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- enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware. It also tends to bleed through walls a lot less.
This commit is contained in:
parent
86c7e87767
commit
c8852b8fea
6 changed files with 26 additions and 18 deletions
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@ -68,6 +68,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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int uViewHeight; // Software fuzz scaling
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int uViewHeight; // Software fuzz scaling
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float uClipHeight;
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float uClipHeight;
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float uClipHeightDirection;
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float uClipHeightDirection;
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int uShadowmapFilter;
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};
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};
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)";
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)";
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@ -280,5 +280,6 @@ void HWViewpointUniforms::SetDefaults()
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mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
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mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
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mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8);
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mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8);
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mClipLine.X = -10000000.0f;
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mClipLine.X = -10000000.0f;
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mShadowmapFilter = gl_shadowmap_filter;
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}
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}
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@ -16,6 +16,7 @@ struct HWViewpointUniforms
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int mViewHeight = 0;
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int mViewHeight = 0;
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float mClipHeight = 0.f;
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float mClipHeight = 0.f;
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float mClipHeightDirection = 0.f;
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float mClipHeightDirection = 0.f;
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int mShadowmapFilter = 1;
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void CalcDependencies()
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void CalcDependencies()
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{
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{
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@ -132,3 +132,5 @@ CUSTOM_CVAR(Int, gl_fuzztype, 0, CVAR_ARCHIVE)
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{
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{
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if (self < 0 || self > 8) self = 0;
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if (self < 0 || self > 8) self = 0;
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}
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}
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CVAR(Bool, gl_shadowmap_filter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -69,3 +69,5 @@ EXTERN_CVAR(Bool, gl_billboard_faces_camera)
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EXTERN_CVAR(Bool, gl_billboard_particles)
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EXTERN_CVAR(Bool, gl_billboard_particles)
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EXTERN_CVAR(Int, gl_enhanced_nv_stealth)
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EXTERN_CVAR(Int, gl_enhanced_nv_stealth)
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EXTERN_CVAR(Int, gl_fuzztype)
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EXTERN_CVAR(Int, gl_fuzztype)
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EXTERN_CVAR(Bool, gl_shadowmap_filter)
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@ -218,9 +218,6 @@ float sampleShadowmapLinear(vec2 dir, float v)
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#define PCF_FILTER_STEP_COUNT 3
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#define PCF_FILTER_STEP_COUNT 3
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#define PCF_COUNT (PCF_FILTER_STEP_COUNT * 2 + 1)
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#define PCF_COUNT (PCF_FILTER_STEP_COUNT * 2 + 1)
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// #define USE_LINEAR_SHADOW_FILTER
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#define USE_PCF_SHADOW_FILTER 1
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float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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{
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{
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if (shadowIndex >= 1024.0)
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if (shadowIndex >= 1024.0)
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@ -235,23 +232,27 @@ float shadowmapAttenuation(vec4 lightpos, float shadowIndex)
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vec2 dir = ray / length;
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vec2 dir = ray / length;
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#if defined(USE_LINEAR_SHADOW_FILTER)
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if (uShadowmapFilter == 0)
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ray -= dir * 6.0; // Shadow acne margin
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return sampleShadowmapLinear(ray, v);
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#elif defined(USE_PCF_SHADOW_FILTER)
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ray -= dir * 2.0; // Shadow acne 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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{
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sum += sampleShadowmap(ray + normal * x - bias * abs(x), v);
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ray -= dir * 2.0; // Shadow acne margin
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return sampleShadowmapLinear(ray, v);
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}
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}
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return sum / PCF_COUNT;
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else
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#else // nearest shadow filter
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{
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ray -= dir * 2.0; // Shadow acne 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(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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#if 0 // nearest shadow filter (not used)
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ray -= dir * 6.0; // Shadow acne margin
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ray -= dir * 6.0; // Shadow acne margin
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return sampleShadowmap(ray, v);
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return sampleShadowmap(ray, v);
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#endif
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#endif
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