mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 08:31:14 +00:00
- fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu
This commit is contained in:
parent
d65d462268
commit
cd520a6528
4 changed files with 58 additions and 26 deletions
|
@ -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)";
|
||||
|
|
|
@ -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)";
|
||||
|
|
|
@ -2227,8 +2227,8 @@ OptionValue ShadowMapQuality
|
|||
|
||||
OptionValue ShadowMapFilter
|
||||
{
|
||||
0, "$OPTVAL_LINEAR"
|
||||
1, "PCF"
|
||||
0, "$OPTVAL_NEAREST"
|
||||
1, "$OPTVAL_PCF"
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
Loading…
Reference in a new issue