Fix shadow map acne and the attenuate flag

This commit is contained in:
Magnus Norddahl 2017-03-10 22:08:55 +01:00
parent b660493051
commit 59ec97d2d5
2 changed files with 24 additions and 12 deletions

View file

@ -109,8 +109,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
i = 1; i = 1;
} }
float shadowIndex = (float)GLRenderer->mShadowMap.ShadowMapIndex(light); // Store attenuate flag in the sign bit of the float.
if (!!(light->flags4 & MF4_ATTENUATE)) // Store attenuate flag in the sign bit of the float float shadowIndex = GLRenderer->mShadowMap.ShadowMapIndex(light) + 1.0f;
if (!!(light->flags4 & MF4_ATTENUATE))
shadowIndex = -shadowIndex; shadowIndex = -shadowIndex;
float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)]; float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];

View file

@ -141,10 +141,9 @@ float R_DoomLightingEquation(float light)
#ifdef SUPPORTS_SHADOWMAPS #ifdef SUPPORTS_SHADOWMAPS
float sampleShadowmap(vec2 lightpos, vec2 testpos, float v) float sampleShadowmap(vec2 dir, float v)
{ {
float u; float u;
vec2 dir = (testpos - lightpos);
if (abs(dir.x) > abs(dir.y)) if (abs(dir.x) > abs(dir.y))
{ {
if (dir.x >= 0.0) if (dir.x >= 0.0)
@ -159,7 +158,6 @@ float sampleShadowmap(vec2 lightpos, vec2 testpos, float v)
else else
u = dir.x / dir.y * 0.125 + (0.50 + 0.125); u = dir.x / dir.y * 0.125 + (0.50 + 0.125);
} }
dir -= sign(dir) * 2.0; // margin, to remove wall acne
float dist2 = dot(dir, dir); float dist2 = dot(dir, dir);
return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0; return texture(ShadowMap, vec2(u, v)).x > dist2 ? 1.0 : 0.0;
} }
@ -175,16 +173,28 @@ float sampleShadowmap(vec2 lightpos, vec2 testpos, float v)
float shadowmapAttenuation(vec4 lightpos, float shadowIndex) float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
{ {
if (shadowIndex <= -1024.0 || shadowIndex >= 1024.0) if (shadowIndex >= 1024.0)
return 1.0; // No shadowmap available for this light return 1.0; // No shadowmap available for this light
float v = (abs(shadowIndex) + 0.5) / 1024.0; float v = (shadowIndex + 0.5) / 1024.0;
vec2 dir = (pixelpos.xz - lightpos.xz);
vec2 normal = normalize(vec2(-dir.y, dir.x)); vec2 ray = pixelpos.xz - lightpos.xz;
float length = length(ray);
if (length < 3.0)
return 1.0;
vec2 dir = ray / length;
ray -= dir * 2.0; // margin
dir = dir * min(length / 50.0, 1.0); // avoid sampling behind light
vec2 normal = vec2(-dir.y, dir.x);
vec2 bias = dir * 10.0;
float sum = 0.0; float sum = 0.0;
for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++) for (float x = -PCF_FILTER_STEP_COUNT; x <= PCF_FILTER_STEP_COUNT; x++)
{ {
sum += sampleShadowmap(lightpos.xz, pixelpos.xz + normal * x, v); sum += sampleShadowmap(ray + normal * x - bias * abs(x), v);
} }
return sum / PCF_COUNT; return sum / PCF_COUNT;
} }
@ -210,13 +220,14 @@ float diffuseContribution(vec3 lightDirection, vec3 normal)
// //
//=========================================================================== //===========================================================================
float pointLightAttenuation(vec4 lightpos, float shadowIndex) float pointLightAttenuation(vec4 lightpos, float lightcolorA)
{ {
float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w; float attenuation = max(lightpos.w - distance(pixelpos.xyz, lightpos.xyz),0.0) / lightpos.w;
#ifdef SUPPORTS_SHADOWMAPS #ifdef SUPPORTS_SHADOWMAPS
float shadowIndex = abs(lightcolorA) - 1.0;
attenuation *= shadowmapAttenuation(lightpos, shadowIndex); attenuation *= shadowmapAttenuation(lightpos, shadowIndex);
#endif #endif
if (shadowIndex >= 0.0) // Sign bit is the attenuated light flag if (lightcolorA >= 0.0) // Sign bit is the attenuated light flag
{ {
return attenuation; return attenuation;
} }