Make CSM shader changes controllable by the setting.

pull/1547/head
AnyOldName3 7 years ago
parent 5d05aadb37
commit 84284a60a7

@ -96,6 +96,11 @@ namespace SceneUtil
// remove extra comma // remove extra comma
definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(0, definesWithShadows["shadow_texture_unit_list"].length() - 1); definesWithShadows["shadow_texture_unit_list"] = definesWithShadows["shadow_texture_unit_list"].substr(0, definesWithShadows["shadow_texture_unit_list"].length() - 1);
if (Settings::Manager::getBool("allow shadow map overlap", "Shadows"))
definesWithShadows["shadowMapsOverlap"] = "1";
else
definesWithShadows["shadowMapsOverlap"] = "0";
return definesWithShadows; return definesWithShadows;
} }
@ -105,6 +110,8 @@ namespace SceneUtil
definesWithShadows.insert(std::make_pair(std::string("shadows_enabled"), std::string("0"))); definesWithShadows.insert(std::make_pair(std::string("shadows_enabled"), std::string("0")));
definesWithShadows["shadow_texture_unit_list"] = ""; definesWithShadows["shadow_texture_unit_list"] = "";
definesWithShadows["shadowMapsOverlap"] = "0";
return definesWithShadows; return definesWithShadows;
} }
void ShadowManager::enableIndoorMode() void ShadowManager::enableIndoorMode()

@ -124,20 +124,26 @@ void main()
float shadowing = 1.0; float shadowing = 1.0;
#if SHADOWS #if SHADOWS
bool doneShadows = false; #if @shadowMapsOverlap
@foreach shadow_texture_unit_index @shadow_texture_unit_list bool doneShadows = false;
if (!doneShadows) @foreach shadow_texture_unit_index @shadow_texture_unit_list
{ if (!doneShadows)
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{ {
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r; vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05)))) {
doneShadows = true; shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
} }
} @endforeach
@endforeach #else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
#endif // SHADOWS #endif // SHADOWS
#if !PER_PIXEL_LIGHTING #if !PER_PIXEL_LIGHTING

@ -76,20 +76,26 @@ void main()
float shadowing = 1.0; float shadowing = 1.0;
#if SHADOWS #if SHADOWS
bool doneShadows = false; #if @shadowMapsOverlap
@foreach shadow_texture_unit_index @shadow_texture_unit_list bool doneShadows = false;
if (!doneShadows) @foreach shadow_texture_unit_index @shadow_texture_unit_list
{ if (!doneShadows)
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{ {
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r; vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05)))) {
doneShadows = true; shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
} }
} @endforeach
@endforeach #else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
#endif // SHADOWS #endif // SHADOWS
#if !PER_PIXEL_LIGHTING #if !PER_PIXEL_LIGHTING

@ -168,20 +168,26 @@ void main(void)
#if SHADOWS #if SHADOWS
float shadowing = 1.0; float shadowing = 1.0;
bool doneShadows = false; #if @shadowMapsOverlap
@foreach shadow_texture_unit_index @shadow_texture_unit_list bool doneShadows = false;
if (!doneShadows) @foreach shadow_texture_unit_index @shadow_texture_unit_list
{ if (!doneShadows)
vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
{ {
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r; vec2 shadowXY = shadowSpaceCoords@shadow_texture_unit_index.xy / shadowSpaceCoords@shadow_texture_unit_index.w;
if (all(lessThan(shadowXY, vec2(1.0, 1.0))) && all(greaterThan(shadowXY, vec2(0.0, 0.0))))
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05)))) {
doneShadows = true; shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
if (all(lessThan(shadowXY, vec2(0.95, 0.95))) && all(greaterThan(shadowXY, vec2(0.05, 0.05))))
doneShadows = true;
}
} }
} @endforeach
@endforeach #else
@foreach shadow_texture_unit_index @shadow_texture_unit_list
shadowing *= shadow2DProj(shadowTexture@shadow_texture_unit_index, shadowSpaceCoords@shadow_texture_unit_index).r;
@endforeach
#endif
float shadow = shadowing; float shadow = shadowing;
#else // NOT SHADOWS #else // NOT SHADOWS

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