diff --git a/wadsrc/static/language.enu b/wadsrc/static/language.enu index db9f002d5..da7332c9a 100644 --- a/wadsrc/static/language.enu +++ b/wadsrc/static/language.enu @@ -2427,6 +2427,8 @@ OPTVAL_SOUNDSYSTEM = "Sound System"; OPTVAL_FOO_DUMB = "foo_dumb"; OPTVAL_ALIASING = "Aliasing"; OPTVAL_LINEAR = "Linear"; +OPTVAL_NEAREST = "Nearest"; +OPTVAL_PCF = "PCF"; OPTVAL_CUBIC = "Cubic"; OPTVAL_BLEP = "Band-limited step"; OPTVAL_LINEARSLOW = "Linear (Slower)"; diff --git a/wadsrc/static/language.fr b/wadsrc/static/language.fr index 181c9e0db..c43a3c222 100644 --- a/wadsrc/static/language.fr +++ b/wadsrc/static/language.fr @@ -2418,6 +2418,8 @@ OPTVAL_OLD = "Ancien"; OPTVAL_DEFAULT = "Défaut"; OPTVAL_SOUNDSYSTEM = "Système Sonore"; OPTVAL_LINEAR = "Linéaire"; +OPTVAL_NEAREST = "Nearest"; +OPTVAL_PCF = "PCF"; OPTVAL_CUBIC = "Cubique"; OPTVAL_BLEP = "Step limité sur bande"; OPTVAL_LINEARSLOW = "Linéaire (Lent)"; diff --git a/wadsrc/static/menudef.txt b/wadsrc/static/menudef.txt index 9cce81965..e813a7314 100644 --- a/wadsrc/static/menudef.txt +++ b/wadsrc/static/menudef.txt @@ -2257,8 +2257,8 @@ OptionValue ShadowMapQuality OptionValue ShadowMapFilter { - 0, "$OPTVAL_LINEAR" - 1, "PCF" + 0, "$OPTVAL_NEAREST" + 1, "$OPTVAL_PCF" } diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 375d7e91d..dce6c25a6 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -139,21 +139,21 @@ float R_DoomLightingEquation(float light) float shadowDirToU(vec2 dir) { - if (abs(dir.x) > abs(dir.y)) + if (abs(dir.y) > abs(dir.x)) { - float v = dir.y / dir.x * 0.125; - if (dir.x >= 0.0) - return (0.25 + 0.125) - v; + float x = dir.x / dir.y * 0.125; + if (dir.y >= 0.0) + return 0.125 + x; else - return (0.75 + 0.125) - v; + return (0.50 + 0.125) + x; } else { - float v = dir.x / dir.y * 0.125; - if (dir.y >= 0.0) - return 0.125 + v; + float y = dir.y / dir.x * 0.125; + if (dir.x >= 0.0) + return (0.25 + 0.125) - y; else - return (0.50 + 0.125) + v; + return (0.75 + 0.125) - y; } } @@ -161,7 +161,7 @@ float sampleShadowmap(vec2 dir, float v) { float u = shadowDirToU(dir); float dist2 = dot(dir, dir); - return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0; + return step(dist2, texture(ShadowMap, vec2(u, v)).x); } float sampleShadowmapLinear(vec2 dir, float v) @@ -190,6 +190,40 @@ float sampleShadowmapLinear(vec2 dir, float v) return mix(step(dist2, depth0), step(dist2, depth1), t); } +vec2 shadowmapAdjustedRay(vec4 lightpos) +{ + vec3 planePoint = pixelpos.xyz - lightpos.xyz; + + if (dot(planePoint.xz, planePoint.xz) < 1.0) + return planePoint.xz * 0.5; + + vec3 ray = normalize(planePoint); + + vec2 isize = textureSize(ShadowMap, 0); + float scale = float(isize.x) * 0.25; + + // Snap to shadow map texel grid + if (abs(ray.z) > abs(ray.x)) + { + ray.y = ray.y / abs(ray.z); + ray.x = ray.x / abs(ray.z); + ray.x = (floor((ray.x + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0; + ray.z = sign(ray.z); + } + else + { + ray.y = ray.y / abs(ray.x); + ray.z = ray.z / abs(ray.x); + ray.z = (floor((ray.z + 1.0) * 0.5 * scale) + 0.5) / scale * 2.0 - 1.0; + ray.x = sign(ray.x); + } + + float bias = 1.0; + float negD = dot(vWorldNormal.xyz, planePoint); + float t = negD / dot(vWorldNormal.xyz, ray) - bias; + return ray.xz * t; +} + //=========================================================================== // // Check if light is in shadow using Percentage Closer Filtering (PCF) @@ -203,22 +237,20 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex) float v = (shadowIndex + 0.5) / 1024.0; - vec2 ray = pixelpos.xz - lightpos.xz; - float length = length(ray); - if (length < 3.0) - return 1.0; - - vec2 dir = ray / length; + vec2 ray = shadowmapAdjustedRay(lightpos); if (uShadowmapFilter <= 0) { - ray -= dir * 2.0; // Shadow acne margin - return sampleShadowmapLinear(ray, v); + return sampleShadowmap(ray, v); + //return sampleShadowmapLinear(ray, v); } else { - ray -= dir * 2.0; // Shadow acne margin - dir = dir * min(length / 50.0, 1.0); // avoid sampling behind light + float length = length(ray); + if (length < 3.0) + return 1.0; + + vec2 dir = ray / length * min(length / 50.0, 1.0); // avoid sampling behind light vec2 normal = vec2(-dir.y, dir.x); vec2 bias = dir * 10.0; @@ -232,10 +264,6 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex) } return sum / uShadowmapFilter; } -#if 0 // nearest shadow filter (not used) - ray -= dir * 6.0; // Shadow acne margin - return sampleShadowmap(ray, v); -#endif } float shadowAttenuation(vec4 lightpos, float lightcolorA)