- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
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265df4b797
commit
7acb492852
8 changed files with 47 additions and 14 deletions
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@ -81,6 +81,7 @@ FGLRenderBuffers::~FGLRenderBuffers()
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ClearBloom();
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ClearExposureLevels();
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ClearAmbientOcclusion();
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ClearShadowMap();
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}
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void FGLRenderBuffers::ClearScene()
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@ -759,18 +760,27 @@ void FGLRenderBuffers::BindShadowMapTexture(int texunit)
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glBindTexture(GL_TEXTURE_2D, mShadowMapTexture);
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}
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void FGLRenderBuffers::ClearShadowMap()
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{
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DeleteFrameBuffer(mShadowMapFB);
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DeleteTexture(mShadowMapTexture);
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mCurrentShadowMapSize = 0;
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}
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void FGLRenderBuffers::CreateShadowMap()
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{
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if (mShadowMapTexture != 0)
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if (mShadowMapTexture != 0 && gl_shadowmap_quality == mCurrentShadowMapSize)
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return;
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ClearShadowMap();
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GLint activeTex, textureBinding, frameBufferBinding;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &frameBufferBinding);
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mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, SHADOWMAP_QUALITY, 1024);
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mShadowMapTexture = Create2DTexture("ShadowMap", GL_R32F, gl_shadowmap_quality, 1024);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -781,6 +791,8 @@ void FGLRenderBuffers::CreateShadowMap()
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glBindTexture(GL_TEXTURE_2D, textureBinding);
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glActiveTexture(activeTex);
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glBindFramebuffer(GL_FRAMEBUFFER, frameBufferBinding);
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mCurrentShadowMapSize = gl_shadowmap_quality;
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}
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//==========================================================================
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