- 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.
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cb8ae0b560
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0cffeef2c6
5 changed files with 15 additions and 7 deletions
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@ -85,7 +85,7 @@ CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos)
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{
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if (mAABBTree && gl_light_shadowmap)
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if (mAABBTree)
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return mAABBTree->RayTest(lpos, pos) >= 1.0f;
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else
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return true;
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@ -98,7 +98,7 @@ bool IShadowMap::PerformUpdate()
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LightsProcessed = 0;
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LightsShadowmapped = 0;
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if (gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && CollectLights != nullptr)
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if (CollectLights != nullptr)
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{
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UpdateCycles.Clock();
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UploadAABBTree();
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