mirror of
https://github.com/ioquake/ioq3.git
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OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
This commit is contained in:
parent
7ae49cc237
commit
3846c115e6
7 changed files with 147 additions and 154 deletions
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@ -24,6 +24,10 @@ uniform sampler2D u_ShadowMap;
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uniform samplerCube u_CubeMap;
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#endif
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#if defined(USE_NORMALMAP) || defined(USE_DELUXEMAP) || defined(USE_SPECULARMAP) || defined(USE_CUBEMAP)
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uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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@ -52,7 +56,7 @@ varying vec4 var_Bitangent;
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varying vec3 var_LightColor;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec4 var_LightDir;
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#endif
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@ -304,6 +308,7 @@ void main()
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#if defined(USE_TANGENT_SPACE_LIGHT)
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L = L * tangentToWorld;
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#endif
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L = L * u_EnableTextures.y + var_LightDir.xyz;
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#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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L = var_LightDir.xyz;
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#endif
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@ -352,6 +357,7 @@ void main()
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#else
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N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0);
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#endif
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N.xy *= u_EnableTextures.x;
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N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
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#if !defined(USE_TANGENT_SPACE_LIGHT)
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N = normalize(tangentToWorld * N);
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@ -412,6 +418,7 @@ void main()
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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specular = mix(vec4(1.0), specular, u_EnableTextures.z);
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#if defined(USE_GAMMA2_TEXTURES)
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specular.rgb *= specular.rgb;
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#endif
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@ -470,7 +477,7 @@ void main()
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R = tangentToWorld * R;
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#endif
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb;
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
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#if defined(USE_LIGHTMAP)
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cubeLightColor *= lightSample.rgb;
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@ -480,7 +487,7 @@ void main()
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cubeLightColor *= lightColor * NL + ambientColor;
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#endif
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//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb;
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//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb * u_EnableTextures.w;
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gl_FragColor.rgb += cubeLightColor * reflectance;
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#endif
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@ -20,15 +20,19 @@ attribute vec3 attr_Bitangent2;
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attribute vec3 attr_LightDirection;
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#endif
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_DELUXEMAP)
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uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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uniform vec3 u_ViewOrigin;
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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uniform vec3 u_TCGen0Vector0;
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uniform vec3 u_TCGen0Vector1;
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCMOD)
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@ -51,8 +55,8 @@ uniform float u_VertexLerp;
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#if defined(USE_LIGHT_VECTOR)
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uniform vec4 u_LightOrigin;
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uniform float u_LightRadius;
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uniform vec3 u_DirectedLight;
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#if defined(USE_FAST_LIGHT)
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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#endif
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#endif
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@ -66,7 +70,7 @@ varying vec4 var_TexCoords;
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varying vec4 var_Color;
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec4 var_Normal;
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varying vec4 var_Tangent;
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varying vec4 var_Bitangent;
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@ -76,7 +80,7 @@ varying vec4 var_Bitangent;
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varying vec3 var_LightColor;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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varying vec4 var_LightDir;
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#endif
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@ -184,7 +188,7 @@ void main()
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#if defined(USE_LIGHT_VECTOR)
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vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
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#elif defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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#elif defined(USE_LIGHT)
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vec3 L = attr_LightDirection;
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#if defined(USE_MODELMATRIX)
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L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
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@ -213,15 +217,18 @@ void main()
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var_PrimaryLightDir.w = u_PrimaryLightRadius * u_PrimaryLightRadius;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT_VECTOR)
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var_LightDir = vec4(L, u_LightRadius * u_LightRadius);
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#else
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var_LightDir = vec4(L, 0.0);
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#endif
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#if defined(USE_DELUXEMAP)
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var_LightDir *= 1.0 - u_EnableTextures.y;
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#endif
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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vec3 viewDir = u_ViewOrigin - position;
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#endif
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@ -232,16 +239,16 @@ void main()
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var_PrimaryLightDir.xyz = var_PrimaryLightDir.xyz * tangentToWorld;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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viewDir = viewDir * tangentToWorld;
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#endif
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#endif
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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// store view direction in tangent space to save on varyings
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var_Normal = vec4(normal, viewDir.x);
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var_Tangent = vec4(tangent, viewDir.y);
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@ -84,6 +84,8 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_ShadowMvp2", GLSL_MAT16 },
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{ "u_ShadowMvp3", GLSL_MAT16 },
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{ "u_EnableTextures", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix", GLSL_VEC4 },
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{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
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{ "u_Texture1Env", GLSL_INT },
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@ -997,27 +999,19 @@ void GLSL_InitGPUShaders(void)
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for (i = 0; i < LIGHTDEF_COUNT; i++)
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{
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int lightType = i & LIGHTDEF_LIGHTTYPE_MASK;
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qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
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// skip impossible combos
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if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
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continue;
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if ((i & LIGHTDEF_USE_DELUXEMAP) && !r_deluxeMapping->integer)
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if (!lightType && (i & LIGHTDEF_USE_PARALLAXMAP))
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continue;
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if ((i & LIGHTDEF_USE_CUBEMAP) && !r_cubeMapping->integer)
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if (!lightType && (i & LIGHTDEF_USE_SHADOWMAP))
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continue;
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if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP) && (i & LIGHTDEF_USE_DELUXEMAP))
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continue;
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if (!(i & LIGHTDEF_LIGHTTYPE_MASK))
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{
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if (i & LIGHTDEF_USE_SHADOWMAP)
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continue;
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if (i & LIGHTDEF_USE_CUBEMAP)
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continue;
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}
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attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
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extradefines[0] = '\0';
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@ -1026,30 +1020,30 @@ void GLSL_InitGPUShaders(void)
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Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
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if (r_specularIsMetallic->value)
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Q_strcat(extradefines, 1024, va("#define SPECULAR_IS_METALLIC\n"));
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Q_strcat(extradefines, 1024, "#define SPECULAR_IS_METALLIC\n");
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if (r_dlightMode->integer >= 2)
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Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
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if (1)
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{
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Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
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}
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer))
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Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
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if (i & LIGHTDEF_LIGHTTYPE_MASK)
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if (lightType)
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{
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Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
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if (r_normalMapping->integer == 0 && r_specularMapping->integer == 0)
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if (fastLight)
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Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
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switch (i & LIGHTDEF_LIGHTTYPE_MASK)
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switch (lightType)
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{
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case LIGHTDEF_USE_LIGHTMAP:
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Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
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if (r_deluxeMapping->integer && !fastLight)
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Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
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attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION;
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break;
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case LIGHTDEF_USE_LIGHT_VECTOR:
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@ -1062,7 +1056,6 @@ void GLSL_InitGPUShaders(void)
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default:
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break;
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}
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}
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if (r_normalMapping->integer)
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{
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@ -1078,6 +1071,9 @@ void GLSL_InitGPUShaders(void)
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Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
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attribs |= ATTR_TANGENT | ATTR_BITANGENT;
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#endif
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if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
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Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
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}
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if (r_specularMapping->integer)
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@ -1109,14 +1105,9 @@ void GLSL_InitGPUShaders(void)
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}
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}
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if ((i & LIGHTDEF_USE_DELUXEMAP) && r_deluxeMapping->integer)
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Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
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if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
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Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
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if ((i & LIGHTDEF_USE_CUBEMAP))
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if (r_cubeMapping->integer)
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Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
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}
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if (i & LIGHTDEF_USE_SHADOWMAP)
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{
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@ -2875,9 +2875,6 @@ void R_CreateBuiltinImages( void ) {
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Com_Memset( data, 255, sizeof( data ) );
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tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
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Com_Memset( data, 128, sizeof( data ) );
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tr.greyImage = R_CreateImage("*grey", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, GL_RGBA8);
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if (r_dlightMode->integer >= 2)
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{
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for( x = 0; x < MAX_DLIGHTS; x++)
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@ -680,12 +680,10 @@ enum
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LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
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LIGHTDEF_ENTITY = 0x0004,
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LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
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LIGHTDEF_USE_DELUXEMAP = 0x0010,
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LIGHTDEF_USE_PARALLAXMAP = 0x0020,
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LIGHTDEF_USE_SHADOWMAP = 0x0040,
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LIGHTDEF_USE_CUBEMAP = 0x0080,
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LIGHTDEF_ALL = 0x00FF,
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LIGHTDEF_COUNT = 0x0100
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LIGHTDEF_USE_PARALLAXMAP = 0x0010,
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LIGHTDEF_USE_SHADOWMAP = 0x0020,
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LIGHTDEF_ALL = 0x003F,
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LIGHTDEF_COUNT = 0x0040
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};
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enum
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@ -722,6 +720,8 @@ typedef enum
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UNIFORM_SHADOWMVP2,
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UNIFORM_SHADOWMVP3,
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UNIFORM_ENABLETEXTURES,
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UNIFORM_DIFFUSETEXMATRIX,
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UNIFORM_DIFFUSETEXOFFTURB,
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UNIFORM_TEXTURE1ENV,
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@ -1609,7 +1609,6 @@ typedef struct {
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image_t *fogImage;
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image_t *dlightImage; // inverse-quare highlight for projective adding
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image_t *flareImage;
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image_t *greyImage; // full of 0x80
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image_t *whiteImage; // full of 0xff
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image_t *identityLightImage; // full of tr.identityLightByte
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@ -730,7 +730,7 @@ static void ForwardDlight( void ) {
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{
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int index = pStage->glslShaderIndex;
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index &= ~(LIGHTDEF_LIGHTTYPE_MASK | LIGHTDEF_USE_DELUXEMAP);
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index &= ~LIGHTDEF_LIGHTTYPE_MASK;
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index |= LIGHTDEF_USE_LIGHT_VECTOR;
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sp = &tr.lightallShader[index];
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@ -1098,11 +1098,6 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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index |= LIGHTDEF_USE_SHADOWMAP;
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}
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if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && (index & LIGHTDEF_LIGHTTYPE_MASK) && input->cubemapIndex)
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{
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index |= LIGHTDEF_USE_CUBEMAP;
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}
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if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
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{
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index = LIGHTDEF_USE_LIGHTMAP;
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@ -1228,6 +1223,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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else if ( pStage->glslShaderGroup == tr.lightallShader )
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{
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int i;
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vec4_t enableTextures;
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if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK))
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{
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@ -1237,73 +1233,78 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
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}
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VectorSet4(enableTextures, 0, 0, 0, 0);
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if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0])
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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if (pStage->bundle[i].image[0])
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{
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switch(i)
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{
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case TB_LIGHTMAP:
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if (i == TB_LIGHTMAP)
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], i);
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break;
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case TB_DIFFUSEMAP:
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case TB_SPECULARMAP:
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case TB_SHADOWMAP:
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case TB_CUBEMAP:
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default:
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else
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GL_BindToTMU( tr.whiteImage, i );
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break;
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case TB_NORMALMAP:
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case TB_DELUXEMAP:
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GL_BindToTMU( tr.greyImage, i);
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break;
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}
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}
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}
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}
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else if (r_lightmap->integer == 3 && pStage->bundle[TB_DELUXEMAP].image[0])
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{
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for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
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{
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if (pStage->bundle[i].image[0])
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{
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switch(i)
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{
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case TB_LIGHTMAP:
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if (i == TB_LIGHTMAP)
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], i);
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break;
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case TB_DIFFUSEMAP:
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case TB_SPECULARMAP:
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case TB_SHADOWMAP:
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case TB_CUBEMAP:
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default:
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else
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GL_BindToTMU( tr.whiteImage, i );
|
||||
break;
|
||||
|
||||
case TB_NORMALMAP:
|
||||
case TB_DELUXEMAP:
|
||||
GL_BindToTMU( tr.greyImage, i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = 0; i < NUM_TEXTURE_BUNDLES; i++)
|
||||
qboolean light = (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) != 0;
|
||||
qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
|
||||
|
||||
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
|
||||
|
||||
if (pStage->bundle[TB_LIGHTMAP].image[0])
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_LIGHTMAP], TB_LIGHTMAP);
|
||||
|
||||
// bind textures that are sampled and used in the glsl shader, and
|
||||
// bind whiteImage to textures that are sampled but zeroed in the glsl shader
|
||||
//
|
||||
// alternatives:
|
||||
// - use the last bound texture
|
||||
// -> costs more to sample a higher res texture then throw out the result
|
||||
// - disable texture sampling in glsl shader with #ifdefs, as before
|
||||
// -> increases the number of shaders that must be compiled
|
||||
//
|
||||
if (light && !fastLight)
|
||||
{
|
||||
if (pStage->bundle[i].image[0])
|
||||
if (pStage->bundle[TB_NORMALMAP].image[0])
|
||||
{
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[i], i);
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
|
||||
enableTextures[0] = 1.0f;
|
||||
}
|
||||
else if (r_normalMapping->integer)
|
||||
GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );
|
||||
|
||||
if (pStage->bundle[TB_DELUXEMAP].image[0])
|
||||
{
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DELUXEMAP], TB_DELUXEMAP);
|
||||
enableTextures[1] = 1.0f;
|
||||
}
|
||||
else if (r_deluxeMapping->integer)
|
||||
GL_BindToTMU( tr.whiteImage, TB_DELUXEMAP );
|
||||
|
||||
if (pStage->bundle[TB_SPECULARMAP].image[0])
|
||||
{
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
|
||||
enableTextures[2] = 1.0f;
|
||||
}
|
||||
else if (r_specularMapping->integer)
|
||||
GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );
|
||||
}
|
||||
|
||||
enableTextures[3] = (r_cubeMapping->integer && !(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex) ? 1.0f : 0.0f;
|
||||
}
|
||||
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
|
||||
}
|
||||
else if ( pStage->bundle[1].image[0] != 0 )
|
||||
{
|
||||
|
|
|
@ -2208,7 +2208,6 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
|
|||
//ri.Printf(PRINT_ALL, ", deluxemap");
|
||||
diffuse->bundle[TB_DELUXEMAP] = lightmap->bundle[0];
|
||||
diffuse->bundle[TB_DELUXEMAP].image[0] = tr.deluxemaps[shader.lightmapIndex];
|
||||
defs |= LIGHTDEF_USE_DELUXEMAP;
|
||||
}
|
||||
|
||||
if (r_normalMapping->integer)
|
||||
|
@ -2525,8 +2524,6 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
{
|
||||
pStage->glslShaderGroup = tr.lightallShader;
|
||||
pStage->glslShaderIndex = LIGHTDEF_USE_LIGHTMAP;
|
||||
if (r_deluxeMapping->integer && tr.worldDeluxeMapping)
|
||||
pStage->glslShaderIndex |= LIGHTDEF_USE_DELUXEMAP;
|
||||
pStage->bundle[TB_LIGHTMAP] = pStage->bundle[TB_DIFFUSEMAP];
|
||||
pStage->bundle[TB_DIFFUSEMAP].image[0] = tr.whiteImage;
|
||||
pStage->bundle[TB_DIFFUSEMAP].isLightmap = qfalse;
|
||||
|
@ -2559,7 +2556,7 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
}
|
||||
}
|
||||
|
||||
// insert default normal and specular textures if necessary
|
||||
// insert default material info if needed
|
||||
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
||||
{
|
||||
shaderStage_t *pStage = &stages[i];
|
||||
|
@ -2573,14 +2570,8 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) == 0)
|
||||
continue;
|
||||
|
||||
if (!pStage->bundle[TB_NORMALMAP].image[0] && r_normalMapping->integer)
|
||||
{
|
||||
pStage->bundle[TB_NORMALMAP].image[0] = tr.greyImage;
|
||||
}
|
||||
|
||||
if (!pStage->bundle[TB_SPECULARMAP].image[0] && r_specularMapping->integer)
|
||||
{
|
||||
pStage->bundle[TB_SPECULARMAP].image[0] = tr.whiteImage;
|
||||
if (!pStage->materialInfo[0])
|
||||
pStage->materialInfo[0] = r_baseSpecular->value;
|
||||
if (!pStage->materialInfo[1])
|
||||
|
|
Loading…
Reference in a new issue