OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
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10 changed files with 235 additions and 110 deletions
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@ -364,6 +364,7 @@ enum
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TB_SPECULARMAP = 4,
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TB_SHADOWMAP = 5,
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TB_CUBEMAP = 6,
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TB_SHADOWMAP4 = 6,
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NUM_TEXTURE_BUNDLES = 7
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};
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@ -633,10 +634,12 @@ typedef enum
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UNIFORM_SHADOWMAP,
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UNIFORM_SHADOWMAP2,
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UNIFORM_SHADOWMAP3,
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UNIFORM_SHADOWMAP4,
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UNIFORM_SHADOWMVP,
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UNIFORM_SHADOWMVP2,
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UNIFORM_SHADOWMVP3,
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UNIFORM_SHADOWMVP4,
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UNIFORM_ENABLETEXTURES,
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@ -760,7 +763,7 @@ typedef struct {
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int num_pshadows;
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struct pshadow_s *pshadows;
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float sunShadowMvp[3][16];
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float sunShadowMvp[4][16];
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float sunDir[4];
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float sunCol[4];
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float sunAmbCol[4];
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@ -1534,7 +1537,7 @@ typedef struct {
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image_t *calcLevelsImage;
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image_t *targetLevelsImage;
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image_t *fixedLevelsImage;
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image_t *sunShadowDepthImage[3];
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image_t *sunShadowDepthImage[4];
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image_t *screenShadowImage;
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image_t *screenSsaoImage;
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image_t *hdrDepthImage;
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@ -1551,7 +1554,7 @@ typedef struct {
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FBO_t *quarterFbo[2];
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FBO_t *calcLevelsFbo;
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FBO_t *targetLevelsFbo;
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FBO_t *sunShadowFbo[3];
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FBO_t *sunShadowFbo[4];
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FBO_t *screenShadowFbo;
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FBO_t *screenSsaoFbo;
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FBO_t *hdrDepthFbo;
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@ -1623,6 +1626,8 @@ typedef struct {
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qboolean sunShadows;
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vec3_t sunLight; // from the sky shader for this level
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vec3_t sunDirection;
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vec3_t lastCascadeSunDirection;
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float lastCascadeSunMvp[16];
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frontEndCounters_t pc;
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int frontEndMsec; // not in pc due to clearing issue
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