fix an issue with bloom by making sure a cvar is created for glsl to use (even if not directly used by the engine). this ensures there's no weirdness with defaults.

some fixes/tweaks for the nolegacy builds.
r_skybox works mid-map again.
tweak the qc debugger to not do infinite loops so easily...
rewrote chunks of the d3d11 renderer to support q3 shaders a little more correctly. now runs quake3 acceptably.
add explicit culldistance option for terrain/.map maps. pvs will effectively cut off anything beyond this distance.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4982 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2015-09-06 03:30:28 +00:00
parent 08b809de93
commit d078c85627
34 changed files with 1013 additions and 646 deletions

View file

@ -1,7 +1,8 @@
struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
float2 tc: TEXCOORD0;
float2 lmtc: TEXCOORD1;
};
struct v2f
{
@ -19,8 +20,8 @@ struct v2f
outp.pos = mul(m_model, inp.pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
outp.tc = inp.tc.xy;
outp.lmtc = inp.tc.zw;
outp.tc = inp.tc;
outp.lmtc = inp.lmtc;
return outp;
}
#endif
@ -29,17 +30,17 @@ struct v2f
Texture2D t_lightmap : register(t2);
SamplerState s_lightmap : register(s2);
Texture2D t_diffuse : register(s0);
Texture2D t_diffuse : register(t0);
SamplerState s_diffuse : register(s0);
Texture2D t_fullbright : register(s1);
Texture2D t_fullbright : register(t1);
SamplerState s_fullbright : register(s1);
float4 main (v2f inp) : SV_TARGET
{
float4 result;
result = t_diffuse.Sample(s_diffuse, inp.tc);
result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).bgr * e_lmscale[0].rgb;
result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).rgb * e_lmscale[0].rgb;
float4 fb = t_fullbright.Sample(s_fullbright, inp.tc);
result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a);
return result;

View file

@ -0,0 +1,42 @@
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
outp.tc = inp.tc;
outp.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_t0 : register(t0);
SamplerState s_t0 : register(s0);
float4 main (v2f inp) : SV_TARGET
{
float4 tc = t_t0.Sample(s_t0, inp.tc).rgba;
tc.rgba *= inp.vcol.bgra;
#ifdef ALPHATEST
if (!(tc.a ALPHATEST))
discard;
#endif
return tc;
}
#endif