps(&refdef, 2);
R_RenderSunShadowMaps(&refdef, 3);
}
}

View file

@ -498,9 +498,30 @@ void RE_RenderScene( const refdef_t *fd ) {
// playing with even more shadows
if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
{
R_RenderSunShadowMaps(fd, 0);
R_RenderSunShadowMaps(fd, 1);
R_RenderSunShadowMaps(fd, 2);
if (r_shadowCascadeZFar != 0)
{
R_RenderSunShadowMaps(fd, 0);
R_RenderSunShadowMaps(fd, 1);
R_RenderSunShadowMaps(fd, 2);
}
else
{
Mat4Zero(tr.refdef.sunShadowMvp[0]);
Mat4Zero(tr.refdef.sunShadowMvp[1]);
Mat4Zero(tr.refdef.sunShadowMvp[2]);
}
// only rerender last cascade if sun has changed position
if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
{
VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
R_RenderSunShadowMaps(fd, 3);
Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
}
else
{
Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
}
}
// playing with cube maps