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https://github.com/ZDoom/qzdoom.git
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Fix shadow map acne and the attenuate flag
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parent
b660493051
commit
59ec97d2d5
2 changed files with 24 additions and 12 deletions
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@ -109,8 +109,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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i = 1;
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}
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float shadowIndex = (float)GLRenderer->mShadowMap.ShadowMapIndex(light);
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if (!!(light->flags4 & MF4_ATTENUATE)) // Store attenuate flag in the sign bit of the float
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// Store attenuate flag in the sign bit of the float.
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float shadowIndex = GLRenderer->mShadowMap.ShadowMapIndex(light) + 1.0f;
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if (!!(light->flags4 & MF4_ATTENUATE))
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shadowIndex = -shadowIndex;
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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@ -141,10 +141,9 @@ float R_DoomLightingEquation(float light)
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#ifdef SUPPORTS_SHADOWMAPS
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float sampleShadowmap(vec2 lightpos, vec2 testpos, float v)
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float sampleShadowmap(vec2 dir, float v)
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{
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float u;
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vec2 dir = (testpos - lightpos);
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if (abs(dir.x) > abs(dir.y))
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{
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if (dir.x >= 0.0)
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@ -159,7 +158,6 @@ float sampleShadowmap(vec2 lightpos, vec2 testpos, float v)
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else
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u = dir.x / dir.y * 0.125 + (0.50 + 0.125);
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}
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dir -= sign(dir) * 2.0; // margin, to remove wall acne
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float dist2 = dot(dir, dir);
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return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0;
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}
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@ -175,16 +173,28 @@ float sampleShadowmap(vec2 lightpos, vec2 testpos, float v)
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float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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{
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if (shadowIndex <= -1024.0 || shadowIndex >= 1024.0)
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if (shadowIndex >= 1024.0)
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return 1.0; // No shadowmap available for this light
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float v = (abs(shadowIndex) + 0.5) / 1024.0;
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vec2 dir = (pixelpos.xz - lightpos.xz);
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vec2 normal = normalize(vec2(-dir.y, dir.x));
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float v = (shadowIndex + 0.5) / 1024.0;
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vec2 ray = pixelpos.xz - lightpos.xz;
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float length = length(ray);
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if (length < 3.0)
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return 1.0;
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vec2 dir = ray / length;
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ray -= dir * 2.0; // margin
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dir = dir * min(length / 50.0, 1.0); // avoid sampling behind light
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vec2 normal = vec2(-dir.y, dir.x);
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vec2 bias = dir * 10.0;
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float sum = 0.0;
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for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++)
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{
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sum += sampleShadowmap(lightpos.xz, pixelpos.xz + normal * x, v);
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sum += sampleShadowmap(ray + normal * x - bias * abs(x), v);
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}
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return sum / PCF_COUNT;
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}
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@ -210,13 +220,14 @@ float diffuseContribution(vec3 lightDirection, vec3 normal)
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//
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//===========================================================================
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float pointLightAttenuation(vec4 lightpos, float shadowIndex)
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float pointLightAttenuation(vec4 lightpos, float lightcolorA)
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{
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float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
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#ifdef SUPPORTS_SHADOWMAPS
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float shadowIndex = abs(lightcolorA) - 1.0;
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attenuation *= shadowmapAttenuation(lightpos, shadowIndex);
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#endif
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if (shadowIndex >= 0.0) // Sign bit is the attenuated light flag
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if (lightcolorA >= 0.0) // Sign bit is the attenuated light flag
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{
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return attenuation;
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}
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