- fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu

This commit is contained in:
Magnus Norddahl 2018-10-04 15:33:07 +02:00
parent d65d462268
commit cd520a6528
4 changed files with 58 additions and 26 deletions

View file

@ -2437,6 +2437,8 @@ 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)";

View file

@ -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)";

View file

@ -2227,8 +2227,8 @@ OptionValue ShadowMapQuality
OptionValue ShadowMapFilter
{
0, "$OPTVAL_LINEAR"
1, "PCF"
0, "$OPTVAL_NEAREST"
1, "$OPTVAL_PCF"
}

View file

@ -160,21 +160,21 @@ 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;
}
}
@ -182,7 +182,7 @@ 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)
@ -211,6 +211,40 @@ 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)
@ -224,22 +258,20 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
float v = (shadowIndex + 0.5) / 1024.0;
vec2 ray = pixelpos.xz - lightpos.xz;
vec2 ray = shadowmapAdjustedRay(lightpos);
if (uShadowmapFilter <= 0)
{
return sampleShadowmap(ray, v);
//return sampleShadowmapLinear(ray, v);
}
else
{
float length = length(ray);
if (length < 3.0)
return 1.0;
vec2 dir = ray / length;
if (uShadowmapFilter <= 0)
{
ray -= dir * 2.0; // Shadow acne margin
return sampleShadowmapLinear(ray, v);
}
else
{
ray -= dir * 2.0; // Shadow acne margin
dir = dir * min(length / 50.0, 1.0); // avoid sampling behind light
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;
@ -253,10 +285,6 @@ 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)