[iortcw] 171/497: All: Rend2: Add fourth cascade for sun shadows and adjust sun shadow cvar defaults
Simon McVittie
smcv at debian.org
Fri Sep 8 10:36:46 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.42d
in repository iortcw.
commit d17523d351ec3d55a576cd3c64532d662b5e157c
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date: Fri Aug 1 19:23:06 2014 +0000
All: Rend2: Add fourth cascade for sun shadows and adjust sun shadow cvar defaults
---
MP/code/rend2/glsl/shadowmask_fp.glsl | 91 ++++++++++--------
MP/code/rend2/tr_backend.c | 25 +++--
MP/code/rend2/tr_bsp.c | 3 +
MP/code/rend2/tr_fbo.c | 2 +-
MP/code/rend2/tr_glsl.c | 6 +-
MP/code/rend2/tr_image.c | 7 +-
MP/code/rend2/tr_init.c | 6 +-
MP/code/rend2/tr_local.h | 11 ++-
MP/code/rend2/tr_main.c | 175 +++++++++++++++++++++++-----------
MP/code/rend2/tr_scene.c | 27 +++++-
SP/code/rend2/glsl/shadowmask_fp.glsl | 91 ++++++++++--------
SP/code/rend2/tr_backend.c | 25 +++--
SP/code/rend2/tr_bsp.c | 3 +
SP/code/rend2/tr_fbo.c | 2 +-
SP/code/rend2/tr_glsl.c | 6 +-
SP/code/rend2/tr_image.c | 7 +-
SP/code/rend2/tr_init.c | 6 +-
SP/code/rend2/tr_local.h | 11 ++-
SP/code/rend2/tr_main.c | 175 +++++++++++++++++++++++-----------
SP/code/rend2/tr_scene.c | 27 +++++-
20 files changed, 478 insertions(+), 228 deletions(-)
diff --git a/MP/code/rend2/glsl/shadowmask_fp.glsl b/MP/code/rend2/glsl/shadowmask_fp.glsl
index b489fef..8a5597a 100644
--- a/MP/code/rend2/glsl/shadowmask_fp.glsl
+++ b/MP/code/rend2/glsl/shadowmask_fp.glsl
@@ -1,15 +1,17 @@
uniform sampler2D u_ScreenDepthMap;
-uniform sampler2D u_ShadowMap;
+uniform sampler2DShadow u_ShadowMap;
#if defined(USE_SHADOW_CASCADE)
-uniform sampler2D u_ShadowMap2;
-uniform sampler2D u_ShadowMap3;
+uniform sampler2DShadow u_ShadowMap2;
+uniform sampler2DShadow u_ShadowMap3;
+uniform sampler2DShadow u_ShadowMap4;
#endif
uniform mat4 u_ShadowMvp;
#if defined(USE_SHADOW_CASCADE)
uniform mat4 u_ShadowMvp2;
uniform mat4 u_ShadowMvp3;
+uniform mat4 u_ShadowMvp4;
#endif
uniform vec3 u_ViewOrigin;
@@ -39,94 +41,103 @@ float random( const vec2 p )
return mod( 123456789., 1e-7 + 256. * dot(p,r) );
}
-float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
+float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist)
{
float mult;
float scale = 2.0 / r_shadowMapSize;
+#if 0
+ // from http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
+ vec2 offset = vec2(greaterThan(fract(var_DepthTex.xy * r_FBufScale * 0.5), vec2(0.25)));
+ offset.y += offset.x;
+ if (offset.y > 1.1) offset.y = 0.0;
+
+ mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)).r;
+
+ mult *= 0.25;
+#endif
+
#if defined(USE_SHADOW_FILTER)
float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
- mult = step(dist, texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.2391056, 0.9189604)).r);
+ mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)).r;
#if defined(USE_SHADOW_FILTER2)
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0.002528916)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.192888, 0.4064181)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.6335801, -0.5247476)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r);
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)).r;
mult *= 0.11111;
#else
mult *= 0.33333;
#endif
#else
- mult = step(dist, texture2D(shadowmap, st).r);
+ mult = shadow2D(shadowmap, vec3(st, dist));
#endif
-
+
return mult;
}
float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
- float sampleZDivW = texture2D(depthMap, tex).r;
- sampleZDivW -= DEPTH_MAX_ERROR;
- return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
+ float sampleZDivW = texture2D(depthMap, tex).r - DEPTH_MAX_ERROR;
+ return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
void main()
{
float result;
-
- float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
- float sampleZ = u_ViewInfo.y * depth;
+ float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
-
+
vec4 shadowpos = u_ShadowMvp * biasPos;
-
-#if defined(USE_SHADOW_CASCADE)
- const float fadeTo = 1.0;
- result = fadeTo;
-#else
- result = 0.0;
-#endif
- if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+#if defined(USE_SHADOW_CASCADE)
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+#endif
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
- }
#if defined(USE_SHADOW_CASCADE)
+ }
else
{
shadowpos = u_ShadowMvp2 * biasPos;
- if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z);
}
else
{
shadowpos = u_ShadowMvp3 * biasPos;
- if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z);
-
- float fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1.0);
- result = mix(result, fadeTo, fade);
+ }
+ else
+ {
+ shadowpos = u_ShadowMvp4 * biasPos;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
+ result = PCF(u_ShadowMap4, shadowpos.xy, shadowpos.z);
}
}
}
#endif
-
+
gl_FragColor = vec4(vec3(result), 1.0);
}
diff --git a/MP/code/rend2/tr_backend.c b/MP/code/rend2/tr_backend.c
index a0f9eb5..812aa66 100644
--- a/MP/code/rend2/tr_backend.c
+++ b/MP/code/rend2/tr_backend.c
@@ -1379,13 +1379,24 @@ const void *RB_DrawSurfs( const void *data ) {
GLSL_BindProgram(&tr.shadowmaskShader);
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
- GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
- GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
- GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
- GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
- GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
- GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
+ if (r_shadowCascadeZFar->integer != 0)
+ {
+ GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
+ GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
+ GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
+ GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);
+
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
+ }
+ else
+ {
+ GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]);
+ }
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
{
@@ -1939,6 +1950,8 @@ const void *RB_PostProcess(const void *data)
FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 256, 0, 128, 128);
FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
+ VectorSet4(dstBox, 384, 0, 128, 128);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0)
diff --git a/MP/code/rend2/tr_bsp.c b/MP/code/rend2/tr_bsp.c
index db88eb1..e903b15 100644
--- a/MP/code/rend2/tr_bsp.c
+++ b/MP/code/rend2/tr_bsp.c
@@ -3681,6 +3681,9 @@ void RE_LoadWorldMap( const char *name ) {
tr.toneMinAvgMaxLevel[1] = -2.0f;
tr.toneMinAvgMaxLevel[2] = 0.0f;
+ // reset last cascade sun direction so last shadow cascade is rerendered
+ VectorClear(tr.lastCascadeSunDirection);
+
tr.worldMapLoaded = qtrue;
// load it
diff --git a/MP/code/rend2/tr_fbo.c b/MP/code/rend2/tr_fbo.c
index c642b73..4070c6e 100644
--- a/MP/code/rend2/tr_fbo.c
+++ b/MP/code/rend2/tr_fbo.c
@@ -484,7 +484,7 @@ void FBO_Init(void)
if (tr.sunShadowDepthImage[0])
{
- for ( i = 0; i < 3; i++)
+ for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
FBO_Bind(tr.sunShadowFbo[i]);
diff --git a/MP/code/rend2/tr_glsl.c b/MP/code/rend2/tr_glsl.c
index c304f2b..ba75215 100644
--- a/MP/code/rend2/tr_glsl.c
+++ b/MP/code/rend2/tr_glsl.c
@@ -79,10 +79,12 @@ static uniformInfo_t uniformsInfo[] =
{ "u_ShadowMap", GLSL_INT },
{ "u_ShadowMap2", GLSL_INT },
{ "u_ShadowMap3", GLSL_INT },
+ { "u_ShadowMap4", GLSL_INT },
{ "u_ShadowMvp", GLSL_MAT16 },
{ "u_ShadowMvp2", GLSL_MAT16 },
{ "u_ShadowMvp3", GLSL_MAT16 },
+ { "u_ShadowMvp4", GLSL_MAT16 },
{ "u_EnableTextures", GLSL_VEC4 },
@@ -1308,7 +1310,8 @@ void GLSL_InitGPUShaders(void)
if (r_shadowFilter->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
- Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
+ if (r_shadowCascadeZFar->integer != 0)
+ Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
@@ -1326,6 +1329,7 @@ void GLSL_InitGPUShaders(void)
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
+ GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
diff --git a/MP/code/rend2/tr_image.c b/MP/code/rend2/tr_image.c
index b04226c..1eb06bc 100644
--- a/MP/code/rend2/tr_image.c
+++ b/MP/code/rend2/tr_image.c
@@ -3168,9 +3168,14 @@ void R_CreateBuiltinImages( void ) {
if (r_sunlightMode->integer)
{
- for ( x = 0; x < 3; x++)
+ for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
+ GL_Bind(tr.sunShadowDepthImage[x]);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
diff --git a/MP/code/rend2/tr_init.c b/MP/code/rend2/tr_init.c
index 2500e56..b4c2670 100644
--- a/MP/code/rend2/tr_init.c
+++ b/MP/code/rend2/tr_init.c
@@ -1340,9 +1340,9 @@ void R_Register( void ) {
r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowMapSize = ri.Cvar_Get( "r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
- r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "4", CVAR_ARCHIVE | CVAR_LATCH );
- r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "3072", CVAR_ARCHIVE | CVAR_LATCH );
- r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "-320", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "8", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "1024", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_ignoreDstAlpha = ri.Cvar_Get( "r_ignoreDstAlpha", "1", CVAR_ARCHIVE | CVAR_LATCH );
//
diff --git a/MP/code/rend2/tr_local.h b/MP/code/rend2/tr_local.h
index ce82ea3..6b3cf59 100644
--- a/MP/code/rend2/tr_local.h
+++ b/MP/code/rend2/tr_local.h
@@ -406,6 +406,7 @@ enum
TB_SPECULARMAP = 4,
TB_SHADOWMAP = 5,
TB_CUBEMAP = 6,
+ TB_SHADOWMAP4 = 6,
NUM_TEXTURE_BUNDLES = 7
};
@@ -718,10 +719,12 @@ typedef enum
UNIFORM_SHADOWMAP,
UNIFORM_SHADOWMAP2,
UNIFORM_SHADOWMAP3,
+ UNIFORM_SHADOWMAP4,
UNIFORM_SHADOWMVP,
UNIFORM_SHADOWMVP2,
UNIFORM_SHADOWMVP3,
+ UNIFORM_SHADOWMVP4,
UNIFORM_ENABLETEXTURES,
@@ -849,7 +852,7 @@ typedef struct {
int num_pshadows;
struct pshadow_s *pshadows;
- float sunShadowMvp[3][16];
+ float sunShadowMvp[4][16];
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
@@ -1659,7 +1662,7 @@ typedef struct {
image_t *calcLevelsImage;
image_t *targetLevelsImage;
image_t *fixedLevelsImage;
- image_t *sunShadowDepthImage[3];
+ image_t *sunShadowDepthImage[4];
image_t *screenShadowImage;
image_t *screenSsaoImage;
image_t *hdrDepthImage;
@@ -1676,7 +1679,7 @@ typedef struct {
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
- FBO_t *sunShadowFbo[3];
+ FBO_t *sunShadowFbo[4];
FBO_t *screenShadowFbo;
FBO_t *screenSsaoFbo;
FBO_t *hdrDepthFbo;
@@ -1752,6 +1755,8 @@ typedef struct {
vec3_t sunLight; // from the sky shader for this level
vec3_t sunDirection;
+ vec3_t lastCascadeSunDirection;
+ float lastCascadeSunMvp[16];
//----(SA) added
float lightGridMulAmbient; // lightgrid multipliers specified in sky shader
diff --git a/MP/code/rend2/tr_main.c b/MP/code/rend2/tr_main.c
index 881c031..2c6798d 100644
--- a/MP/code/rend2/tr_main.c
+++ b/MP/code/rend2/tr_main.c
@@ -2853,13 +2853,15 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
break;
}
- VectorCopy(fd->vieworg, lightOrigin);
-
+ if (level != 3)
+ VectorCopy(fd->vieworg, lightOrigin);
+ else
+ VectorCopy(tr.world->lightGridOrigin, lightOrigin);
// Make up a projection
VectorScale(lightDir, -1.0f, lightViewAxis[0]);
- if (lightViewIndependentOfCameraView)
+ if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world up as light view up
VectorSet(lightViewAxis[2], 0, 0, 1);
@@ -2879,7 +2881,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
// Check if too close to parallel to light direction
if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
{
- if (lightViewIndependentOfCameraView)
+ if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world left as light view up
VectorSet(lightViewAxis[2], 0, 1, 0);
@@ -2916,56 +2918,116 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
ClearBounds(lightviewBounds[0], lightviewBounds[1]);
- // add view near plane
- lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
- ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
- VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
-
- // add view far plane
- lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
- ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
- VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+ if (level != 3)
+ {
+ // add view near plane
+ lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
+ ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
+ VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ // add view far plane
+ lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
+ ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
+ VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+ }
+ else
+ {
+ // use light grid size as level size
+ // FIXME: could be tighter
+ vec3_t bounds;
+
+ bounds[0] = tr.world->lightGridSize[0] * tr.world->lightGridBounds[0];
+ bounds[1] = tr.world->lightGridSize[1] * tr.world->lightGridBounds[1];
+ bounds[2] = tr.world->lightGridSize[2] * tr.world->lightGridBounds[2];
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+ }
if (!glRefConfig.depthClamp)
lightviewBounds[0][0] = lightviewBounds[1][0] - 8192;
@@ -2995,8 +3057,8 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
VectorScale(lightviewBounds[1], worldUnitsPerTexel, lightviewBounds[1]);
}
- //ri.Printf(PRINT_ALL, "znear %f zfar %f\n", lightviewBounds[0][0], lightviewBounds[1][0]);
- //ri.Printf(PRINT_ALL, "fovx %f fovy %f xmin %f xmax %f ymin %f ymax %f\n", fd->fov_x, fd->fov_y, xmin, xmax, ymin, ymax);
+ //ri.Printf(PRINT_ALL, "level %d znear %f zfar %f\n", level, lightviewBounds[0][0], lightviewBounds[1][0]);
+ //ri.Printf(PRINT_ALL, "xmin %f xmax %f ymin %f ymax %f\n", lightviewBounds[0][1], lightviewBounds[1][1], -lightviewBounds[1][2], -lightviewBounds[0][2]);
}
@@ -3137,6 +3199,7 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
R_RenderSunShadowMaps(&refdef, 0);
R_RenderSunShadowMaps(&refdef, 1);
R_RenderSunShadowMaps(&refdef, 2);
+ R_RenderSunShadowMaps(&refdef, 3);
}
}
diff --git a/MP/code/rend2/tr_scene.c b/MP/code/rend2/tr_scene.c
index 8d87c8d..68cd57c 100644
--- a/MP/code/rend2/tr_scene.c
+++ b/MP/code/rend2/tr_scene.c
@@ -616,9 +616,30 @@ void RE_RenderScene( const refdef_t *fd ) {
// playing with even more shadows
if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
{
- R_RenderSunShadowMaps(fd, 0);
- R_RenderSunShadowMaps(fd, 1);
- R_RenderSunShadowMaps(fd, 2);
+ if (r_shadowCascadeZFar != 0)
+ {
+ R_RenderSunShadowMaps(fd, 0);
+ R_RenderSunShadowMaps(fd, 1);
+ R_RenderSunShadowMaps(fd, 2);
+ }
+ else
+ {
+ Mat4Zero(tr.refdef.sunShadowMvp[0]);
+ Mat4Zero(tr.refdef.sunShadowMvp[1]);
+ Mat4Zero(tr.refdef.sunShadowMvp[2]);
+ }
+
+ // only rerender last cascade if sun has changed position
+ if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
+ {
+ VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
+ R_RenderSunShadowMaps(fd, 3);
+ Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
+ }
+ else
+ {
+ Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
+ }
}
// playing with cube maps
diff --git a/SP/code/rend2/glsl/shadowmask_fp.glsl b/SP/code/rend2/glsl/shadowmask_fp.glsl
index b489fef..8a5597a 100644
--- a/SP/code/rend2/glsl/shadowmask_fp.glsl
+++ b/SP/code/rend2/glsl/shadowmask_fp.glsl
@@ -1,15 +1,17 @@
uniform sampler2D u_ScreenDepthMap;
-uniform sampler2D u_ShadowMap;
+uniform sampler2DShadow u_ShadowMap;
#if defined(USE_SHADOW_CASCADE)
-uniform sampler2D u_ShadowMap2;
-uniform sampler2D u_ShadowMap3;
+uniform sampler2DShadow u_ShadowMap2;
+uniform sampler2DShadow u_ShadowMap3;
+uniform sampler2DShadow u_ShadowMap4;
#endif
uniform mat4 u_ShadowMvp;
#if defined(USE_SHADOW_CASCADE)
uniform mat4 u_ShadowMvp2;
uniform mat4 u_ShadowMvp3;
+uniform mat4 u_ShadowMvp4;
#endif
uniform vec3 u_ViewOrigin;
@@ -39,94 +41,103 @@ float random( const vec2 p )
return mod( 123456789., 1e-7 + 256. * dot(p,r) );
}
-float PCF(const sampler2D shadowmap, const vec2 st, const float dist)
+float PCF(const sampler2DShadow shadowmap, const vec2 st, const float dist)
{
float mult;
float scale = 2.0 / r_shadowMapSize;
+#if 0
+ // from http://http.developer.nvidia.com/GPUGems/gpugems_ch11.html
+ vec2 offset = vec2(greaterThan(fract(var_DepthTex.xy * r_FBufScale * 0.5), vec2(0.25)));
+ offset.y += offset.x;
+ if (offset.y > 1.1) offset.y = 0.0;
+
+ mult = shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, 0.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, 0.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2(-1.5, -1.5)) * scale, dist)).r
+ + shadow2D(shadowmap, vec3(st + (offset + vec2( 0.5, -1.5)) * scale, dist)).r;
+
+ mult *= 0.25;
+#endif
+
#if defined(USE_SHADOW_FILTER)
float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
- mult = step(dist, texture2D(shadowmap, st + rmat * vec2(-0.7055767, 0.196515)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.3524343, -0.7791386)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.2391056, 0.9189604)).r);
+ mult = shadow2D(shadowmap, vec3(st + rmat * vec2(-0.7055767, 0.196515), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.3524343, -0.7791386), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.2391056, 0.9189604), dist)).r;
#if defined(USE_SHADOW_FILTER2)
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.07580382, -0.09224417)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.5784913, -0.002528916)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.192888, 0.4064181)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.6335801, -0.5247476)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(-0.5579782, 0.7491854)).r);
- mult += step(dist, texture2D(shadowmap, st + rmat * vec2(0.7320465, 0.6317794)).r);
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.07580382, -0.09224417), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.5784913, -0.002528916), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.192888, 0.4064181), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.6335801, -0.5247476), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(-0.5579782, 0.7491854), dist)).r;
+ mult += shadow2D(shadowmap, vec3(st + rmat * vec2(0.7320465, 0.6317794), dist)).r;
mult *= 0.11111;
#else
mult *= 0.33333;
#endif
#else
- mult = step(dist, texture2D(shadowmap, st).r);
+ mult = shadow2D(shadowmap, vec3(st, dist));
#endif
-
+
return mult;
}
float getLinearDepth(sampler2D depthMap, vec2 tex, float zFarDivZNear)
{
- float sampleZDivW = texture2D(depthMap, tex).r;
- sampleZDivW -= DEPTH_MAX_ERROR;
- return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
+ float sampleZDivW = texture2D(depthMap, tex).r - DEPTH_MAX_ERROR;
+ return 1.0 / mix(zFarDivZNear, 1.0, sampleZDivW);
}
void main()
{
float result;
-
- float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
- float sampleZ = u_ViewInfo.y * depth;
+ float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * (depth - 0.5 / u_ViewInfo.x), 1.0);
-
+
vec4 shadowpos = u_ShadowMvp * biasPos;
-
-#if defined(USE_SHADOW_CASCADE)
- const float fadeTo = 1.0;
- result = fadeTo;
-#else
- result = 0.0;
-#endif
- if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+#if defined(USE_SHADOW_CASCADE)
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+#endif
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap, shadowpos.xy, shadowpos.z);
- }
#if defined(USE_SHADOW_CASCADE)
+ }
else
{
shadowpos = u_ShadowMvp2 * biasPos;
- if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap2, shadowpos.xy, shadowpos.z);
}
else
{
shadowpos = u_ShadowMvp3 * biasPos;
- if (all(lessThanEqual(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
+ if (all(lessThan(abs(shadowpos.xyz), vec3(abs(shadowpos.w)))))
{
- shadowpos.xyz = shadowpos.xyz / shadowpos.w * 0.5 + 0.5;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
result = PCF(u_ShadowMap3, shadowpos.xy, shadowpos.z);
-
- float fade = clamp(sampleZ / r_shadowCascadeZFar * 10.0 - 9.0, 0.0, 1.0);
- result = mix(result, fadeTo, fade);
+ }
+ else
+ {
+ shadowpos = u_ShadowMvp4 * biasPos;
+ shadowpos.xyz = shadowpos.xyz * (0.5 / shadowpos.w) + vec3(0.5);
+ result = PCF(u_ShadowMap4, shadowpos.xy, shadowpos.z);
}
}
}
#endif
-
+
gl_FragColor = vec4(vec3(result), 1.0);
}
diff --git a/SP/code/rend2/tr_backend.c b/SP/code/rend2/tr_backend.c
index b038784..3fcb7d9 100644
--- a/SP/code/rend2/tr_backend.c
+++ b/SP/code/rend2/tr_backend.c
@@ -1617,13 +1617,24 @@ const void *RB_DrawSurfs( const void *data ) {
GLSL_BindProgram(&tr.shadowmaskShader);
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
- GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
- GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
- GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
- GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
- GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
- GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
+ if (r_shadowCascadeZFar->integer != 0)
+ {
+ GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
+ GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
+ GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
+ GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);
+
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
+ }
+ else
+ {
+ GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP);
+ GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]);
+ }
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
{
@@ -2177,6 +2188,8 @@ const void *RB_PostProcess(const void *data)
FBO_BlitFromTexture(tr.sunShadowDepthImage[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 256, 0, 128, 128);
FBO_BlitFromTexture(tr.sunShadowDepthImage[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
+ VectorSet4(dstBox, 384, 0, 128, 128);
+ FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0)
diff --git a/SP/code/rend2/tr_bsp.c b/SP/code/rend2/tr_bsp.c
index 3dde8f9..76e8731 100644
--- a/SP/code/rend2/tr_bsp.c
+++ b/SP/code/rend2/tr_bsp.c
@@ -3666,6 +3666,9 @@ void RE_LoadWorldMap( const char *name ) {
tr.toneMinAvgMaxLevel[1] = -2.0f;
tr.toneMinAvgMaxLevel[2] = 0.0f;
+ // reset last cascade sun direction so last shadow cascade is rerendered
+ VectorClear(tr.lastCascadeSunDirection);
+
tr.worldMapLoaded = qtrue;
// load it
diff --git a/SP/code/rend2/tr_fbo.c b/SP/code/rend2/tr_fbo.c
index c642b73..4070c6e 100644
--- a/SP/code/rend2/tr_fbo.c
+++ b/SP/code/rend2/tr_fbo.c
@@ -484,7 +484,7 @@ void FBO_Init(void)
if (tr.sunShadowDepthImage[0])
{
- for ( i = 0; i < 3; i++)
+ for ( i = 0; i < 4; i++)
{
tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
FBO_Bind(tr.sunShadowFbo[i]);
diff --git a/SP/code/rend2/tr_glsl.c b/SP/code/rend2/tr_glsl.c
index c304f2b..ba75215 100644
--- a/SP/code/rend2/tr_glsl.c
+++ b/SP/code/rend2/tr_glsl.c
@@ -79,10 +79,12 @@ static uniformInfo_t uniformsInfo[] =
{ "u_ShadowMap", GLSL_INT },
{ "u_ShadowMap2", GLSL_INT },
{ "u_ShadowMap3", GLSL_INT },
+ { "u_ShadowMap4", GLSL_INT },
{ "u_ShadowMvp", GLSL_MAT16 },
{ "u_ShadowMvp2", GLSL_MAT16 },
{ "u_ShadowMvp3", GLSL_MAT16 },
+ { "u_ShadowMvp4", GLSL_MAT16 },
{ "u_EnableTextures", GLSL_VEC4 },
@@ -1308,7 +1310,8 @@ void GLSL_InitGPUShaders(void)
if (r_shadowFilter->integer >= 2)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
- Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
+ if (r_shadowCascadeZFar->integer != 0)
+ Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
@@ -1326,6 +1329,7 @@ void GLSL_InitGPUShaders(void)
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
+ GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
diff --git a/SP/code/rend2/tr_image.c b/SP/code/rend2/tr_image.c
index 33803ca..cf51f5d 100644
--- a/SP/code/rend2/tr_image.c
+++ b/SP/code/rend2/tr_image.c
@@ -3179,9 +3179,14 @@ void R_CreateBuiltinImages( void ) {
if (r_sunlightMode->integer)
{
- for ( x = 0; x < 3; x++)
+ for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
+ GL_Bind(tr.sunShadowDepthImage[x]);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
diff --git a/SP/code/rend2/tr_init.c b/SP/code/rend2/tr_init.c
index 7642744..1a52d9c 100644
--- a/SP/code/rend2/tr_init.c
+++ b/SP/code/rend2/tr_init.c
@@ -1364,9 +1364,9 @@ void R_Register( void ) {
r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowMapSize = ri.Cvar_Get( "r_shadowMapSize", "1024", CVAR_ARCHIVE | CVAR_LATCH );
- r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "4", CVAR_ARCHIVE | CVAR_LATCH );
- r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "3072", CVAR_ARCHIVE | CVAR_LATCH );
- r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "-320", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZNear = ri.Cvar_Get( "r_shadowCascadeZNear", "8", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZFar = ri.Cvar_Get( "r_shadowCascadeZFar", "1024", CVAR_ARCHIVE | CVAR_LATCH );
+ r_shadowCascadeZBias = ri.Cvar_Get( "r_shadowCascadeZBias", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_ignoreDstAlpha = ri.Cvar_Get( "r_ignoreDstAlpha", "1", CVAR_ARCHIVE | CVAR_LATCH );
//
diff --git a/SP/code/rend2/tr_local.h b/SP/code/rend2/tr_local.h
index e6be278..1bf8958 100644
--- a/SP/code/rend2/tr_local.h
+++ b/SP/code/rend2/tr_local.h
@@ -408,6 +408,7 @@ enum
TB_SPECULARMAP = 4,
TB_SHADOWMAP = 5,
TB_CUBEMAP = 6,
+ TB_SHADOWMAP4 = 6,
NUM_TEXTURE_BUNDLES = 7
};
@@ -723,10 +724,12 @@ typedef enum
UNIFORM_SHADOWMAP,
UNIFORM_SHADOWMAP2,
UNIFORM_SHADOWMAP3,
+ UNIFORM_SHADOWMAP4,
UNIFORM_SHADOWMVP,
UNIFORM_SHADOWMVP2,
UNIFORM_SHADOWMVP3,
+ UNIFORM_SHADOWMVP4,
UNIFORM_ENABLETEXTURES,
@@ -853,7 +856,7 @@ typedef struct {
int num_pshadows;
struct pshadow_s *pshadows;
- float sunShadowMvp[3][16];
+ float sunShadowMvp[4][16];
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
@@ -1672,7 +1675,7 @@ typedef struct {
image_t *calcLevelsImage;
image_t *targetLevelsImage;
image_t *fixedLevelsImage;
- image_t *sunShadowDepthImage[3];
+ image_t *sunShadowDepthImage[4];
image_t *screenShadowImage;
image_t *screenSsaoImage;
image_t *hdrDepthImage;
@@ -1689,7 +1692,7 @@ typedef struct {
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
- FBO_t *sunShadowFbo[3];
+ FBO_t *sunShadowFbo[4];
FBO_t *screenShadowFbo;
FBO_t *screenSsaoFbo;
FBO_t *hdrDepthFbo;
@@ -1766,6 +1769,8 @@ typedef struct {
vec3_t sunLight; // from the sky shader for this level
vec3_t sunDirection;
+ vec3_t lastCascadeSunDirection;
+ float lastCascadeSunMvp[16];
//----(SA) added
float lightGridMulAmbient; // lightgrid multipliers specified in sky shader
diff --git a/SP/code/rend2/tr_main.c b/SP/code/rend2/tr_main.c
index 815dad1..fcc9db9 100644
--- a/SP/code/rend2/tr_main.c
+++ b/SP/code/rend2/tr_main.c
@@ -2901,13 +2901,15 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
break;
}
- VectorCopy(fd->vieworg, lightOrigin);
-
+ if (level != 3)
+ VectorCopy(fd->vieworg, lightOrigin);
+ else
+ VectorCopy(tr.world->lightGridOrigin, lightOrigin);
// Make up a projection
VectorScale(lightDir, -1.0f, lightViewAxis[0]);
- if (lightViewIndependentOfCameraView)
+ if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world up as light view up
VectorSet(lightViewAxis[2], 0, 0, 1);
@@ -2927,7 +2929,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
// Check if too close to parallel to light direction
if (abs(DotProduct(lightViewAxis[2], lightViewAxis[0])) > 0.9f)
{
- if (lightViewIndependentOfCameraView)
+ if (level == 3 || lightViewIndependentOfCameraView)
{
// Use world left as light view up
VectorSet(lightViewAxis[2], 0, 1, 0);
@@ -2964,56 +2966,116 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
ClearBounds(lightviewBounds[0], lightviewBounds[1]);
- // add view near plane
- lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
- ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
- VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
-
- // add view far plane
- lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
- ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
- VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
-
- VectorMA(base, -lx, fd->viewaxis[1], point);
- VectorMA(point, -ly, fd->viewaxis[2], point);
- Mat4Transform(lightViewMatrix, point, lightViewPoint);
- AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+ if (level != 3)
+ {
+ // add view near plane
+ lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f);
+ ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f);
+ VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ // add view far plane
+ lx = splitZFar * tan(fd->fov_x * M_PI / 360.0f);
+ ly = splitZFar * tan(fd->fov_y * M_PI / 360.0f);
+ VectorMA(fd->vieworg, splitZFar, fd->viewaxis[0], base);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ VectorMA(base, -lx, fd->viewaxis[1], point);
+ VectorMA(point, -ly, fd->viewaxis[2], point);
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+ }
+ else
+ {
+ // use light grid size as level size
+ // FIXME: could be tighter
+ vec3_t bounds;
+
+ bounds[0] = tr.world->lightGridSize[0] * tr.world->lightGridBounds[0];
+ bounds[1] = tr.world->lightGridSize[1] * tr.world->lightGridBounds[1];
+ bounds[2] = tr.world->lightGridSize[2] * tr.world->lightGridBounds[2];
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+
+ point[0] = tr.world->lightGridOrigin[0] + bounds[0];
+ point[1] = tr.world->lightGridOrigin[1] + bounds[1];
+ point[2] = tr.world->lightGridOrigin[2] + bounds[2];
+ Mat4Transform(lightViewMatrix, point, lightViewPoint);
+ AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
+ }
if (!glRefConfig.depthClamp)
lightviewBounds[0][0] = lightviewBounds[1][0] - 8192;
@@ -3043,8 +3105,8 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
VectorScale(lightviewBounds[1], worldUnitsPerTexel, lightviewBounds[1]);
}
- //ri.Printf(PRINT_ALL, "znear %f zfar %f\n", lightviewBounds[0][0], lightviewBounds[1][0]);
- //ri.Printf(PRINT_ALL, "fovx %f fovy %f xmin %f xmax %f ymin %f ymax %f\n", fd->fov_x, fd->fov_y, xmin, xmax, ymin, ymax);
+ //ri.Printf(PRINT_ALL, "level %d znear %f zfar %f\n", level, lightviewBounds[0][0], lightviewBounds[1][0]);
+ //ri.Printf(PRINT_ALL, "xmin %f xmax %f ymin %f ymax %f\n", lightviewBounds[0][1], lightviewBounds[1][1], -lightviewBounds[1][2], -lightviewBounds[0][2]);
}
@@ -3185,6 +3247,7 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
R_RenderSunShadowMaps(&refdef, 0);
R_RenderSunShadowMaps(&refdef, 1);
R_RenderSunShadowMaps(&refdef, 2);
+ R_RenderSunShadowMaps(&refdef, 3);
}
}
diff --git a/SP/code/rend2/tr_scene.c b/SP/code/rend2/tr_scene.c
index 06e3dc5..72ac184 100644
--- a/SP/code/rend2/tr_scene.c
+++ b/SP/code/rend2/tr_scene.c
@@ -629,9 +629,30 @@ void RE_RenderScene( const refdef_t *fd ) {
// playing with even more shadows
if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
{
- R_RenderSunShadowMaps(fd, 0);
- R_RenderSunShadowMaps(fd, 1);
- R_RenderSunShadowMaps(fd, 2);
+ if (r_shadowCascadeZFar != 0)
+ {
+ R_RenderSunShadowMaps(fd, 0);
+ R_RenderSunShadowMaps(fd, 1);
+ R_RenderSunShadowMaps(fd, 2);
+ }
+ else
+ {
+ Mat4Zero(tr.refdef.sunShadowMvp[0]);
+ Mat4Zero(tr.refdef.sunShadowMvp[1]);
+ Mat4Zero(tr.refdef.sunShadowMvp[2]);
+ }
+
+ // only rerender last cascade if sun has changed position
+ if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
+ {
+ VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
+ R_RenderSunShadowMaps(fd, 3);
+ Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
+ }
+ else
+ {
+ Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
+ }
}
// playing with cube maps
--
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git
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