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https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-13 15:27:56 +03:00
Added properly overridden projected texture shadow depth bias cvar values
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@ -25,6 +25,9 @@ ConVar cl_globallight_freeze( "cl_globallight_freeze", "0" );
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// You can set these as KV anyway.
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ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "0" );
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ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "0" );
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static ConVar cl_globallight_slopescaledepthbias_shadowmap( "cl_globallight_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
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static ConVar cl_globallight_depthbias_shadowmap( "cl_globallight_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
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#else
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ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "-800" );
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ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "1600" );
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@ -286,16 +289,19 @@ void C_GlobalLight::ClientThink()
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state.m_bOrtho = false;
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}
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#ifndef MAPBASE // Don't draw that huge debug thing
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#ifdef MAPBASE
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//state.m_bDrawShadowFrustum = true; // Don't draw that huge debug thing
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state.m_flShadowSlopeScaleDepthBias = cl_globallight_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = cl_globallight_depthbias_shadowmap.GetFloat();
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = m_SpotlightTexture;
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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#else
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state.m_bDrawShadowFrustum = true;
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#endif
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/*state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();;
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state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();*/
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = m_SpotlightTexture;
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#ifdef MAPBASE
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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#else
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state.m_nSpotlightTextureFrame = 0;
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#endif
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@ -25,8 +25,8 @@
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#include "tier0/memdbgon.h"
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#ifdef ASW_PROJECTED_TEXTURES
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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
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extern ConVarRef mat_slopescaledepthbias_shadowmap;
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extern ConVarRef mat_depthbias_shadowmap;
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float C_EnvProjectedTexture::m_flVisibleBBoxMinHeight = -FLT_MAX;
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@ -125,6 +125,11 @@ ConVar r_threaded_client_shadow_manager( "r_threaded_client_shadow_manager", "1"
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ConVar r_threaded_client_shadow_manager( "r_threaded_client_shadow_manager", "0" );
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#endif
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#ifdef MAPBASE
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ConVarRef mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap" );
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ConVarRef mat_depthbias_shadowmap( "mat_depthbias_shadowmap" );
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#endif
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#ifdef _WIN32
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#pragma warning( disable: 4701 )
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#endif
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@ -1424,6 +1429,15 @@ bool CClientShadowMgr::Init()
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materials->AddRestoreFunc( ShadowRestoreFunc );
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#ifdef MAPBASE
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// These need to be referenced here since the cvars don't exist in the initial declaration
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mat_slopescaledepthbias_shadowmap = ConVarRef( "mat_slopescaledepthbias_shadowmap" );
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mat_depthbias_shadowmap = ConVarRef( "mat_depthbias_shadowmap" );
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mat_slopescaledepthbias_shadowmap.SetValue( "2" );
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mat_depthbias_shadowmap.SetValue( "0.00005" );
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#endif
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return true;
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}
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@ -52,8 +52,8 @@ static ConVar r_flashlightladderdist( "r_flashlightladderdist", "40.0", FCVAR_CH
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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
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#else
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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "4", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
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extern ConVarRef mat_slopescaledepthbias_shadowmap;
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extern ConVarRef mat_depthbias_shadowmap;
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#endif
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#ifdef MAPBASE
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static ConVar r_flashlighttextureoverride( "r_flashlighttextureoverride", "", FCVAR_CHEAT );
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