minor fixes.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5025 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2016-11-20 21:05:10 +00:00
parent 8d09710ed1
commit ba1e9445ee
6 changed files with 211 additions and 31 deletions

View file

@ -2272,7 +2272,7 @@ void CL_PlayDemoFile(vfsfile_t *f, char *demoname, qboolean issyspath)
break;
len--;
VFS_READ(f, &type, sizeof(type));
while (len >= 2 && (type == svcq2_stufftext) || (type == svcq2_print))
while (len >= 2 && (type == svcq2_stufftext || type == svcq2_print))
{
while (len > 0)
{

View file

@ -1344,8 +1344,6 @@ typedef struct {
qboolean populated;
} dlmenu_t;
static int autoupdatesetting = UPD_UNSUPPORTED;
static void COM_QuotedConcat(const char *cat, char *buf, size_t bufsize)
{
const unsigned char *gah;
@ -2192,6 +2190,7 @@ void PM_Shutdown(void)
#endif
#ifdef DOWNLOADMENU
static int autoupdatesetting = UPD_UNSUPPORTED;
static void MD_Draw (int x, int y, struct menucustom_s *c, struct menu_s *m)
{
package_t *p;

View file

@ -529,6 +529,7 @@ void R_GenDlightMesh(struct batch_s *batch)
int lightflags = batch->surf_count;
BE_SelectDLight(l, l->color, l->axis, lightflags);
#ifdef RTLIGHTS
if (lightflags & LSHADER_SMAP)
{
if (!Sh_GenerateShadowMap(l))
@ -539,6 +540,7 @@ void R_GenDlightMesh(struct batch_s *batch)
BE_SelectEntity(&r_worldentity);
BE_SelectMode(BEM_STANDARD);
}
#endif
if (!R_BuildDlightMesh (l, 2, 1, 2))
{
@ -582,6 +584,7 @@ void R_GenDlightBatches(batch_t *batches[])
"lpp_light\n"
"}\n"
);
#ifdef RTLIGHTS
lpplight_shader[LSHADER_SMAP] = R_RegisterShader("lpp_light#PCF", SUF_NONE,
"{\n"
"program lpp_light\n"
@ -594,6 +597,7 @@ void R_GenDlightBatches(batch_t *batches[])
"lpp_light\n"
"}\n"
);
#endif
}
l = cl_dlights+rtlights_first;
@ -606,8 +610,10 @@ void R_GenDlightBatches(batch_t *batches[])
continue;
lmode = 0;
#ifdef RTLIGHTS
if (!(((i >= RTL_FIRST)?!r_shadow_realtime_world_shadows.ival:!r_shadow_realtime_dlight_shadows.ival) || l->flags & LFLAG_NOSHADOWS))
lmode |= LSHADER_SMAP;
#endif
// if (TEXLOADED(l->cubetexture))
// lmode |= LSHADER_CUBE;

View file

@ -1,16 +1,23 @@
!!permu BUMP
!!permu SKELETAL
!!cvarf r_glsl_offsetmapping_scale
//light pre-pass rendering (defered lighting)
//this is the initial pass, that draws the surface normals and depth to the initial colour buffer
#include "sys/defs.h"
#if defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
varying vec3 norm, tang, bitang;
#if defined(BUMP)
varying vec2 tc;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
attribute vec2 v_texcoord;
void main()
{
#if defined(BUMP)
@ -19,21 +26,34 @@ void main()
#else
gl_Position = skeletaltransform_n(norm);
#endif
#if defined(OFFSETMAPPING)
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#if defined(BUMP)
uniform sampler2D s_t0;
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
vec3 onorm;
#if defined(BUMP)
vec3 bm = 2.0*texture2D(s_t0, tc).xyz - 1.0;
vec3 bm = 2.0*texture2D(s_normalmap, tc).xyz - 1.0;
onorm = normalize(bm.x * tang + bm.y * bitang + bm.z * norm);
#else
onorm = norm;
#endif
gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z / gl_FragCoord.w);
gl_FragColor = vec4(onorm.xyz, gl_FragCoord.z);
}
#endif

View file

@ -3,6 +3,9 @@
//you can blame Electro for much of the maths in here.
//fixme: no fog
//s_t0 is the normals and depth
//output should be amount of light hitting the surface.
varying vec4 tf;
#ifdef VERTEX_SHADER
void main()
@ -12,27 +15,147 @@ void main()
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D s_t0;
uniform sampler2D s_t0; //norm.xyz, depth
uniform vec3 l_lightposition;
uniform mat4 m_invviewprojection;
uniform vec3 l_lightcolour;
uniform float l_lightradius;
uniform mat4 l_cubematrix;
#ifdef PCF
#define USE_ARB_SHADOW
#ifndef USE_ARB_SHADOW
//fall back on regular samplers if we must
#define sampler2DShadow sampler2D
#endif
uniform sampler2DShadow s_shadowmap;
uniform vec4 l_shadowmapproj; //light projection matrix info
uniform vec2 l_shadowmapscale; //xy are the texture scale, z is 1, w is the scale.
vec3 ShadowmapCoord(vec4 cubeproj)
{
#ifdef SPOT
//bias it. don't bother figuring out which side or anything, its not needed
//l_projmatrix contains the light's projection matrix so no other magic needed
return ((cubeproj.xyz-vec3(0.0,0.0,0.015))/cubeproj.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);
//#elif defined(CUBESHADOW)
// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
// #define dosamp(x,y) shadowCube(s_shadowmap, shadowcoord + vec2(x,y)*texscale.xy).r
#else
//figure out which axis to use
//texture is arranged thusly:
//forward left up
//back right down
vec3 dir = abs(cubeproj.xyz);
//assume z is the major axis (ie: forward from the light)
vec3 t = cubeproj.xyz;
float ma = dir.z;
vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5);
if (dir.x > ma)
{
ma = dir.x;
t = cubeproj.zyx;
axis.x = 0.5;
}
if (dir.y > ma)
{
ma = dir.y;
t = cubeproj.xzy;
axis.x = 2.5/3.0;
}
//if the axis is negative, flip it.
if (t.z > 0.0)
{
axis.y = 1.5/2.0;
t.z = -t.z;
}
//we also need to pass the result through the light's projection matrix too
//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
//the resulting z is prescaled to result in a value between -0.5 and 0.5.
//also make sure we're in the right quadrant type thing
return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);
#endif
}
float ShadowmapFilter(vec4 vtexprojcoord)
{
vec3 shadowcoord = ShadowmapCoord(vtexprojcoord);
#if 0//def GL_ARB_texture_gather
vec2 ipart, fpart;
#define dosamp(x,y) textureGatherOffset(s_shadowmap, ipart.xy, vec2(x,y)))
vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));
vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0));
vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0));
vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0));
//we now have 4*4 results, woo
//we can just average them for 1/16th precision, but that's still limited graduations
//the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3
vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + //middle two rows are full strength
mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y); //top+bottom rows
return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0)); //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds.
#else
#ifdef USE_ARB_SHADOW
//with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows
#define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
#else
//this will probably be a bit blocky.
#define dosamp(x,y) float(texture2D(s_shadowmap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z)
#endif
float s = 0.0;
#if r_glsl_pcf >= 1 && r_glsl_pcf < 5
s += dosamp(0.0, 0.0);
return s;
#elif r_glsl_pcf >= 5 && r_glsl_pcf < 9
s += dosamp(-1.0, 0.0);
s += dosamp(0.0, -1.0);
s += dosamp(0.0, 0.0);
s += dosamp(0.0, 1.0);
s += dosamp(1.0, 0.0);
return s/5.0;
#else
s += dosamp(-1.0, -1.0);
s += dosamp(-1.0, 0.0);
s += dosamp(-1.0, 1.0);
s += dosamp(0.0, -1.0);
s += dosamp(0.0, 0.0);
s += dosamp(0.0, 1.0);
s += dosamp(1.0, -1.0);
s += dosamp(1.0, 0.0);
s += dosamp(1.0, 1.0);
return s/9.0;
#endif
#endif
}
#else
float ShadowmapFilter(vec4 vtexprojcoord)
{
return 1.0;
}
#endif
vec3 calcLightWorldPos(vec2 screenPos, float depth)
{
vec4 pos;
pos.x = screenPos.x;
pos.y = screenPos.y;
pos.z = depth;
pos.w = 1.0;
pos = m_invviewprojection * pos;
vec4 pos = m_invviewprojection * vec4(screenPos.xy, (depth*2.0)-1.0, 1.0);
return pos.xyz / pos.w;
}
void main ()
{
vec3 lightColour = l_lightcolour.rgb;
float lightIntensity = 1.0;
float lightIntensity = 1.0;
float lightAttenuation = l_lightradius; // fixme: just use the light radius for now, use better near/far att math separately once working
float radiusFar = l_lightradius;
float radiusFar = l_lightradius;
float radiusNear = l_lightradius*0.5;
vec2 fc;
@ -44,15 +167,22 @@ void main ()
/* calc where the wall that generated this sample came from */
vec3 worldPos = calcLightWorldPos(fc, depth);
/*we need to know the cube projection (for both cubemaps+shadows)*/
vec4 cubeaxis = l_cubematrix*vec4(worldPos.xyz, 1.0);
/*calc diffuse lighting term*/
vec3 lightDir = l_lightposition - worldPos;
float zdiff = 1.0 - clamp(length(lightDir) / lightAttenuation, 0.0, 1.0);
float atten = (radiusFar * zdiff) / (radiusFar - radiusNear);
atten = pow(atten, 2.0);
lightDir = normalize(lightDir);
float nDotL = dot(norm, lightDir) * atten;
float lightDiffuse = max(0.0, nDotL);
float nDotL = dot(norm, lightDir);
float lightDiffuse = max(0.0, nDotL) * atten;
gl_FragColor = vec4(lightDiffuse * (lightColour * lightIntensity), 1.0);
//fixme: apply fog
//fixme: output a specular term
//fixme: cubemap filters
gl_FragColor = vec4(lightDiffuse * (lightColour * lightIntensity) * ShadowmapFilter(cubeaxis), 1.0);
}
#endif

View file

@ -1,34 +1,59 @@
!!permu BUMP //for offsetmapping rather than bumpmapping (real bumps are handled elsewhere)
!!cvarf r_glsl_offsetmapping_scale
//the final defered lighting pass.
//the lighting values were written to some render target, which is fed into this shader, and now we draw all the wall textures with it.
#include "sys/defs.h"
#if defined(OFFSETMAPPING)
varying vec3 eyevector;
#endif
varying vec2 tc, lm;
varying vec4 tf;
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
attribute vec2 v_lmcoord;
void main ()
{
tc = v_texcoord;
lm = v_lmcoord;
gl_Position = tf = ftetransform();
#if defined(OFFSETMAPPING)
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
}
#endif
#ifdef FRAGMENT_SHADER
uniform sampler2D s_t0;
uniform sampler2D s_t1;
uniform sampler2D s_t2;
uniform vec4 e_lmscale;
uniform sampler2D s_t0; //light gbuffer
#ifdef OFFSETMAPPING
#include "sys/offsetmapping.h"
#endif
void main ()
{
//adjust texture coords for offsetmapping
#ifdef OFFSETMAPPING
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
#define tc tcoffsetmap
#endif
vec2 nst;
nst = tf.xy / tf.w;
nst = (1.0 + nst) / 2.0;
vec4 l = texture2D(s_t0, nst)*5.0;
vec4 c = texture2D(s_t1, tc);
vec3 lmsamp = texture2D(s_t2, lm).rgb*e_lmscale.rgb;
vec4 l = texture2D(s_t0, nst);
vec4 c = texture2D(s_diffuse, tc);
//fixme: top+bottom should add upper+lower colours to c here
vec3 lmsamp = texture2D(s_lightmap, lm).rgb*e_lmscale.rgb;
//fixme: fog the legacy lightmap data
vec3 diff = l.rgb;
vec3 chrom = diff / (0.001 + dot(diff, vec3(0.3, 0.59, 0.11)));
vec3 spec = chrom * l.a;
// vec3 chrom = diff / (0.001 + dot(diff, vec3(0.3, 0.59, 0.11)));
// vec3 spec = chrom * l.a;
//fixme: do specular somehow
gl_FragColor = vec4((diff + lmsamp) * c.xyz, 1.0);
//fixme: fullbrights should add to the rgb value
}
#endif