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233 lines
7.2 KiB
Text
233 lines
7.2 KiB
Text
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2014 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "renderprogs/global.inc"
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uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
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uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
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uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
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uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
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uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
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uniform sampler2DArrayShadow samp5 : register(s5); // texture 6 is the shadowmap array
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uniform sampler2D samp6 : register(s6); // texture 7 is the jitter texture
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struct PS_IN
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{
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half4 position : VPOS;
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half4 texcoord0 : TEXCOORD0_centroid;
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half4 texcoord1 : TEXCOORD1_centroid;
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half4 texcoord2 : TEXCOORD2_centroid;
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half4 texcoord3 : TEXCOORD3_centroid;
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half4 texcoord4 : TEXCOORD4_centroid;
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half4 texcoord5 : TEXCOORD5_centroid;
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half4 texcoord6 : TEXCOORD6_centroid;
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half4 texcoord7 : TEXCOORD7_centroid;
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half4 texcoord8 : TEXCOORD8_centroid;
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half4 texcoord9 : TEXCOORD9_centroid;
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half4 color : COLOR0;
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};
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struct PS_OUT
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{
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half4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result )
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{
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half4 bumpMap = tex2D( samp0, fragment.texcoord1.xy );
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half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
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half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
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half4 YCoCG = tex2D( samp3, fragment.texcoord4.xy );
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half4 specMap = tex2D( samp4, fragment.texcoord5.xy );
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half3 lightVector = normalize( fragment.texcoord0.xyz );
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half3 diffuseMap = ConvertYCoCgToRGB( YCoCG );
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half3 localNormal;
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// RB begin
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#if defined(GLES2)
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localNormal.xy = bumpMap.rg - 0.5;
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#else
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localNormal.xy = bumpMap.wy - 0.5;
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#endif
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// RB end
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localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
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localNormal = normalize( localNormal );
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// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
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float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
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halfLdotN *= halfLdotN;
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// traditional very dark Lambert light model used in Doom 3
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float ldotN = dot3( localNormal, lightVector );
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const half specularPower = 10.0f;
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half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
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// RB: added abs
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half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
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half3 diffuseColor = diffuseMap * rpDiffuseModifier.xyz;
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half3 specularColor = specMap.xyz * specularContribution * rpSpecularModifier.xyz;
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half3 lightColor = lightProj.xyz * lightFalloff.xyz;
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half rim = 1.0f - saturate( hDotN );
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half rimPower = 16.0f;
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half3 rimColor = diffuseColor * lightProj.xyz * lightFalloff.xyz * 1.0f * pow( rim, rimPower ) * fragment.color.rgb;// * halfLdotN;
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//
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// shadow mapping
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//
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int shadowIndex = 0;
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#if defined( LIGHT_POINT )
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float3 toLightGlobal = normalize( fragment.texcoord8.xyz );
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float axis[6];
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axis[0] = -toLightGlobal.x;
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axis[1] = toLightGlobal.x;
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axis[2] = -toLightGlobal.y;
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axis[3] = toLightGlobal.y;
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axis[4] = -toLightGlobal.z;
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axis[5] = toLightGlobal.z;
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for( int i = 0; i < 6; i++ )
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{
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if( axis[i] > axis[shadowIndex] )
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{
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shadowIndex = i;
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}
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}
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#endif // #if defined( POINTLIGHT )
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#if defined( LIGHT_PARALLEL )
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float viewZ = -fragment.texcoord9.z;
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shadowIndex = 4;
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for( int i = 0; i < 4; i++ )
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{
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if( viewZ < rpCascadeDistances[i] )
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{
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shadowIndex = i;
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break;
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}
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}
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#endif
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#if 0
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if( shadowIndex == 0 )
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{
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result.color = float4( 1.0, 0.0, 0.0, 1.0 );
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}
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else if( shadowIndex == 1 )
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{
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result.color = float4( 0.0, 1.0, 0.0, 1.0 );
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}
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else if( shadowIndex == 2 )
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{
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result.color = float4( 0.0, 0.0, 1.0, 1.0 );
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}
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else if( shadowIndex == 3 )
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{
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result.color = float4( 1.0, 1.0, 0.0, 1.0 );
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}
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else if( shadowIndex == 4 )
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{
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result.color = float4( 1.0, 0.0, 1.0, 1.0 );
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}
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else if( shadowIndex == 5 )
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{
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result.color = float4( 0.0, 1.0, 1.0, 1.0 );
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}
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//result.color.xyz *= lightColor;
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return;
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#endif
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float4 shadowMatrixX = rpShadowMatrices[ int ( shadowIndex * 4 + 0 ) ];
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float4 shadowMatrixY = rpShadowMatrices[ int ( shadowIndex * 4 + 1 ) ];
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float4 shadowMatrixZ = rpShadowMatrices[ int ( shadowIndex * 4 + 2 ) ];
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float4 shadowMatrixW = rpShadowMatrices[ int ( shadowIndex * 4 + 3 ) ];
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float4 modelPosition = float4( fragment.texcoord7.xyz, 1.0 );
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float4 shadowTexcoord;
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shadowTexcoord.x = dot4( modelPosition, shadowMatrixX );
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shadowTexcoord.y = dot4( modelPosition, shadowMatrixY );
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shadowTexcoord.z = dot4( modelPosition, shadowMatrixZ );
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shadowTexcoord.w = dot4( modelPosition, shadowMatrixW );
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//float bias = 0.005 * tan( acos( ldotN ) );
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//bias = clamp( bias, 0, 0.01 );
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float bias = 0.001;
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shadowTexcoord.xyz /= shadowTexcoord.w;
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//shadowTexcoord.z = shadowTexcoord.z * 0.9991;
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shadowTexcoord.z = shadowTexcoord.z - bias;
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shadowTexcoord.w = float(shadowIndex);
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#if 0
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result.color.xyz = float3( shadowTexcoord.z, shadowTexcoord.z, shadowTexcoord.z );
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result.color.w = 1.0;
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return;
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#endif
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// multiple taps
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#if 1
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float4 base = shadowTexcoord;
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base.xy += rpJitterTexScale.xy * -0.5;
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float shadow = 0.0;
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//float stepSize = 1.0 / 16.0;
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float numSamples = rpScreenCorrectionFactor.w;
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float stepSize = 1.0 / numSamples;
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float4 jitterTC = ( fragment.position * rpScreenCorrectionFactor ) + rpJitterTexOffset;
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for( float i = 0.0; i < numSamples; i += 1.0 )
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{
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float4 jitter = base + tex2D( samp6, jitterTC.xy ) * rpJitterTexScale;
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jitter.zw = shadowTexcoord.zw;
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shadow += texture( samp5, jitter.xywz );
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jitterTC.x += stepSize;
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}
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shadow *= stepSize;
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#else
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float shadow = texture( samp5, shadowTexcoord.xywz );
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#endif
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result.color.xyz = ( diffuseColor + specularColor ) * halfLdotN * lightColor * fragment.color.rgb * shadow;// + rimColor;
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result.color.w = 1.0;
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}
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