Added properly overridden projected texture shadow depth bias cvar values

This commit is contained in:
Blixibon 2021-04-23 00:20:57 -05:00
parent 62a6481d0d
commit 591572cfda
4 changed files with 29 additions and 9 deletions

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@ -25,6 +25,9 @@ ConVar cl_globallight_freeze( "cl_globallight_freeze", "0" );
// You can set these as KV anyway. // You can set these as KV anyway.
ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "0" ); ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "0" );
ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "0" ); ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "0" );
static ConVar cl_globallight_slopescaledepthbias_shadowmap( "cl_globallight_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar cl_globallight_depthbias_shadowmap( "cl_globallight_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
#else #else
ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "-800" ); ConVar cl_globallight_xoffset( "cl_globallight_xoffset", "-800" );
ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "1600" ); ConVar cl_globallight_yoffset( "cl_globallight_yoffset", "1600" );
@ -286,16 +289,19 @@ void C_GlobalLight::ClientThink()
state.m_bOrtho = false; state.m_bOrtho = false;
} }
#ifndef MAPBASE // Don't draw that huge debug thing #ifdef MAPBASE
//state.m_bDrawShadowFrustum = true; // Don't draw that huge debug thing
state.m_flShadowSlopeScaleDepthBias = cl_globallight_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = cl_globallight_depthbias_shadowmap.GetFloat();
state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = m_SpotlightTexture;
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
#else
state.m_bDrawShadowFrustum = true; state.m_bDrawShadowFrustum = true;
#endif
/*state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();; /*state.m_flShadowSlopeScaleDepthBias = g_pMaterialSystemHardwareConfig->GetShadowSlopeScaleDepthBias();;
state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();*/ state.m_flShadowDepthBias = g_pMaterialSystemHardwareConfig->GetShadowDepthBias();*/
state.m_bEnableShadows = m_bEnableShadows; state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = m_SpotlightTexture; state.m_pSpotlightTexture = m_SpotlightTexture;
#ifdef MAPBASE
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
#else
state.m_nSpotlightTextureFrame = 0; state.m_nSpotlightTextureFrame = 0;
#endif #endif

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@ -25,8 +25,8 @@
#include "tier0/memdbgon.h" #include "tier0/memdbgon.h"
#ifdef ASW_PROJECTED_TEXTURES #ifdef ASW_PROJECTED_TEXTURES
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT ); extern ConVarRef mat_slopescaledepthbias_shadowmap;
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT ); extern ConVarRef mat_depthbias_shadowmap;
float C_EnvProjectedTexture::m_flVisibleBBoxMinHeight = -FLT_MAX; 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"
ConVar r_threaded_client_shadow_manager( "r_threaded_client_shadow_manager", "0" ); ConVar r_threaded_client_shadow_manager( "r_threaded_client_shadow_manager", "0" );
#endif #endif
#ifdef MAPBASE
ConVarRef mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap" );
ConVarRef mat_depthbias_shadowmap( "mat_depthbias_shadowmap" );
#endif
#ifdef _WIN32 #ifdef _WIN32
#pragma warning( disable: 4701 ) #pragma warning( disable: 4701 )
#endif #endif
@ -1424,6 +1429,15 @@ bool CClientShadowMgr::Init()
materials->AddRestoreFunc( ShadowRestoreFunc ); materials->AddRestoreFunc( ShadowRestoreFunc );
#ifdef MAPBASE
// These need to be referenced here since the cvars don't exist in the initial declaration
mat_slopescaledepthbias_shadowmap = ConVarRef( "mat_slopescaledepthbias_shadowmap" );
mat_depthbias_shadowmap = ConVarRef( "mat_depthbias_shadowmap" );
mat_slopescaledepthbias_shadowmap.SetValue( "2" );
mat_depthbias_shadowmap.SetValue( "0.00005" );
#endif
return true; return true;
} }

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@ -52,8 +52,8 @@ static ConVar r_flashlightladderdist( "r_flashlightladderdist", "40.0", FCVAR_CH
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT ); static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT ); static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
#else #else
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "4", FCVAR_CHEAT ); extern ConVarRef mat_slopescaledepthbias_shadowmap;
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT ); extern ConVarRef mat_depthbias_shadowmap;
#endif #endif
#ifdef MAPBASE #ifdef MAPBASE
static ConVar r_flashlighttextureoverride( "r_flashlighttextureoverride", "", FCVAR_CHEAT ); static ConVar r_flashlighttextureoverride( "r_flashlighttextureoverride", "", FCVAR_CHEAT );