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r4175 | acceptthis | 2013-01-26 18:23:37 +0000 (Sat, 26 Jan 2013) | 8 lines

improved replacementdeltas+nq a little, still needs work.
embrace the menuqc! pr_dumpplatform now includes MENU defs+builtins.
swapped search ordering of paks+dirs, so progs.dat will be used instead of pak0.pak/progs.dat.
fteqcc slightly more sensible with if statements and void+vector types.
fteqcc shows the first line where models are precached/used instead of showing no line at all.
fix missing explosions when running qw gamecode.
accept channels between 8 and 255. 
support for sending fitzquake's increased stat limits.
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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4173 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2013-03-12 22:35:33 +00:00
parent 9e2969390d
commit a339c727d0
55 changed files with 2152 additions and 1541 deletions

View file

@ -3,23 +3,50 @@
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu FOG
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
//standard shader used for models.
//must support skeletal and 2-way vertex blending or Bad Things Will Happen.
//the vertex shader is responsible for calculating lighting values.
#ifdef UPPERLOWER
#define UPPER
#define LOWER
#endif
varying vec2 tc;
varying vec3 light;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
attribute vec2 v_texcoord;
uniform vec3 e_light_dir;
uniform vec3 e_light_mul;
uniform vec3 e_light_ambient;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
uniform vec3 e_eyepos;
#endif
void main ()
{
#if defined(SPECULAR)||defined(OFFSETMAPPING)
vec3 n, s, t, w;
gl_Position = skeletaltransform_wnst(w,n,s,t);
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = -dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
eyevector.z = dot(eyeminusvertex, n.xyz);
#else
vec3 n;
gl_Position = skeletaltransform_n(n);
#endif
light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);
tc = v_texcoord;
}
@ -38,24 +65,54 @@ uniform vec3 e_uppercolour;
#ifdef FULLBRIGHT
uniform sampler2D s_t3;
#endif
#if defined(SPECULAR)
uniform sampler2D s_t4;
uniform sampler2D s_t5;
uniform float cvar_gl_specular;
#endif
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
uniform vec4 e_colourident;
void main ()
{
vec4 col, sp;
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_t1, tcbase, eyevector);
#define tc tcoffsetmap
#endif
col = texture2D(s_t0, tc);
#ifdef UPPER
vec4 uc = texture2D(s_t2, tc);
col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);
col.rgb += uc.rgb*e_uppercolour*uc.a;
#endif
#ifdef LOWER
vec4 lc = texture2D(s_t1, tc);
col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);
col.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
col.rgb *= light;
#if defined(SPECULAR)
vec3 bumps = normalize(vec3(texture2D(s_t4, tc)) - 0.5);
vec4 specs = texture2D(s_t5, tc);
vec3 halfdir = normalize(normalize(eyevector) + vec3(0.0, 0.0, 1.0));
float spec = pow(max(dot(halfdir, bumps), 0.0), 32.0 * specs.a);
col.rgb += cvar_gl_specular * spec * specs.rgb;
#endif
#ifdef FULLBRIGHT
vec4 fb = texture2D(s_t3, tc);
col.rgb = mix(col.rgb, fb.rgb, fb.a);
#endif
gl_FragColor = fog4(col * e_colourident);
}
#endif

View file

@ -1,5 +1,6 @@
!!permu BUMP
!!permu SKELETAL
!!permu UPPERLOWER
!!permu FOG
!!cvarf r_glsl_offsetmapping_scale
@ -17,6 +18,11 @@
#extension GL_ARB_texture_gather : enable
#endif
#ifdef UPPERLOWER
#define UPPER
#define LOWER
#endif
varying vec2 tcbase;
varying vec3 lightvector;
@ -65,20 +71,20 @@ void main ()
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
uniform sampler2D s_t0;
uniform sampler2D s_t0; //diffuse
#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)
uniform sampler2D s_t1;
uniform sampler2D s_t1; //normalmap
#endif
#ifdef SPECULAR
uniform sampler2D s_t2;
uniform sampler2D s_t2; //specular
#endif
#ifdef CUBEPROJ
uniform samplerCube s_t3;
uniform samplerCube s_t3; //projected cubemap
#endif
#ifdef PCF
#ifdef CUBESHADOW
uniform samplerCubeShadow s_t4;
uniform samplerCubeShadow s_t4; //shadowmap
#else
#if 0//def GL_ARB_texture_gather
uniform sampler2D s_t4;
@ -87,6 +93,14 @@ uniform sampler2DShadow s_t4;
#endif
#endif
#endif
#ifdef LOWER
uniform sampler2D s_t5; //pants colours
uniform vec3 e_lowercolour;
#endif
#ifdef UPPER
uniform sampler2D s_t6; //shirt colours
uniform vec3 e_uppercolour;
#endif
uniform float l_lightradius;
@ -128,7 +142,7 @@ float ShadowmapFilter(void)
//assume z is the major axis (ie: forward from the light)
vec3 t = shadowcoord;
float ma = dir.z;
vec4 axis = vec4(1.0, 1.0, 1.0, 0.0);
vec3 axis = vec3(1.0, 1.0, 1.0);
if (dir.x > ma)
{
ma = dir.x;
@ -200,6 +214,14 @@ void main ()
#define tcbase tcoffsetmap
#endif
vec3 bases = vec3(texture2D(s_t0, tcbase));
#ifdef UPPER
vec4 uc = texture2D(s_t6, tcbase);
bases.rgb += uc.rgb*e_uppercolour*uc.a;
#endif
#ifdef LOWER
vec4 lc = texture2D(s_t5, tcbase);
bases.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
#if defined(BUMP) || defined(SPECULAR)
vec3 bumps = normalize(vec3(texture2D(s_t1, tcbase)) - 0.5);
#endif

View file

@ -11,11 +11,11 @@ varying vec2 v_edge;
uniform float e_time;
void main ()
{
gl_Position = ftetransform();
v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;
v_warp.s = e_time * 0.25 + v_texcoord.s;
v_warp.t = e_time * 0.25 + v_texcoord.t;
v_edge = v_texcoord.xy;
gl_Position = ftetransform();
v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;
v_warp.s = e_time * 0.25 + v_texcoord.s;
v_warp.t = e_time * 0.25 + v_texcoord.t;
v_edge = v_texcoord.xy;
}
#endif
#ifdef FRAGMENT_SHADER
@ -25,21 +25,21 @@ varying vec2 v_edge;
uniform sampler2D s_t0;/*$currentrender*/
uniform sampler2D s_t1;/*warp image*/
uniform sampler2D s_t2;/*edge image*/
uniform vec3 e_rendertexturescale;
uniform vec4 e_rendertexturescale;
uniform float cvar_r_waterwarp;
void main ()
{
float amptemp;
vec3 edge;
edge = texture2D( s_t2, v_edge ).rgb;
amptemp = (0.010 / 0.625) * cvar_r_waterwarp * edge.x;
vec3 offset;
offset = texture2D( s_t1, v_warp ).rgb;
offset.x = (offset.x - 0.5) * 2.0;
offset.y = (offset.y - 0.5) * 2.0;
vec2 temp;
temp.x = v_stc.x + offset.x * amptemp;
temp.y = v_stc.y + offset.y * amptemp;
gl_FragColor = texture2D( s_t0, temp*e_rendertexturescale.st );
float amptemp;
vec3 edge;
edge = texture2D( s_t2, v_edge ).rgb;
amptemp = (0.010 / 0.625) * cvar_r_waterwarp * edge.x;
vec3 offset;
offset = texture2D( s_t1, v_warp ).rgb;
offset.x = (offset.x - 0.5) * 2.0;
offset.y = (offset.y - 0.5) * 2.0;
vec2 temp;
temp.x = v_stc.x + offset.x * amptemp;
temp.y = v_stc.y + offset.y * amptemp;
gl_FragColor = texture2D( s_t0, temp*e_rendertexturescale.st );
}
#endif