Removed obsolete RBDoom 1.1 ambient_light shader

This commit is contained in:
Robert Beckebans 2022-03-11 18:18:02 +01:00
parent f1a499093f
commit 8f97eb6973
8 changed files with 16 additions and 363 deletions

View file

@ -746,6 +746,7 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
common->FatalError( "Invalid binding set %d\n", renderProgManager.BindingLayoutType() );
}
int bindingLayoutType = renderProgManager.BindingLayoutType();
currentBindingSet = bindingCache.GetOrCreateBindingSet( bindingSetDesc, renderProgManager.BindingLayout() );
renderProgManager.CommitConstantBuffer( commandList );

View file

@ -2423,21 +2423,6 @@ void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDr
renderProgManager.BindShader_SmallGeometryBuffer();
}
}
else
{
// TODO support PBR textures
// draw Quake 4 style ambient
if( drawSurf->jointCache )
{
renderProgManager.BindShader_AmbientLightingSkinned();
}
else
{
renderProgManager.BindShader_AmbientLighting();
}
}
}
// change the matrix if needed
@ -6170,7 +6155,7 @@ void idRenderBackend::DrawViewInternal( const viewDef_t* _viewDef, const int ste
}
#endif
#if 1
#if 0
CalculateAutomaticExposure();
Tonemap( _viewDef );
#else

View file

@ -331,8 +331,6 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
// RB begin
{ BUILTIN_COLOR_SKINNED, "builtin/color", "_skinned", { {"USE_GPU_SKINNING", "1" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_VERTEX_COLOR, "builtin/vertex_color", "", {}, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_AMBIENT_LIGHTING, "builtin/lighting/ambient_lighting", "", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_AMBIENT_LIGHTING_SKINNED, "builtin/lighting/ambient_lighting", "_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_DEFAULT },
{ BUILTIN_AMBIENT_LIGHTING_IBL, "builtin/lighting/ambient_lighting_IBL", "", { { "USE_GPU_SKINNING", "0" }, { "USE_PBR", "0" } }, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
{ BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "builtin/lighting/ambient_lighting_IBL", "_skinned", { { "USE_GPU_SKINNING", "1" }, { "USE_PBR", "0" } }, true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT, BINDING_LAYOUT_AMBIENT_LIGHTING_IBL },
@ -529,7 +527,6 @@ void idRenderProgManager::Init( nvrhi::IDevice* _device )
// RB begin
renderProgs[builtinShaders[BUILTIN_DEBUG_LIGHTGRID_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_DEBUG_OCTAHEDRON_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_PBR_SKINNED]].usesJoints = true;

View file

@ -279,8 +279,6 @@ enum
// RB begin
BUILTIN_COLOR_SKINNED,
BUILTIN_VERTEX_COLOR,
BUILTIN_AMBIENT_LIGHTING,
BUILTIN_AMBIENT_LIGHTING_SKINNED,
BUILTIN_AMBIENT_LIGHTING_IBL,
BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED,
@ -454,16 +452,6 @@ public:
BindShader_Builtin( BUILTIN_VERTEX_COLOR );
}
void BindShader_AmbientLighting()
{
BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING );
}
void BindShader_AmbientLightingSkinned()
{
BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_SKINNED );
}
void BindShader_ImageBasedLighting()
{
BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_IBL );

View file

@ -1,110 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2015 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global_inc.hlsl"
// *INDENT-OFF*
Texture2D t_Normal : register( t0 );
Texture2D t_Specular : register( t1 );
Texture2D t_BaseColor : register( t2 );
Texture2D t_BrdfLut : register( t3 );
Texture2D t_Ssao : register( t4 );
SamplerState samp0 : register(s0); // texture 1 is the per-surface normal map
SamplerState samp1 : register(s1); // texture 3 is the per-surface specular or roughness/metallic/AO mixer map
SamplerState samp2 : register(s2); // texture 2 is the per-surface baseColor map
SamplerState samp3 : register(s3); // texture 3 is the BRDF LUT
SamplerState samp4 : register(s4); // texture 4 is SSAO
struct PS_IN {
half4 position : VPOS;
half4 texcoord0 : TEXCOORD0_centroid;
half4 texcoord1 : TEXCOORD1_centroid;
// half4 texcoord2 : TEXCOORD2_centroid;
// half4 texcoord3 : TEXCOORD3_centroid;
half4 texcoord4 : TEXCOORD4_centroid;
half4 texcoord5 : TEXCOORD5_centroid;
half4 texcoord6 : TEXCOORD6_centroid;
half4 color : COLOR0;
};
struct PS_OUT {
half4 color : SV_Target0;
};
// *INDENT-ON*
void main( PS_IN fragment, out PS_OUT result )
{
half4 bumpMap = t_Normal.Sample( samp0, fragment.texcoord1.xy );
// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
half4 YCoCG = t_BaseColor.Sample( samp2, fragment.texcoord4.xy );
// half4 specMap = sRGBAToLinearRGBA( tex2D( samp1, fragment.texcoord5.xy ) );
half4 specMap = t_Specular.Sample( samp1, fragment.texcoord5.xy );
half3 lightVector = normalize( fragment.texcoord0.xyz );
half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );
half3 localNormal;
#if defined(USE_NORMAL_FMT_RGB8)
localNormal.xy = bumpMap.rg - 0.5;
#else
localNormal.xy = bumpMap.wy - 0.5;
#endif
localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
localNormal = normalize( localNormal );
const half specularPower = 10.0f;
half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
// RB: added abs
half specPoweredValue = pow( abs( hDotN ), specularPower );
half3 specularContribution = half3( specPoweredValue, specPoweredValue, specPoweredValue );
half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz * 0.5f );
half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz );
// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
halfLdotN *= halfLdotN;
// traditional very dark Lambert light model used in Doom 3
float ldotN = dot3( localNormal, lightVector );
half3 lightColor = sRGBToLinearRGB( rpAmbientColor.rgb );
half rim = 1.0f - saturate( hDotN );
half rimPower = 8.0;
half3 rimColor = sRGBToLinearRGB( half3( 0.125, 0.125, 0.125 ) * 1.2 ) * lightColor * pow( rim, rimPower );
//result.color.rgb = localNormal.xyz * 0.5 + 0.5;
result.color.xyz = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor ) * fragment.color.rgb;
//result.color = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor ) * fragment.color.rgba;
result.color.w = fragment.color.a;
}

View file

@ -1,206 +0,0 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2015 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global_inc.hlsl"
#if USE_GPU_SKINNING
cbuffer CB :
register( b1 )
{
float4 matrices[408];
};
#endif
// *INDENT-OFF*
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT {
float4 position : POSITION;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
// float4 texcoord2 : TEXCOORD2;
// float4 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR0;
};
// *INDENT-ON*
void main( VS_IN vertex, out VS_OUT result )
{
float4 vNormal = vertex.normal * 2.0 - 1.0;
float4 vTangent = vertex.tangent * 2.0 - 1.0;
float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
#if USE_GPU_SKINNING
//--------------------------------------------------------------
// GPU transformation of the normal / tangent / bitangent
//
// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
//--------------------------------------------------------------
const float w0 = vertex.color2.x;
const float w1 = vertex.color2.y;
const float w2 = vertex.color2.z;
const float w3 = vertex.color2.w;
float4 matX, matY, matZ; // must be float4 for vec4
int joint = int( vertex.color.x * 255.1 * 3.0 );
matX = matrices[int( joint + 0 )] * w0;
matY = matrices[int( joint + 1 )] * w0;
matZ = matrices[int( joint + 2 )] * w0;
joint = int( vertex.color.y * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w1;
matY += matrices[int( joint + 1 )] * w1;
matZ += matrices[int( joint + 2 )] * w1;
joint = int( vertex.color.z * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w2;
matY += matrices[int( joint + 1 )] * w2;
matZ += matrices[int( joint + 2 )] * w2;
joint = int( vertex.color.w * 255.1 * 3.0 );
matX += matrices[int( joint + 0 )] * w3;
matY += matrices[int( joint + 1 )] * w3;
matZ += matrices[int( joint + 2 )] * w3;
float3 normal;
normal.x = dot3( matX, vNormal );
normal.y = dot3( matY, vNormal );
normal.z = dot3( matZ, vNormal );
normal = normalize( normal );
float3 tangent;
tangent.x = dot3( matX, vTangent );
tangent.y = dot3( matY, vTangent );
tangent.z = dot3( matZ, vTangent );
tangent = normalize( tangent );
float3 bitangent;
bitangent.x = dot3( matX, vBitangent );
bitangent.y = dot3( matY, vBitangent );
bitangent.z = dot3( matZ, vBitangent );
bitangent = normalize( bitangent );
float4 modelPosition;
modelPosition.x = dot4( matX, vertex.position );
modelPosition.y = dot4( matY, vertex.position );
modelPosition.z = dot4( matZ, vertex.position );
modelPosition.w = 1.0;
#else
float4 modelPosition = vertex.position;
float3 normal = vNormal.xyz;
float3 tangent = vTangent.xyz;
float3 bitangent = vBitangent.xyz;
#endif
result.position.x = dot4( modelPosition, rpMVPmatrixX );
result.position.y = dot4( modelPosition, rpMVPmatrixY );
result.position.z = dot4( modelPosition, rpMVPmatrixZ );
result.position.w = dot4( modelPosition, rpMVPmatrixW );
float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
//calculate vector to light
//float4 toLight = rpLocalLightOrigin;
float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );
//--------------------------------------------------------------
//result.texcoord0 is the direction to the light in tangent space
result.texcoord0.x = dot3( tangent, toLight );
result.texcoord0.y = dot3( bitangent, toLight );
result.texcoord0.z = dot3( normal, toLight );
result.texcoord0.w = 1.0f;
//textures 1 takes the base coordinates by the texture matrix
result.texcoord1 = defaultTexCoord;
result.texcoord1.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
result.texcoord1.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
//# texture 2 has one texgen
//result.texcoord2 = defaultTexCoord;
//result.texcoord2.x = dot4( vertex.position, rpLightFalloffS );
//# texture 3 has three texgens
//result.texcoord3.x = dot4( vertex.position, rpLightProjectionS );
//result.texcoord3.y = dot4( vertex.position, rpLightProjectionT );
//result.texcoord3.z = 0.0f;
//result.texcoord3.w = dot4( vertex.position, rpLightProjectionQ );
//# textures 4 takes the base coordinates by the texture matrix
result.texcoord4 = defaultTexCoord;
result.texcoord4.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
result.texcoord4.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
//# textures 5 takes the base coordinates by the texture matrix
result.texcoord5 = defaultTexCoord;
result.texcoord5.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
result.texcoord5.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
//# texture 6's texcoords will be the halfangle in texture space
//# calculate normalized vector to light in R0
toLight = normalize( toLight );
//# calculate normalized vector to viewer in R1
float4 toView = normalize( rpLocalViewOrigin - modelPosition );
//# add together to become the half angle vector in object space (non-normalized)
float4 halfAngleVector = toLight + toView;
//# put into texture space
result.texcoord6.x = dot3( tangent, halfAngleVector );
result.texcoord6.y = dot3( bitangent, halfAngleVector );
result.texcoord6.z = dot3( normal, halfAngleVector );
result.texcoord6.w = 1.0f;
#if defined( USE_GPU_SKINNING )
// for joint transformation of the tangent space, we use color and
// color2 for weighting information, so hopefully there aren't any
// effects that need vertex color...
result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
#else
//# generate the vertex color, which can be 1.0, color, or 1.0 - color
//# for 1.0 : env[16] = 0, env[17] = 1
//# for color : env[16] = 1, env[17] = 0
//# for 1.0-color : env[16] = -1, env[17] = 1
result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
#endif
}

View file

@ -33,27 +33,27 @@ If you have questions concerning this license or the applicable additional terms
// *INDENT-OFF*
Texture2D t_Normal : register( t0 );
Texture2D t_Specular : register( t1 );
Texture2D t_BaseColor : register( t2 );
Texture2D t_BrdfLut : register( t3 );
Texture2D t_Ssao : register( t4 );
Texture2D t_Normal : register( t0 );
Texture2D t_Specular : register( t1 );
Texture2D t_BaseColor : register( t2 );
Texture2D t_BrdfLut : register( t3 );
Texture2D t_Ssao : register( t4 );
Texture2D t_IrradianceCubeMap : register( t7 );
Texture2D t_RadianceCubeMap1 : register( t8 );
Texture2D t_RadianceCubeMap2 : register( t9 );
Texture2D t_RadianceCubeMap3 : register( t10 );
SamplerState samp0 : register(s0); // texture 0 is the per-surface normal map
SamplerState samp1 : register(s1); // texture 1 is the per-surface specular or roughness/metallic/AO mixer map
SamplerState samp2 : register(s2); // texture 2 is the per-surface baseColor map
SamplerState samp3 : register(s3); // texture 3 is the BRDF LUT
SamplerState samp4 : register(s4); // texture 4 is SSAO
SamplerState samp0 : register(s0); // texture 0 is the per-surface normal map
SamplerState samp1 : register(s1); // texture 1 is the per-surface specular or roughness/metallic/AO mixer map
SamplerState samp2 : register(s2); // texture 2 is the per-surface baseColor map
SamplerState samp3 : register(s3); // texture 3 is the BRDF LUT
SamplerState samp4 : register(s4); // texture 4 is SSAO
SamplerState samp7 : register(s7); // texture 7 is the irradiance cube map
SamplerState samp8 : register(s8); // texture 8 is the radiance cube map 1
SamplerState samp9 : register(s9); // texture 9 is the radiance cube map 2
SamplerState samp10 : register(s10); // texture 10 is the radiance cube map 3
SamplerState samp7 : register(s7); // texture 7 is the irradiance cube map
SamplerState samp8 : register(s8); // texture 8 is the radiance cube map 1
SamplerState samp9 : register(s9); // texture 9 is the radiance cube map 2
SamplerState samp10 : register(s10); // texture 10 is the radiance cube map 3
struct PS_IN
{

View file

@ -41,8 +41,6 @@ builtin/legacy/skybox.ps.hlsl -T ps_5_0
builtin/legacy/wobblesky.vs.hlsl -T vs_5_0
builtin/legacy/wobblesky.ps.hlsl -T ps_5_0
builtin/lighting/ambient_lighting.vs.hlsl -T vs_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1}
builtin/lighting/ambient_lighting.ps.hlsl -T ps_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1}
builtin/lighting/ambient_lighting_IBL.vs.hlsl -T vs_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1}
builtin/lighting/ambient_lighting_IBL.ps.hlsl -T ps_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1}
builtin/lighting/ambient_lightgrid_IBL.vs.hlsl -T vs_5_0 -D USE_GPU_SKINNING={0,1} -D USE_PBR={0,1}