OpenGL2: Add support for parallax occlusion mapping.

This commit is contained in:
SmileTheory 2014-11-10 22:11:36 -08:00
parent b1821e303d
commit d9e2184c1a
3 changed files with 19 additions and 2 deletions

View File

@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
// best match found (starts with last position 1.0) // best match found (starts with last position 1.0)
float bestDepth = 1.0; float bestDepth = 1.0;
// texture depth at best depth
float texDepth = 0.0;
// search front to back for first point inside object // search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i) for(int i = 0; i < linearSearchSteps - 1; ++i)
{ {
@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
if(bestDepth > 0.996) // if no depth found yet if(bestDepth > 0.996) // if no depth found yet
if(depth >= t) if(depth >= t)
{
bestDepth = depth; // store best depth bestDepth = depth; // store best depth
texDepth = t;
}
} }
depth = bestDepth; depth = bestDepth;
#if !defined (USE_RELIEFMAP)
float prevDepth = depth - size;
float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + prevTexDepth);
#else
// recurse around first point (depth) for closest match // recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i) for(int i = 0; i < binarySearchSteps; ++i)
{ {
@ -129,6 +140,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
depth += size; depth += size;
} }
#endif
return bestDepth; return bestDepth;
} }

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@ -1079,7 +1079,11 @@ void GLSL_InitGPUShaders(void)
#endif #endif
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer) if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n"); Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
if (r_parallaxMapping->integer > 1)
Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
}
} }
if (r_specularMapping->integer) if (r_specularMapping->integer)

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@ -187,7 +187,8 @@ Cvars for advanced material usage:
r_parallaxMapping - Enable parallax mapping for materials that r_parallaxMapping - Enable parallax mapping for materials that
support it. support it.
0 - No. (default) 0 - No. (default)
1 - Yes. 1 - Use parallax occlusion mapping.
2 - Use relief mapping. (slower)
r_baseSpecular - Set the specular reflectance of materials r_baseSpecular - Set the specular reflectance of materials
which don't include a specular map or which don't include a specular map or