mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
Add r_parallaxMapShadows.
This commit is contained in:
parent
e5da13f146
commit
d068e1dce1
5 changed files with 54 additions and 1 deletions
|
@ -143,6 +143,35 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
|
|||
|
||||
return bestDepth;
|
||||
}
|
||||
|
||||
float LightRay(vec2 dp, vec2 ds, sampler2D normalMap)
|
||||
{
|
||||
const int linearSearchSteps = 16;
|
||||
|
||||
// current size of search window
|
||||
float size = 1.0 / float(linearSearchSteps);
|
||||
|
||||
// current height from initial texel depth
|
||||
float height = 0.0;
|
||||
|
||||
float startDepth = SampleDepth(normalMap, dp);
|
||||
|
||||
// find a collision or escape
|
||||
for(int i = 0; i < linearSearchSteps - 1; ++i)
|
||||
{
|
||||
height += size;
|
||||
|
||||
if (startDepth < height)
|
||||
return 1.0;
|
||||
|
||||
float t = SampleDepth(normalMap, dp + ds * height);
|
||||
|
||||
if (startDepth > t + height)
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
return 1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 CalcDiffuse(vec3 diffuseAlbedo, float NH, float EH, float roughness)
|
||||
|
@ -252,7 +281,7 @@ void main()
|
|||
vec2 texCoords = var_TexCoords.xy;
|
||||
|
||||
#if defined(USE_PARALLAXMAP)
|
||||
vec3 offsetDir = viewDir * tangentToWorld;
|
||||
vec3 offsetDir = E * tangentToWorld;
|
||||
|
||||
offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
|
||||
|
||||
|
@ -319,6 +348,13 @@ void main()
|
|||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_PARALLAXMAP) && defined(USE_PARALLAXMAP_SHADOWS)
|
||||
offsetDir = L * tangentToWorld;
|
||||
offsetDir.xy *= u_NormalScale.a / offsetDir.z;
|
||||
lightColor *= LightRay(texCoords, offsetDir.xy, u_NormalMap);
|
||||
#endif
|
||||
|
||||
|
||||
#if !defined(USE_LIGHT_VECTOR)
|
||||
ambientColor = lightColor;
|
||||
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
|
||||
|
@ -457,6 +493,12 @@ void main()
|
|||
// enable when point lights are supported as primary lights
|
||||
//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
|
||||
|
||||
#if defined(USE_PARALLAXMAP) && defined(USE_PARALLAXMAP_SHADOWS)
|
||||
offsetDir = L2 * tangentToWorld;
|
||||
offsetDir.xy *= u_NormalScale.a / offsetDir.z;
|
||||
lightColor *= LightRay(texCoords, offsetDir.xy, u_NormalMap);
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb += lightColor * reflectance * NL2;
|
||||
#endif
|
||||
|
||||
|
|
|
@ -1122,6 +1122,9 @@ void GLSL_InitGPUShaders(void)
|
|||
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
|
||||
if (r_parallaxMapping->integer > 1)
|
||||
Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
|
||||
|
||||
if (r_parallaxMapShadows->integer)
|
||||
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP_SHADOWS\n");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -131,6 +131,7 @@ cvar_t *r_normalMapping;
|
|||
cvar_t *r_specularMapping;
|
||||
cvar_t *r_deluxeMapping;
|
||||
cvar_t *r_parallaxMapping;
|
||||
cvar_t *r_parallaxMapShadows;
|
||||
cvar_t *r_cubeMapping;
|
||||
cvar_t *r_cubemapSize;
|
||||
cvar_t *r_deluxeSpecular;
|
||||
|
@ -1235,6 +1236,7 @@ void R_Register( void )
|
|||
r_specularMapping = ri.Cvar_Get( "r_specularMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_parallaxMapShadows = ri.Cvar_Get( "r_parallaxMapShadows", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_cubemapSize = ri.Cvar_Get( "r_cubemapSize", "128", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_deluxeSpecular = ri.Cvar_Get("r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH);
|
||||
|
|
|
@ -1771,6 +1771,7 @@ extern cvar_t *r_normalMapping;
|
|||
extern cvar_t *r_specularMapping;
|
||||
extern cvar_t *r_deluxeMapping;
|
||||
extern cvar_t *r_parallaxMapping;
|
||||
extern cvar_t *r_parallaxMapShadows;
|
||||
extern cvar_t *r_cubeMapping;
|
||||
extern cvar_t *r_cubemapSize;
|
||||
extern cvar_t *r_deluxeSpecular;
|
||||
|
|
|
@ -184,6 +184,11 @@ Cvars for advanced material usage:
|
|||
1 - Use parallax occlusion mapping.
|
||||
2 - Use relief mapping. (slower)
|
||||
|
||||
* `r_parallaxMapShadows` - Enable self-shadowing on parallax map
|
||||
supported materials.
|
||||
0 - No. (default)
|
||||
1 - Yes.
|
||||
|
||||
* `r_baseSpecular` - Set the specular reflectance of materials
|
||||
which don't include a specular map or
|
||||
use the specularReflectance keyword.
|
||||
|
|
Loading…
Reference in a new issue