- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
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265df4b797
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8 changed files with 47 additions and 14 deletions
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@ -82,6 +82,23 @@ ADD_STAT(shadowmap)
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return out;
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}
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CUSTOM_CVAR(Int, gl_shadowmap_quality, 128, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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switch (self)
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{
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case 32:
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case 64:
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case 128:
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case 256:
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case 512:
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case 1024:
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break;
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default:
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self = 128;
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break;
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}
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}
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void FShadowMap::Update()
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{
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UpdateCycles.Reset();
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@ -102,11 +119,12 @@ void FShadowMap::Update()
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GLRenderer->mBuffers->BindShadowMapFB();
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GLRenderer->mShadowMapShader->Bind();
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GLRenderer->mShadowMapShader->ShadowmapQuality.Set(gl_shadowmap_quality);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, mLightList);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, mNodesBuffer);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, mLinesBuffer);
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glViewport(0, 0, SHADOWMAP_QUALITY, 1024);
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glViewport(0, 0, gl_shadowmap_quality, 1024);
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GLRenderer->RenderScreenQuad();
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const auto &viewport = GLRenderer->mScreenViewport;
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