- added map option to disable shadowmaps.

Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.

# Conflicts:
#	src/gamedata/g_mapinfo.h
This commit is contained in:
Christoph Oelckers 2021-07-13 11:54:25 +02:00
parent 15dfe31166
commit bfd4f7cbbb
5 changed files with 15 additions and 7 deletions

View file

@ -85,7 +85,7 @@ CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos) bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos)
{ {
if (mAABBTree && gl_light_shadowmap) if (mAABBTree)
return mAABBTree->RayTest(lpos, pos) >= 1.0f; return mAABBTree->RayTest(lpos, pos) >= 1.0f;
else else
return true; return true;
@ -98,7 +98,7 @@ bool IShadowMap::PerformUpdate()
LightsProcessed = 0; LightsProcessed = 0;
LightsShadowmapped = 0; LightsShadowmapped = 0;
if (gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && CollectLights != nullptr) if (CollectLights != nullptr)
{ {
UpdateCycles.Clock(); UpdateCycles.Clock();
UploadAABBTree(); UploadAABBTree();

View file

@ -1652,8 +1652,10 @@ MapFlagHandlers[] =
{ "nolightfade", MITYPE_SETFLAG3, LEVEL3_NOLIGHTFADE, 0 }, { "nolightfade", MITYPE_SETFLAG3, LEVEL3_NOLIGHTFADE, 0 },
{ "nocoloredspritelighting", MITYPE_SETFLAG3, LEVEL3_NOCOLOREDSPRITELIGHTING, 0 }, { "nocoloredspritelighting", MITYPE_SETFLAG3, LEVEL3_NOCOLOREDSPRITELIGHTING, 0 },
{ "forceworldpanning", MITYPE_SETFLAG3, LEVEL3_FORCEWORLDPANNING, 0 }, { "forceworldpanning", MITYPE_SETFLAG3, LEVEL3_FORCEWORLDPANNING, 0 },
{ "propermonsterfallingdamage", MITYPE_SETFLAG3, LEVEL3_PROPERMONSTERFALLINGDAMAGE, 0 }, { "propermonsterfallingdamage", MITYPE_SETFLAG3, LEVEL3_PROPERMONSTERFALLINGDAMAGE, 0 },
{ "enableskyboxao", MITYPE_SETFLAG3, LEVEL3_SKYBOXAO, 0 }, { "disableshadowmap", MITYPE_SETFLAG3, LEVEL3_NOSHADOWMAP, 0 },
{ "enableshadowmap", MITYPE_CLRFLAG3, LEVEL3_NOSHADOWMAP, 0 },
{ "enableskyboxao", MITYPE_SETFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 }, { "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes { "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 }, { "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },

View file

@ -252,6 +252,7 @@ enum ELevelFlags : unsigned int
LEVEL3_HIDEAUTHORNAME = 0x00000100, LEVEL3_HIDEAUTHORNAME = 0x00000100,
LEVEL3_PROPERMONSTERFALLINGDAMAGE = 0x00000200, // Properly apply falling damage to the monsters LEVEL3_PROPERMONSTERFALLINGDAMAGE = 0x00000200, // Properly apply falling damage to the monsters
LEVEL3_SKYBOXAO = 0x00000400, // Apply SSAO to sector skies LEVEL3_SKYBOXAO = 0x00000400, // Apply SSAO to sector skies
LEVEL3_NOSHADOWMAP = 0x00010000, // disables shadowmaps for a given level.
}; };

View file

@ -107,10 +107,9 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
} }
float shadowIndex; float shadowIndex;
if (gl_light_shadowmap) if (gl_light_shadowmap) // note: with gl_light_shadowmap switched off, we cannot rely on properly set indices anymore.
{ {
shadowIndex = light->mShadowmapIndex + 1.0f; shadowIndex = light->mShadowmapIndex + 1.0f;
} }
else shadowIndex = 1025.f; else shadowIndex = 1025.f;
// Store attenuate flag in the sign bit of the float. // Store attenuate flag in the sign bit of the float.

View file

@ -107,7 +107,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
R_SetupFrame(mainvp, r_viewwindow, camera); R_SetupFrame(mainvp, r_viewwindow, camera);
if (mainview && toscreen) if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
{ {
screen->SetAABBTree(camera->Level->aabbTree); screen->SetAABBTree(camera->Level->aabbTree);
screen->mShadowMap.SetCollectLights([=] { screen->mShadowMap.SetCollectLights([=] {
@ -115,6 +115,12 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
}); });
screen->UpdateShadowMap(); screen->UpdateShadowMap();
} }
else
{
// null all references to the level if we do not need a shadowmap. This will shortcut all internal calculations without further checks.
screen->SetAABBTree(nullptr);
screen->mShadowMap.SetCollectLights(nullptr);
}
// Update the attenuation flag of all light defaults for each viewpoint. // Update the attenuation flag of all light defaults for each viewpoint.
// This function will only do something if the setting differs. // This function will only do something if the setting differs.