This commit is contained in:
MontyTRC89 2020-01-04 09:26:56 +01:00
commit c3890b0e68
6 changed files with 56 additions and 12 deletions

View file

@ -35,6 +35,11 @@ cbuffer CShadowLightBuffer : register(b4)
float3 Padding2;
};
cbuffer RoomBuffer : register(b5)
{
float4 AmbientColor;
};
struct VertexShaderInput
{
float3 Position: POSITION;
@ -61,7 +66,6 @@ Texture2D CausticsTexture : register(t1);
Texture2D ShadowMap : register(t2);
SamplerState ShadowMapSampler : register(s1);
PixelShaderInput VS(VertexShaderInput input)
{
PixelShaderInput output;
@ -76,6 +80,19 @@ PixelShaderInput VS(VertexShaderInput input)
return output;
}
float getShadowFactor(Texture2D shadowMap, SamplerState shadowMapSampler, float2 coords, float realDepth) {
const float texelSize = 1.0f / 1024;
float shadowFactor = 0.0f;
//doing 9 samples
for (float x = -1; x <= 1.0f; x++) {
for (float y = -1; y <= 1.0f; y++) {
float shadowMapDepth = ShadowMap.SampleLevel(ShadowMapSampler, coords + (float2(x, y)*texelSize),0).r;
shadowFactor += shadowMapDepth < realDepth ? 1.0f : 0.0f;
}
}
return shadowFactor / 9.0f;
}
[earlydepthstencil]
float4 PS(PixelShaderInput input) : SV_TARGET
{
@ -104,8 +121,8 @@ float4 PS(PixelShaderInput input) : SV_TARGET
float realDepth = input.LightPosition.z;
// If clip space z value greater than shadow map value then pixel is in shadow
if (shadowMapDepth < realDepth)
return float4(output.xyz* colorMul.xyz / 2.0f, 1.0f);
float shadow = getShadowFactor(ShadowMap, ShadowMapSampler, coords, realDepth);
lighting = lerp(lighting, AmbientColor * 2, saturate(shadow));
}
}
@ -160,3 +177,4 @@ float4 PS(PixelShaderInput input) : SV_TARGET
return output;
}

View file

@ -1136,7 +1136,7 @@ int CreatureActive(short itemNumber)
void InitialiseCreature(short itemNumber)
{
InitialiseCreature(itemNumber);
ClearItem(itemNumber);
}
int StalkBox(ITEM_INFO* item, ITEM_INFO* enemy, short boxNumber)

View file

@ -73,7 +73,7 @@ typedef enum RENDERER_FADE_STATUS {
FADE_OUT
};
#define SHADOW_MAP_SIZE 2048
#define SHADOW_MAP_SIZE 1024
#define TEXTURE_ATLAS_SIZE 4096
#define TEXTURE_PAGE_SIZE 262144

View file

@ -602,7 +602,7 @@ bool Renderer11::Initialise(int w, int h, int refreshRate, bool windowed, HWND h
m_cbLights = createConstantBuffer(sizeof(CLightBuffer));
m_cbMisc = createConstantBuffer(sizeof(CMiscBuffer));
m_cbShadowMap = createConstantBuffer(sizeof(CShadowLightBuffer));
m_cbRoom = createConstantBuffer(sizeof(CRoomBuffer));
m_currentCausticsFrame = 0;
m_firstWeather = true;
@ -921,7 +921,9 @@ bool Renderer11::drawRooms(bool transparent, bool animated)
m_stMisc.AlphaTest = !transparent;
updateConstantBuffer(m_cbMisc, &m_stMisc, sizeof(CMiscBuffer));
m_context->PSSetConstantBuffers(3, 1, &m_cbMisc);
m_stRoom.AmbientColor = room->AmbientLight;
updateConstantBuffer(m_cbRoom, &m_stRoom, sizeof(CRoomBuffer));
m_context->PSSetConstantBuffers(5, 1, &m_cbRoom);
for (int j = firstBucket; j < lastBucket; j++)
{
RendererBucket* bucket;

View file

@ -582,6 +582,10 @@ struct CMiscBuffer {
float Padding[14];
};
struct CRoomBuffer {
Vector4 AmbientColor;
};
struct RendererAnimatedTexture
{
int Id;
@ -832,6 +836,8 @@ private:
ID3D11Buffer* m_cbLights;
CMiscBuffer m_stMisc;
ID3D11Buffer* m_cbMisc;
CRoomBuffer m_stRoom;
ID3D11Buffer* m_cbRoom;
CShadowLightBuffer m_stShadowMap;
ID3D11Buffer* m_cbShadowMap;

View file

@ -35,6 +35,11 @@ cbuffer CShadowLightBuffer : register(b4)
float3 Padding2;
};
cbuffer RoomBuffer : register(b5)
{
float4 AmbientColor;
};
struct VertexShaderInput
{
float3 Position: POSITION;
@ -61,7 +66,6 @@ Texture2D CausticsTexture : register(t1);
Texture2D ShadowMap : register(t2);
SamplerState ShadowMapSampler : register(s1);
PixelShaderInput VS(VertexShaderInput input)
{
PixelShaderInput output;
@ -76,6 +80,19 @@ PixelShaderInput VS(VertexShaderInput input)
return output;
}
float getShadowFactor(Texture2D shadowMap, SamplerState shadowMapSampler, float2 coords, float realDepth) {
const float texelSize = 1.0f / 1024;
float shadowFactor = 0.0f;
//doing 9 samples
for (float x = -1; x <= 1.0f; x++) {
for (float y = -1; y <= 1.0f; y++) {
float shadowMapDepth = ShadowMap.SampleLevel(ShadowMapSampler, coords + (float2(x, y)*texelSize),0).r;
shadowFactor += shadowMapDepth < realDepth ? 1.0f : 0.0f;
}
}
return shadowFactor / 9.0f;
}
[earlydepthstencil]
float4 PS(PixelShaderInput input) : SV_TARGET
{
@ -104,8 +121,8 @@ float4 PS(PixelShaderInput input) : SV_TARGET
float realDepth = input.LightPosition.z;
// If clip space z value greater than shadow map value then pixel is in shadow
if (shadowMapDepth < realDepth)
return float4(output.xyz* colorMul.xyz / 2.0f, 1.0f);
float shadow = getShadowFactor(ShadowMap, ShadowMapSampler, coords, realDepth);
lighting = lerp(lighting, AmbientColor * 2, saturate(shadow));
}
}
@ -160,3 +177,4 @@ float4 PS(PixelShaderInput input) : SV_TARGET
return output;
}