]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
avoid unnecessary texture offset scaling in shadowmap lookups
authoreihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 1 Oct 2009 17:30:00 +0000 (17:30 +0000)
committereihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 1 Oct 2009 17:30:00 +0000 (17:30 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9273 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
r_shadow.c

index 2d10139028813d663f6c1e887eaada7906b995c7..9c9b8e4a498d8cc391b1668fda219d9e1258a58d 100644 (file)
@@ -460,12 +460,9 @@ static const char *builtinshaderstring =
 "# endif\n"
 "# ifdef GL_ARB_texture_gather\n"
 "#   extension GL_ARB_texture_gather : enable\n"
-"#   define USETEXTUREGATHER\n"
 "# else\n"
 "#   ifdef GL_AMD_texture_texture4\n"
 "#     extension GL_AMD_texture_texture4 : enable\n"
-"#     define USETEXTUREGATHER\n"
-"#     define textureGather texture4\n"
 "#   endif\n"
 "# endif\n"
 "#endif\n"
@@ -910,7 +907,7 @@ static const char *builtinshaderstring =
 "#endif // USEOFFSETMAPPING\n"
 "\n"
 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform vec4 ShadowMap_TextureScale;\n"
+"uniform vec2 ShadowMap_TextureScale;\n"
 "uniform vec4 ShadowMap_Parameters;\n"
 "#endif\n"
 "\n"
@@ -956,8 +953,8 @@ static const char *builtinshaderstring =
 "      vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
 "      stc.xy += offset * ShadowMap_Parameters.y;\n"
 "      stc.z += ShadowMap_Parameters.z;\n"
-"#  ifndef USESHADOWMAPRECT\n"
-"      stc.xy *= ShadowMap_TextureScale.xy;\n"
+"#  if showshadowmap\n"
+"      stc.xy *= ShadowMap_TextureScale;\n"
 "#  endif\n"
 "      return stc;\n"
 "# else\n"
@@ -966,8 +963,8 @@ static const char *builtinshaderstring =
 "      vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
 "      stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
 "      stc.z += ShadowMap_Parameters.z;\n"
-"#  ifndef USESHADOWMAPRECT\n"
-"      stc.xy *= ShadowMap_TextureScale.xy;\n"
+"#  if showshadowmap\n"
+"      stc.xy *= ShadowMap_TextureScale;\n"
 "#  endif\n"
 "      return stc;\n"
 "# endif\n"
@@ -1035,35 +1032,38 @@ static const char *builtinshaderstring =
 "\n"
 "#  ifdef USESHADOWSAMPLER\n"
 "#    ifdef USESHADOWMAPPCF\n"
-"#      ifdef GL_EXT_gpu_shader4\n"
-"#        define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
-"#      else\n"
-"#        define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r  \n"
-"#      endif\n"
+"#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
+"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
 "#    else\n"
-"    f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
+"    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
 "#    endif\n"
 "#  else\n"
 "#    ifdef USESHADOWMAPPCF\n"
-"#     ifdef USETEXTUREGATHER\n"
-"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
-"    vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
-"    vec4 group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
-"    vec4 group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0,  1.0))*ShadowMap_TextureScale.xy));\n"
-"    vec4 group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0,  1.0))*ShadowMap_TextureScale.xy));\n"
+"#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
+"#      ifdef GL_ARB_texture_gather\n"
+"#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"#      else\n"
+"#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
+"#      endif\n"
+"    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"    center *= ShadowMap_TextureScale;\n"
+"    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+"    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+"    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
+"    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#     else\n"
-"#      if USESHADOWMAPPCF > 1\n"
-"#       ifdef GL_EXT_gpu_shader4\n"
-"    vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
-"#         define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
-"#       else\n"
-"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
-"#         define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r  \n"
-"#       endif\n"
+"#      ifdef GL_EXT_gpu_shader4\n"
+"#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
+"#      else\n"
+"#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
+"#      endif\n"
+"#      if USESHADOWMAPPCF > 1\n"       
+"    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"    center *= ShadowMap_TextureScale;\n"
 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
@@ -1071,12 +1071,7 @@ static const char *builtinshaderstring =
 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
 "#      else\n"
-"#       ifdef GL_EXT_gpu_shader4\n"
-"#         define texval(x, y) texture2DOffset(Texture_ShadowMap2D, shadowmaptc.xy, ivec2(x, y)).r\n"
-"#       else\n"
-"#         define texval(x, y) texture2D(Texture_ShadowMap2D, shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy).r  \n"
-"#       endif\n"
-"    vec2 offset = fract(shadowmaptc.xy*ShadowMap_TextureScale.zw);\n"
+"    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
@@ -1085,7 +1080,7 @@ static const char *builtinshaderstring =
 "#      endif\n"      
 "#     endif\n"
 "#    else\n"
-"    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
+"    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
 "#    endif\n"
 "#  endif\n"
 "    return f;\n"
@@ -2012,7 +2007,7 @@ extern rtexture_t *r_shadow_attenuation3dtexture;
 extern qboolean r_shadow_usingshadowmaprect;
 extern qboolean r_shadow_usingshadowmapcube;
 extern qboolean r_shadow_usingshadowmap2d;
-extern float r_shadow_shadowmap_texturescale[4];
+extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern qboolean r_shadow_shadowmapsampler;
@@ -2197,7 +2192,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
        }
        else
index a6f99ec0b1fa64e557c7a2adcaabc94d54c2de75..7a3cf131e28f67447d8ecc1c287d4cf0639ab562 100644 (file)
@@ -171,7 +171,7 @@ r_shadow_rendermode_t r_shadow_shadowingrendermode_zfail = R_SHADOW_RENDERMODE_N
 qboolean r_shadow_usingshadowmaprect;
 qboolean r_shadow_usingshadowmap2d;
 qboolean r_shadow_usingshadowmapcube;
-float r_shadow_shadowmap_texturescale[4];
+float r_shadow_shadowmap_texturescale[2];
 float r_shadow_shadowmap_parameters[4];
 int r_shadow_drawbuffer;
 int r_shadow_readbuffer;
@@ -1697,8 +1697,6 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
                r_shadow_shadowmap_parameters[1] = 1.0f;
                r_shadow_rendermode = R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE;
        }
-       r_shadow_shadowmap_texturescale[2] = 1.0f / r_shadow_shadowmap_texturescale[0];
-       r_shadow_shadowmap_texturescale[3] = 1.0f / r_shadow_shadowmap_texturescale[1];
        CHECKGLERROR
        R_SetViewport(&viewport);
        GL_PolygonOffset(0, 0);