- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.

# Conflicts:
#	src/gl/system/gl_cvars.h
#	src/gl/system/gl_menu.cpp
This commit is contained in:
Christoph Oelckers 2018-10-03 13:45:54 +02:00 committed by drfrag666
parent 62c11cd1a5
commit 24d09fe56a
2 changed files with 10 additions and 8 deletions

View file

@ -45,7 +45,10 @@ FRenderState gl_RenderState;
CVAR(Bool, gl_direct_state_change, true, 0)
CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
CVAR(Bool, gl_shadowmap_filter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_shadowmap_filter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 8) self = 1;
}
static VSMatrix identityMatrix(1);

View file

@ -194,9 +194,6 @@ float sampleShadowmapLinear(vec2 dir, float v)
//
//===========================================================================
#define PCF_FILTER_STEP_COUNT 3
#define PCF_COUNT (PCF_FILTER_STEP_COUNT * 2 + 1)
float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
{
if (shadowIndex >= 1024.0)
@ -211,7 +208,7 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
vec2 dir = ray / length;
if (uShadowmapFilter == 0)
if (uShadowmapFilter <= 0)
{
ray -= dir * 2.0; // Shadow acne margin
return sampleShadowmapLinear(ray, v);
@ -225,11 +222,13 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
vec2 bias = dir * 10.0;
float sum = 0.0;
for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++)
float step_count = ((uShadowmapFilter - 1) / 2.);
for (float x = -step_count; x <= step_count; x++)
{
sum += sampleShadowmap(ray + normal * x - bias * abs(x), v);
sum += sampleShadowmap(ray + normal * x /*- bias * abs(x)*/, v);
}
return sum / PCF_COUNT;
return sum / uShadowmapFilter;
}
#if 0 // nearest shadow filter (not used)
ray -= dir * 6.0; // Shadow acne margin