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
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parent
08b809de93
commit
d078c85627
34 changed files with 1013 additions and 646 deletions
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@ -1,7 +1,8 @@
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struct a2v
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{
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float4 pos: POSITION;
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float4 tc: TEXCOORD0;
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float2 tc: TEXCOORD0;
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float2 lmtc: TEXCOORD1;
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};
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struct v2f
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{
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@ -19,8 +20,8 @@ struct v2f
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outp.pos = mul(m_model, inp.pos);
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outp.pos = mul(m_view, outp.pos);
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outp.pos = mul(m_projection, outp.pos);
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outp.tc = inp.tc.xy;
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outp.lmtc = inp.tc.zw;
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outp.tc = inp.tc;
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outp.lmtc = inp.lmtc;
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return outp;
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}
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#endif
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@ -29,17 +30,17 @@ struct v2f
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Texture2D t_lightmap : register(t2);
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SamplerState s_lightmap : register(s2);
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Texture2D t_diffuse : register(s0);
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Texture2D t_diffuse : register(t0);
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SamplerState s_diffuse : register(s0);
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Texture2D t_fullbright : register(s1);
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Texture2D t_fullbright : register(t1);
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SamplerState s_fullbright : register(s1);
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float4 main (v2f inp) : SV_TARGET
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{
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float4 result;
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result = t_diffuse.Sample(s_diffuse, inp.tc);
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result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).bgr * e_lmscale[0].rgb;
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result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).rgb * e_lmscale[0].rgb;
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float4 fb = t_fullbright.Sample(s_fullbright, inp.tc);
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result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a);
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return result;
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42
engine/shaders/hlsl11/fixedemu.hlsl
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42
engine/shaders/hlsl11/fixedemu.hlsl
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@ -0,0 +1,42 @@
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struct a2v
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{
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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float4 vcol: COLOR0;
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 tc: TEXCOORD0;
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float4 vcol: COLOR0;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_model, inp.pos);
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outp.pos = mul(m_view, outp.pos);
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outp.pos = mul(m_projection, outp.pos);
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outp.tc = inp.tc;
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outp.vcol = inp.vcol;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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Texture2D t_t0 : register(t0);
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SamplerState s_t0 : register(s0);
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float4 main (v2f inp) : SV_TARGET
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{
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float4 tc = t_t0.Sample(s_t0, inp.tc).rgba;
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tc.rgba *= inp.vcol.bgra;
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#ifdef ALPHATEST
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if (!(tc.a ALPHATEST))
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discard;
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#endif
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return tc;
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}
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#endif
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