- Change shadowmap resolution from 1024 to 128

This commit is contained in:
Magnus Norddahl 2017-06-03 21:19:34 +02:00
parent 1df7dc81e6
commit 265df4b797
4 changed files with 15 additions and 7 deletions

View file

@ -106,7 +106,7 @@ void FShadowMap::Update()
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
glViewport(0, 0, 1024, 1024);
glViewport(0, 0, SHADOWMAP_QUALITY, 1024);
GLRenderer->RenderScreenQuad();
const auto &viewport = GLRenderer->mScreenViewport;

View file

@ -8,6 +8,10 @@
class ADynamicLight;
struct level_info_t;
// This constant must match the same constant in shadowmap.fp
//#define SHADOWMAP_QUALITY 1024
#define SHADOWMAP_QUALITY 128
class FShadowMap
{
public:

View file

@ -770,7 +770,7 @@ void FGLRenderBuffers::CreateShadowMap()
glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, 1024, 1024);
mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, SHADOWMAP_QUALITY, 1024);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

View file

@ -2,6 +2,10 @@
in vec2 TexCoord;
out vec4 FragColor;
// This constant must match the same constant in gl_shadowmap.h
// #define SHADOWMAP_QUALITY 1024
#define SHADOWMAP_QUALITY 128
struct GPUNode
{
vec2 aabb_min;
@ -140,12 +144,12 @@ void main()
if (radius > 0.0)
{
vec2 pixelpos;
switch (int(gl_FragCoord.x) / 256)
switch (int(gl_FragCoord.x) / int(SHADOWMAP_QUALITY/4))
{
case 0: pixelpos = vec2((gl_FragCoord.x - 128.0) / 128.0, 1.0); break;
case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - 384.0) / 128.0); break;
case 2: pixelpos = vec2(-(gl_FragCoord.x - 640.0) / 128.0, -1.0); break;
case 3: pixelpos = vec2(-1.0, -(gl_FragCoord.x - 896.0) / 128.0); break;
case 0: pixelpos = vec2((gl_FragCoord.x - float(SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8), 1.0); break;
case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - float(SHADOWMAP_QUALITY/4 + SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8)); break;
case 2: pixelpos = vec2(-(gl_FragCoord.x - float(SHADOWMAP_QUALITY/2 + SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8), -1.0); break;
case 3: pixelpos = vec2(-1.0, -(gl_FragCoord.x - float(SHADOWMAP_QUALITY*3/4 + SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8)); break;
}
pixelpos = lightpos + pixelpos * radius;