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clamp and initialize values
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parent
f0660ba381
commit
f68bb957ff
4 changed files with 33 additions and 30 deletions
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@ -112,7 +112,7 @@ public:
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void setShadowsBiasScale(const float scale);
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float getShadowsBiasScale() const;
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void setBiasInput(const float bias);
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void setBiasInput(float bias);
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float getBiasInput() const;
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void setOrientation(const Quat& orientation);
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@ -203,7 +203,7 @@ protected:
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float _shadowsMaxDistance{ 40.0f };
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float _shadowsBiasScale{ 1.0f };
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float _biasInput{ 0.23f }; // gives default constant and slope values
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float _biasInput{ 0.23f }; // roughly gives default constant and slope values
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bool _castShadows{ false };
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void updateLightRadius();
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@ -112,7 +112,7 @@ public:
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graphics::LightPointer _light;
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float _maxDistance{ 0.0f };
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float _biasInput;
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float _biasInput{ 0.23f };
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Cascades _cascades;
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UniformBufferView _schemaBuffer = nullptr;
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@ -333,26 +333,28 @@ void RenderShadowSetup::configure(const Config& configuration) {
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_biasInput = configuration.biasInput;
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_globalMaxDistance = configuration.globalMaxDistance;
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// bias is relative to resolution
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int resolutionScale = 1024 / resolution;
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// the bias is relative to resolution
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// to remain consistant with the constant and slope bias values, the biasInput
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// value is in the 0.0 - 1.0 range but needs to be scaled up for further calculations
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int resolutionScale = DEFAULT_RESOLUTION / resolution;
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_biasInput *= (100.0f / resolutionScale);
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float furtherScale = 1.0f;
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float scaleFactor = 1.0f;
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furtherScale = cacasdeDistances[0] / cacasdeDistances[5];
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constant0 = (cacasdeDistances[1] / resolution) * _biasInput * furtherScale;
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constant1 = (cacasdeDistances[1] / resolution) * _biasInput * furtherScale;
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slope0 = (cacasdeDistances[1] / resolution) * _biasInput * furtherScale * 2.5f;
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slope1 = (cacasdeDistances[1] / resolution) * _biasInput * furtherScale * 2.75f;
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scaleFactor = _biasInput * (cacasdeDistances[0] / glm::clamp(cacasdeDistances[5], 0.0001f, FLT_MAX)) / (float)resolution;
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constant0 = cacasdeDistances[1] * scaleFactor;
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constant1 = cacasdeDistances[1] * scaleFactor;
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slope0 = cacasdeDistances[1] * scaleFactor * 2.5f;
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slope1 = cacasdeDistances[1] * scaleFactor * 2.75f;
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furtherScale = cacasdeDistances[0] / cacasdeDistances[6];
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constant2 = (cacasdeDistances[2] / resolution) * _biasInput * furtherScale;
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slope2 = (cacasdeDistances[2] / resolution) * _biasInput * furtherScale * 3.75f;
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scaleFactor = _biasInput * (cacasdeDistances[0] / glm::clamp(cacasdeDistances[6], 0.0001f, FLT_MAX)) / (float)resolution;
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constant2 = cacasdeDistances[2] * scaleFactor;
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slope2 = cacasdeDistances[2] * scaleFactor * 3.75f;
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furtherScale = cacasdeDistances[0] / cacasdeDistances[7];
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constant3 = (cacasdeDistances[3] / resolution) * _biasInput * furtherScale;
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slope3 = (cacasdeDistances[3] / resolution) * _biasInput * furtherScale * 3.75f;
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scaleFactor = _biasInput * (cacasdeDistances[0] / glm::clamp(cacasdeDistances[7], 0.0001f, FLT_MAX)) / (float)resolution;
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constant3 = cacasdeDistances[3] * scaleFactor;
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slope3 = cacasdeDistances[3] * scaleFactor * 3.75f;
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}
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setConstantBias(0, constant0);
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setSlopeBias(0, slope0);
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@ -367,18 +369,14 @@ void RenderShadowSetup::configure(const Config& configuration) {
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#endif
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}
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// cap constant and slope at 1 to prevent peter panning
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// clamp constant and slope at 1 to prevent peter panning
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void RenderShadowSetup::setConstantBias(int cascadeIndex, float value) {
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if (value > 1.0f) {
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value = 1.0f;
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}
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value = glm::clamp(value, 0.0f, 1.0f);
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_bias[cascadeIndex]._constant = value * value * value * 0.004f;
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}
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void RenderShadowSetup::setSlopeBias(int cascadeIndex, float value) {
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if (value > 1.0f) {
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value = 1.0f;
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}
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value = glm::clamp(value, 0.0f, 1.0f);
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_bias[cascadeIndex]._slope = value * value * value * 0.001f;
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}
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@ -75,6 +75,9 @@ public:
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CullFunctor _cullFunctor;
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};
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const float DEFAULT_BIAS_INPUT = 0.23f;
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const float DEFAULT_MAX_DISTANCE = 40.0f;
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class RenderShadowSetupConfig : public render::Job::Config {
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Q_OBJECT
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Q_PROPERTY(float constantBias0 MEMBER constantBias0 NOTIFY dirty)
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@ -89,8 +92,8 @@ class RenderShadowSetupConfig : public render::Job::Config {
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Q_PROPERTY(float globalMaxDistance MEMBER globalMaxDistance NOTIFY dirty)
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public:
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float biasInput{ 0.23f };
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float globalMaxDistance{ 40 };
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float biasInput{ DEFAULT_BIAS_INPUT };
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float globalMaxDistance{ DEFAULT_MAX_DISTANCE };
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float constantBias0{ 0.15f };
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float constantBias1{ 0.15f };
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@ -116,9 +119,9 @@ public:
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void configure(const Config& configuration);
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void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
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float _biasInput;
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float _globalMaxDistance;
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int resolution{ 1024 };
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float _biasInput{ DEFAULT_BIAS_INPUT };
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float _globalMaxDistance{ DEFAULT_MAX_DISTANCE };
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int resolution{ DEFAULT_RESOLUTION };
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QVector<float> cacasdeDistances = QVector<float>(8); // 4 max then 4 min distances
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private:
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@ -129,6 +132,8 @@ private:
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float _slope;
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} _bias[SHADOW_CASCADE_MAX_COUNT];
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const int DEFAULT_RESOLUTION = 1024;
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LightStage::ShadowFrame::Object _globalShadowObject;
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LightStage::ShadowFramePointer _shadowFrameCache;
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