OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.

This commit is contained in:
SmileTheory 2014-07-31 21:01:57 -07:00
parent 7b866ae96d
commit 2b2d696f12
10 changed files with 235 additions and 110 deletions

View file

@ -498,9 +498,30 @@ void RE_RenderScene( const refdef_t *fd ) {
// playing with even more shadows
if(glRefConfig.framebufferObject && r_sunlightMode->integer && !( fd->rdflags & RDF_NOWORLDMODEL ) && (r_forceSun->integer || tr.sunShadows))
{
R_RenderSunShadowMaps(fd, 0);
R_RenderSunShadowMaps(fd, 1);
R_RenderSunShadowMaps(fd, 2);
if (r_shadowCascadeZFar != 0)
{
R_RenderSunShadowMaps(fd, 0);
R_RenderSunShadowMaps(fd, 1);
R_RenderSunShadowMaps(fd, 2);
}
else
{
Mat4Zero(tr.refdef.sunShadowMvp[0]);
Mat4Zero(tr.refdef.sunShadowMvp[1]);
Mat4Zero(tr.refdef.sunShadowMvp[2]);
}
// only rerender last cascade if sun has changed position
if (r_forceSun->integer == 2 || !VectorCompare(tr.refdef.sunDir, tr.lastCascadeSunDirection))
{
VectorCopy(tr.refdef.sunDir, tr.lastCascadeSunDirection);
R_RenderSunShadowMaps(fd, 3);
Mat4Copy(tr.refdef.sunShadowMvp[3], tr.lastCascadeSunMvp);
}
else
{
Mat4Copy(tr.lastCascadeSunMvp, tr.refdef.sunShadowMvp[3]);
}
}
// playing with cube maps