mat_slopescaledepthbias_shadowmap 0
mat_depthbias_shadowmap 0.00001
mapbase 6.4
This commit is contained in:
2022-10-28 23:23:53 +03:00
parent a9da2a51c6
commit 397f970a5c
12 changed files with 320 additions and 334 deletions

View File

@@ -24,12 +24,7 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//const char* ptfilter = CommandLine()->ParmValue("-ptfilter", "0.5");
ConVar r_flashlightfilter("r_flashlightfilter", "1");
#ifdef ASW_PROJECTED_TEXTURES
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00001", FCVAR_CHEAT );
float C_EnvProjectedTexture::m_flVisibleBBoxMinHeight = -FLT_MAX;
@@ -63,7 +58,7 @@ IMPLEMENT_CLIENTCLASS_DT( C_EnvProjectedTexture, DT_EnvProjectedTexture, CEnvPro
RecvPropFloat( RECVINFO( m_flLinearAtten ) ),
RecvPropFloat( RECVINFO( m_flQuadraticAtten ) ),
RecvPropFloat( RECVINFO( m_flShadowAtten ) ),
RecvPropFloat( RECVINFO( m_flShadowFilter ) ),
RecvPropFloat(RECVINFO(m_flShadowFilter)),
RecvPropBool( RECVINFO( m_bAlwaysDraw ) ),
// Not needed on the client right now, change when it actually is needed
@@ -101,7 +96,7 @@ C_EnvProjectedTexture *C_EnvProjectedTexture::Create( )
pEnt->m_flLinearAtten = 100.0f;
pEnt->m_flQuadraticAtten = 0.0f;
pEnt->m_flShadowAtten = 0.0f;
pEnt->m_flShadowFilter = 0.3f;
pEnt->m_flShadowFilter = 0.5f;
//pEnt->m_bProjectedTextureVersion = 1;
#endif
@@ -233,11 +228,10 @@ void C_EnvProjectedTexture::UpdateLight( void )
return;
}
if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL)
if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
{
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
FlashlightState_t state;
state.m_flShadowFilterSize = m_flShadowFilter;
#ifdef MAPBASE
if ( m_hTargetEntity != NULL && !m_bDontFollowTarget )
@@ -289,6 +283,8 @@ void C_EnvProjectedTexture::UpdateLight( void )
// VectorNormalize( vRight );
// VectorNormalize( vUp );
VectorVectors( vForward, vRight, vUp );
}
}
else
@@ -404,9 +400,10 @@ void C_EnvProjectedTexture::UpdateLight( void )
state.m_Color[1] = (m_CurrentLinearFloatLightColor.y * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
state.m_Color[2] = (m_CurrentLinearFloatLightColor.z * ( 1.0f / 255.0f ) * flAlpha) * m_flCurrentBrightnessScale;
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();
state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();
state.m_flShadowAtten = m_flShadowAtten;
state.m_flShadowFilterSize = m_flShadowFilter;
#else
state.m_fQuadraticAtten = 0.0;
state.m_fLinearAtten = 100;
@@ -492,14 +489,6 @@ bool C_EnvProjectedTexture::IsBBoxVisible( Vector vecExtentsMin, Vector vecExten
#else
#ifndef MAPBASE
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0005", FCVAR_CHEAT );
#else
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "4", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0001", FCVAR_CHEAT );
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@@ -637,12 +626,11 @@ void C_EnvProjectedTexture::UpdateLight()
#endif
#ifdef MAPBASE
if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL)
if ( m_LightHandle == CLIENTSHADOW_INVALID_HANDLE || m_hTargetEntity != NULL || m_bForceUpdate )
{
#endif
Vector vForward, vRight, vUp, vPos = GetAbsOrigin();
FlashlightState_t state;
state.m_flShadowFilterSize = r_flashlightfilter.GetFloat();
FlashlightState_t state;
if ( m_hTargetEntity != NULL )
{
@@ -728,8 +716,8 @@ void C_EnvProjectedTexture::UpdateLight()
state.m_Color[3] = 0.0f; // fixme: need to make ambient work m_flAmbient;
state.m_NearZ = m_flNearZ;
state.m_FarZ = m_flFarZ;
state.m_flShadowSlopeScaleDepthBias = mat_slopescaledepthbias_shadowmap.GetFloat();
state.m_flShadowDepthBias = mat_depthbias_shadowmap.GetFloat();
state.m_flShadowSlopeScaleDepthBias = ConVarRef("mat_slopescaledepthbias_shadowmap").GetFloat();
state.m_flShadowDepthBias = ConVarRef("mat_depthbias_shadowmap").GetFloat();
state.m_bEnableShadows = m_bEnableShadows;
state.m_pSpotlightTexture = materials->FindTexture( m_SpotlightTextureName, TEXTURE_GROUP_OTHER, false );
state.m_nSpotlightTextureFrame = m_nSpotlightTextureFrame;
@@ -792,4 +780,3 @@ void C_EnvProjectedTexture::Simulate( void )
}
#endif

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@@ -49,11 +49,11 @@ static ConVar r_flashlightambient( "r_flashlightambient", "0.0", FCVAR_CHEAT );
static ConVar r_flashlightshadowatten( "r_flashlightshadowatten", "0.35", FCVAR_CHEAT );
static ConVar r_flashlightladderdist( "r_flashlightladderdist", "40.0", FCVAR_CHEAT );
#ifndef MAPBASE
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_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "0", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0001", FCVAR_CHEAT );
#else
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "16", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.00005", FCVAR_CHEAT );
static ConVar mat_slopescaledepthbias_shadowmap( "mat_slopescaledepthbias_shadowmap", "0", FCVAR_CHEAT );
static ConVar mat_depthbias_shadowmap( "mat_depthbias_shadowmap", "0.0001", FCVAR_CHEAT );
#endif
#ifdef MAPBASE
static ConVar r_flashlighttextureoverride( "r_flashlighttextureoverride", "", FCVAR_CHEAT );

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@@ -485,7 +485,7 @@ CWorld::CWorld( )
//m_iScriptLanguageClient = -2;
#endif
ConVarRef("mat_slopescaledepthbias_shadowmap").SetValue("16");
ConVarRef("mat_slopescaledepthbias_shadowmap").SetValue("0");
ConVarRef("mat_depthbias_shadowmap").SetValue("0.0001");
m_bColdWorld = false;

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@@ -2096,8 +2096,8 @@ void CGameMovement::WalkMove( void )
void CGameMovement::OnLand(float fVelocity)
{
if(cl_viewbob_enabled.GetBool())
player->ViewPunch(QAngle(fVelocity * cl_viewbob_onland_force.GetFloat(), 0, 0));
//Log("!!!!!!!!!!!!!!!!!!!!!!!! %f /n", fVelocity);
}

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@@ -71,7 +71,7 @@ ConVar mapbase_load_actbusy("mapbase_load_actbusy", "1", FCVAR_ARCHIVE, "Should
#ifdef GAME_DLL
// This cvar should change with each Mapbase update
ConVar mapbase_version( "mapbase_version", "6.3", FCVAR_NONE, "The version of Mapbase currently being used in this mod." );
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)" );
extern void MapbaseGameLog_Init();

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@@ -1098,7 +1098,7 @@ FORCEINLINE void VectorSubtract( const Vector& a, const Vector& b, Vector& c )
FORCEINLINE void VectorMultiply( const Vector& a, vec_t b, Vector& c )
{
CHECK_VALID(a);
Assert( IsFinite(b) );
//Assert( IsFinite(b) );
c.x = a.x * b;
c.y = a.y * b;
c.z = a.z * b;

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