mirror of
https://github.com/celisej567/BCWSsrc.git
synced 2026-01-07 14:09:48 +03:00
smthg
mat_slopescaledepthbias_shadowmap 0 mat_depthbias_shadowmap 0.00001 mapbase 6.4
This commit is contained in:
@@ -24,12 +24,7 @@
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//const char* ptfilter = CommandLine()->ParmValue("-ptfilter", "0.5");
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ConVar r_flashlightfilter("r_flashlightfilter", "1");
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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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float C_EnvProjectedTexture::m_flVisibleBBoxMinHeight = -FLT_MAX;
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@@ -63,7 +58,7 @@ IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvPro
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RecvPropFloat( RECVINFO( m_flLinearAtten ) ),
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RecvPropFloat( RECVINFO( m_flQuadraticAtten ) ),
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RecvPropFloat( RECVINFO( m_flShadowAtten ) ),
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RecvPropFloat( RECVINFO( m_flShadowFilter ) ),
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RecvPropFloat(RECVINFO(m_flShadowFilter)),
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RecvPropBool( RECVINFO( m_bAlwaysDraw ) ),
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// Not needed on the client right now, change when it actually is needed
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@@ -101,7 +96,7 @@ C_EnvProjectedTexture *C_EnvProjectedTexture::Create( )
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pEnt->m_flLinearAtten = 100.0f;
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pEnt->m_flQuadraticAtten = 0.0f;
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pEnt->m_flShadowAtten = 0.0f;
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pEnt->m_flShadowFilter = 0.3f;
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pEnt->m_flShadowFilter = 0.5f;
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//pEnt->m_bProjectedTextureVersion = 1;
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#endif
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@@ -233,11 +228,10 @@ void C_EnvProjectedTexture::UpdateLight( void )
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return;
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}
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if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL)
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if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
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{
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Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
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FlashlightState_t state;
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state.m_flShadowFilterSize = m_flShadowFilter;
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#ifdef MAPBASE
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if ( m_hTargetEntity != NULL && !m_bDontFollowTarget )
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@@ -289,6 +283,8 @@ void C_EnvProjectedTexture::UpdateLight( void )
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// VectorNormalize( vRight );
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// VectorNormalize( vUp );
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VectorVectors( vForward, vRight, vUp );
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}
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}
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else
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@@ -404,9 +400,10 @@ void C_EnvProjectedTexture::UpdateLight( void )
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state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
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state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
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state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();
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state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();
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state.m_flShadowAtten = m_flShadowAtten;
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state.m_flShadowFilterSize = m_flShadowFilter;
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#else
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state.m_fQuadraticAtten = 0.0;
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state.m_fLinearAtten = 100;
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@@ -492,14 +489,6 @@ bool C_EnvProjectedTexture::IsBBoxVisible( Vector vecExtentsMin, Vector vecExten
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#else
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#ifndef MAPBASE
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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", "0.0001", FCVAR_CHEAT );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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@@ -637,12 +626,11 @@ void C_EnvProjectedTexture::UpdateLight()
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#endif
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#ifdef MAPBASE
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if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL)
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if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
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{
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#endif
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Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
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FlashlightState_t state;
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state.m_flShadowFilterSize = r_flashlightfilter.GetFloat();
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FlashlightState_t state;
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if ( m_hTargetEntity != NULL )
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{
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@@ -728,8 +716,8 @@ void C_EnvProjectedTexture::UpdateLight()
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state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
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state.m_NearZ = m_flNearZ;
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state.m_FarZ = m_flFarZ;
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state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
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state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
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state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();
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state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();
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state.m_bEnableShadows = m_bEnableShadows;
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state.m_pSpotlightTexture = materials->FindTexture( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false );
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state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
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@@ -792,4 +780,3 @@ void C_EnvProjectedTexture::Simulate( void )
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}
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#endif
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@@ -49,11 +49,11 @@ static ConVar r_flashlightambient( "r_flashlightambient", "0.0", FCVAR_CHEAT );
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static ConVar r_flashlightshadowatten( "r_flashlightshadowatten", "0.35", FCVAR_CHEAT );
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static ConVar r_flashlightladderdist( "r_flashlightladderdist", "40.0", FCVAR_CHEAT );
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#ifndef MAPBASE
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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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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "0", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0001", FCVAR_CHEAT );
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#else
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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", "0.00005", FCVAR_CHEAT );
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static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "0", FCVAR_CHEAT );
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static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0001", FCVAR_CHEAT );
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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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File diff suppressed because it is too large
Load Diff
@@ -485,7 +485,7 @@ CWorld::CWorld( )
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//m_iScriptLanguageClient = -2;
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#endif
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ConVarRef("mat_slopescaledepthbias_shadowmap").SetValue("16");
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ConVarRef("mat_slopescaledepthbias_shadowmap").SetValue("0");
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ConVarRef("mat_depthbias_shadowmap").SetValue("0.0001");
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m_bColdWorld = false;
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@@ -2096,8 +2096,8 @@ void CGameMovement::WalkMove( void )
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void CGameMovement::OnLand(float fVelocity)
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{
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if(cl_viewbob_enabled.GetBool())
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player->ViewPunch(QAngle(fVelocity * cl_viewbob_onland_force.GetFloat(), 0, 0));
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//Log("!!!!!!!!!!!!!!!!!!!!!!!! %f /n", fVelocity);
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}
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@@ -71,7 +71,7 @@ ConVar mapbase_load_actbusy("mapbase_load_actbusy", "1", FCVAR_ARCHIVE, "Should
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#ifdef GAME_DLL
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// This cvar should change with each Mapbase update
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ConVar mapbase_version( "mapbase_version", "6.3", FCVAR_NONE, "The version of Mapbase currently being used in this mod." );
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ConVar mapbase_version( "mapbase_version", "6.4", FCVAR_PROTECTED, "The version of Mapbase currently being used in this mod. (6.4 = custom 6.3 with some updates from 7.0)" );
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extern void MapbaseGameLog_Init();
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@@ -1098,7 +1098,7 @@ FORCEINLINE void VectorSubtract( const Vector& a, const Vector& b, Vector& c )
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FORCEINLINE void VectorMultiply( const Vector& a, vec_t b, Vector& c )
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{
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CHECK_VALID(a);
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Assert( IsFinite(b) );
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//Assert( IsFinite(b) );
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c.x = a.x * b;
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c.y = a.y * b;
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c.z = a.z * b;
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sp/src/utils/glview/Debug/vc120.pdb
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sp/src/utils/glview/Debug/vc120.pdb
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