OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
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parent
7b866ae96d
commit
2b2d696f12
10 changed files with 235 additions and 110 deletions
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@ -79,10 +79,12 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_ShadowMap", GLSL_INT },
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{ "u_ShadowMap2", GLSL_INT },
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{ "u_ShadowMap3", GLSL_INT },
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{ "u_ShadowMap4", GLSL_INT },
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{ "u_ShadowMvp", GLSL_MAT16 },
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{ "u_ShadowMvp2", GLSL_MAT16 },
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{ "u_ShadowMvp3", GLSL_MAT16 },
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{ "u_ShadowMvp4", GLSL_MAT16 },
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{ "u_EnableTextures", GLSL_VEC4 },
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@ -1302,7 +1304,8 @@ void GLSL_InitGPUShaders(void)
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if (r_shadowFilter->integer >= 2)
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Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
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Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
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if (r_shadowCascadeZFar->integer != 0)
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Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
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Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
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Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
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@ -1320,6 +1323,7 @@ void GLSL_InitGPUShaders(void)
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
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GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
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qglUseProgramObjectARB(0);
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GLSL_FinishGPUShader(&tr.shadowmaskShader);
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