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- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
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parent
265df4b797
commit
7acb492852
8 changed files with 47 additions and 14 deletions
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@ -82,6 +82,23 @@ ADD_STAT(shadowmap)
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return out;
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}
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CUSTOM_CVAR(Int, gl_shadowmap_quality, 128, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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switch (self)
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{
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case 32:
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case 64:
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case 128:
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case 256:
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case 512:
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case 1024:
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break;
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default:
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self = 128;
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break;
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}
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}
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void FShadowMap::Update()
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{
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UpdateCycles.Reset();
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@ -102,11 +119,12 @@ void FShadowMap::Update()
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GLRenderer->mBuffers->BindShadowMapFB();
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GLRenderer->mShadowMapShader->Bind();
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GLRenderer->mShadowMapShader->ShadowmapQuality.Set(gl_shadowmap_quality);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
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glViewport(0, 0, SHADOWMAP_QUALITY, 1024);
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glViewport(0, 0, gl_shadowmap_quality, 1024);
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GLRenderer->RenderScreenQuad();
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const auto &viewport = GLRenderer->mScreenViewport;
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@ -8,10 +8,6 @@
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class ADynamicLight;
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struct level_info_t;
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// This constant must match the same constant in shadowmap.fp
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//#define SHADOWMAP_QUALITY 1024
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#define SHADOWMAP_QUALITY 128
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class FShadowMap
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{
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public:
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@ -81,6 +81,7 @@ FGLRenderBuffers::~FGLRenderBuffers()
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ClearBloom();
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ClearExposureLevels();
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ClearAmbientOcclusion();
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ClearShadowMap();
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}
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void FGLRenderBuffers::ClearScene()
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@ -759,18 +760,27 @@ void FGLRenderBuffers::BindShadowMapTexture(int texunit)
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glBindTexture(GL_TEXTURE_2D, mShadowMapTexture);
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}
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void FGLRenderBuffers::ClearShadowMap()
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{
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DeleteFrameBuffer(mShadowMapFB);
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DeleteTexture(mShadowMapTexture);
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mCurrentShadowMapSize = 0;
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}
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void FGLRenderBuffers::CreateShadowMap()
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{
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if (mShadowMapTexture != 0)
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if (mShadowMapTexture != 0 && gl_shadowmap_quality == mCurrentShadowMapSize)
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return;
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ClearShadowMap();
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GLint activeTex, textureBinding, frameBufferBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, SHADOWMAP_QUALITY, 1024);
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mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, gl_shadowmap_quality, 1024);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -781,6 +791,8 @@ void FGLRenderBuffers::CreateShadowMap()
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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glActiveTexture(activeTex);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
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mCurrentShadowMapSize = gl_shadowmap_quality;
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}
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//==========================================================================
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@ -87,6 +87,7 @@ private:
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void ClearBloom();
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void ClearExposureLevels();
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void ClearAmbientOcclusion();
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void ClearShadowMap();
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void CreateScene(int width, int height, int samples, bool needsSceneTextures);
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void CreatePipeline(int width, int height);
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void CreateBloom(int width, int height);
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@ -140,6 +141,7 @@ private:
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// Shadow map texture
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GLuint mShadowMapTexture = 0;
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GLuint mShadowMapFB = 0;
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int mCurrentShadowMapSize = 0;
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static bool FailedCreate;
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static bool BuffersActive;
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@ -40,6 +40,7 @@ void FShadowMapShader::Bind()
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mShader.SetFragDataLocation(0, "FragColor");
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mShader.Link("shaders/glsl/shadowmap");
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mShader.SetAttribLocation(0, "PositionInProjection");
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ShadowmapQuality.Init(mShader, "ShadowmapQuality");
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}
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mShader.Bind();
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}
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@ -8,6 +8,8 @@ class FShadowMapShader
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public:
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void Bind();
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FBufferedUniform1f ShadowmapQuality;
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private:
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FShaderProgram mShader;
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};
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@ -27,6 +27,7 @@ EXTERN_CVAR (Bool, gl_lights_checkside);
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EXTERN_CVAR (Bool, gl_light_sprites);
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EXTERN_CVAR (Bool, gl_light_particles);
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EXTERN_CVAR (Bool, gl_light_shadowmap);
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EXTERN_CVAR (Int, gl_shadowmap_quality);
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EXTERN_CVAR(Int, gl_fogmode)
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EXTERN_CVAR(Int, gl_lightmode)
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@ -3,8 +3,9 @@ in vec2 TexCoord;
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out vec4 FragColor;
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// This constant must match the same constant in gl_shadowmap.h
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// #define SHADOWMAP_QUALITY 1024
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#define SHADOWMAP_QUALITY 128
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// #define ShadowmapQuality 1024
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//#define ShadowmapQuality 128
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uniform float ShadowmapQuality;
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struct GPUNode
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{
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@ -144,12 +145,12 @@ void main()
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if (radius > 0.0)
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{
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vec2 pixelpos;
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switch (int(gl_FragCoord.x) / int(SHADOWMAP_QUALITY/4))
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switch (int(gl_FragCoord.x) / int(ShadowmapQuality/4.0))
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{
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case 0: pixelpos = vec2((gl_FragCoord.x - float(SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8), 1.0); break;
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case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - float(SHADOWMAP_QUALITY/4 + SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8)); break;
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case 2: pixelpos = vec2(-(gl_FragCoord.x - float(SHADOWMAP_QUALITY/2 + SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8), -1.0); break;
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case 3: pixelpos = vec2(-1.0, -(gl_FragCoord.x - float(SHADOWMAP_QUALITY*3/4 + SHADOWMAP_QUALITY/8)) / float(SHADOWMAP_QUALITY/8)); break;
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case 0: pixelpos = vec2((gl_FragCoord.x - float(ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0), 1.0); break;
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case 1: pixelpos = vec2(1.0, (gl_FragCoord.x - float(ShadowmapQuality/4.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0)); break;
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case 2: pixelpos = vec2(-(gl_FragCoord.x - float(ShadowmapQuality/2.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0), -1.0); break;
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case 3: pixelpos = vec2(-1.0, -(gl_FragCoord.x - float(ShadowmapQuality*3.0/4.0 + ShadowmapQuality/8.0)) / float(ShadowmapQuality/8.0)); break;
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}
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pixelpos = lightpos + pixelpos * radius;
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