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- added map option to disable shadowmaps.
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Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.

# Conflicts:
#	src/gamedata/g_mapinfo.h
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coelckers committed Jul 25, 2021
1 parent 15dfe31 commit bfd4f7c
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Showing 5 changed files with 15 additions and 7 deletions.
4 changes: 2 additions & 2 deletions src/common/rendering/hwrenderer/data/hw_shadowmap.cpp
Expand Up @@ -85,7 +85,7 @@ CUSTOM_CVAR(Int, gl_shadowmap_quality, 512, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)

bool IShadowMap::ShadowTest(const DVector3 &lpos, const DVector3 &pos)
{
if (mAABBTree && gl_light_shadowmap)
if (mAABBTree)
return mAABBTree->RayTest(lpos, pos) >= 1.0f;
else
return true;
Expand All @@ -98,7 +98,7 @@ bool IShadowMap::PerformUpdate()
LightsProcessed = 0;
LightsShadowmapped = 0;

if (gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && CollectLights != nullptr)
if (CollectLights != nullptr)
{
UpdateCycles.Clock();
UploadAABBTree();
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6 changes: 4 additions & 2 deletions src/gamedata/g_mapinfo.cpp
Expand Up @@ -1652,8 +1652,10 @@ MapFlagHandlers[] =
{ "nolightfade", MITYPE_SETFLAG3, LEVEL3_NOLIGHTFADE, 0 },
{ "nocoloredspritelighting", MITYPE_SETFLAG3, LEVEL3_NOCOLOREDSPRITELIGHTING, 0 },
{ "forceworldpanning", MITYPE_SETFLAG3, LEVEL3_FORCEWORLDPANNING, 0 },
{ "propermonsterfallingdamage", MITYPE_SETFLAG3, LEVEL3_PROPERMONSTERFALLINGDAMAGE, 0 },
{ "enableskyboxao", MITYPE_SETFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "propermonsterfallingdamage", MITYPE_SETFLAG3, LEVEL3_PROPERMONSTERFALLINGDAMAGE, 0 },
{ "disableshadowmap", MITYPE_SETFLAG3, LEVEL3_NOSHADOWMAP, 0 },
{ "enableshadowmap", MITYPE_CLRFLAG3, LEVEL3_NOSHADOWMAP, 0 },
{ "enableskyboxao", MITYPE_SETFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "disableskyboxao", MITYPE_CLRFLAG3, LEVEL3_SKYBOXAO, 0 },
{ "nobotnodes", MITYPE_IGNORE, 0, 0 }, // Skulltag option: nobotnodes
{ "compat_shorttex", MITYPE_COMPATFLAG, COMPATF_SHORTTEX, 0 },
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1 change: 1 addition & 0 deletions src/gamedata/g_mapinfo.h
Expand Up @@ -252,6 +252,7 @@ enum ELevelFlags : unsigned int
LEVEL3_HIDEAUTHORNAME = 0x00000100,
LEVEL3_PROPERMONSTERFALLINGDAMAGE = 0x00000200, // Properly apply falling damage to the monsters
LEVEL3_SKYBOXAO = 0x00000400, // Apply SSAO to sector skies
LEVEL3_NOSHADOWMAP = 0x00010000, // disables shadowmaps for a given level.
};


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3 changes: 1 addition & 2 deletions src/rendering/hwrenderer/hw_dynlightdata.cpp
Expand Up @@ -107,10 +107,9 @@ void AddLightToList(FDynLightData &dld, int group, FDynamicLight * light, bool f
}

float shadowIndex;
if (gl_light_shadowmap)
if (gl_light_shadowmap) // note: with gl_light_shadowmap switched off, we cannot rely on properly set indices anymore.
{
shadowIndex = light->mShadowmapIndex + 1.0f;

}
else shadowIndex = 1025.f;
// Store attenuate flag in the sign bit of the float.
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8 changes: 7 additions & 1 deletion src/rendering/hwrenderer/hw_entrypoint.cpp
Expand Up @@ -107,14 +107,20 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou

R_SetupFrame(mainvp, r_viewwindow, camera);

if (mainview && toscreen)
if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
{
screen->SetAABBTree(camera->Level->aabbTree);
screen->mShadowMap.SetCollectLights([=] {
CollectLights(camera->Level);
});
screen->UpdateShadowMap();
}
else
{
// null all references to the level if we do not need a shadowmap. This will shortcut all internal calculations without further checks.
screen->SetAABBTree(nullptr);
screen->mShadowMap.SetCollectLights(nullptr);
}

// Update the attenuation flag of all light defaults for each viewpoint.
// This function will only do something if the setting differs.
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