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OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
This commit is contained in:
parent
ea2810c085
commit
ee67d0a981
7 changed files with 224 additions and 45 deletions
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@ -25,7 +25,8 @@ 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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// y = deluxe, w = cube
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uniform vec4 u_EnableTextures;
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#endif
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#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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@ -39,7 +40,8 @@ uniform vec3 u_PrimaryLightAmbient;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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uniform vec2 u_MaterialInfo;
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uniform vec4 u_NormalScale;
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uniform vec4 u_SpecularScale;
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#endif
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varying vec4 var_TexCoords;
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@ -360,7 +362,7 @@ void main()
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#if defined(USE_PARALLAXMAP)
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vec3 offsetDir = normalize(E * tangentToWorld);
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offsetDir.xy *= -0.05 / offsetDir.z;
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offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
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texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
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#endif
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@ -378,7 +380,7 @@ void main()
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#else
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N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
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#endif
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N.xy *= u_EnableTextures.x;
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N.xy *= u_NormalScale.xy;
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N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0));
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N = tangentToWorld * N;
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#else
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@ -425,15 +427,16 @@ void main()
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NL = clamp(dot(N, L), 0.0, 1.0);
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NE = clamp(dot(N, E), 0.0, 1.0);
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vec4 specular = vec4(1.0);
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#if defined(USE_SPECULARMAP)
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specular += texture2D(u_SpecularMap, texCoords) * u_EnableTextures.z - u_EnableTextures.zzzz;
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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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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#else
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vec4 specular = vec4(1.0);
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#endif
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specular *= u_MaterialInfo.xxxy;
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specular *= u_SpecularScale;
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float gloss = specular.a;
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float shininess = exp2(gloss * 13.0);
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@ -123,9 +123,10 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_ModelMatrix", GLSL_MAT16 },
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{ "u_ModelViewProjectionMatrix", GLSL_MAT16 },
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{ "u_Time", GLSL_FLOAT },
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{ "u_VertexLerp" , GLSL_FLOAT },
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{ "u_MaterialInfo", GLSL_VEC2 },
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{ "u_Time", GLSL_FLOAT },
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{ "u_VertexLerp" , GLSL_FLOAT },
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{ "u_NormalScale", GLSL_VEC4 },
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{ "u_SpecularScale", GLSL_VEC4 },
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{ "u_ViewInfo", GLSL_VEC4 },
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{ "u_ViewOrigin", GLSL_VEC3 },
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@ -135,6 +135,9 @@ cvar_t *r_parallaxMapping;
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cvar_t *r_cubeMapping;
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cvar_t *r_deluxeSpecular;
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cvar_t *r_specularIsMetallic;
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cvar_t *r_baseNormalX;
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cvar_t *r_baseNormalY;
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cvar_t *r_baseParallax;
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cvar_t *r_baseSpecular;
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cvar_t *r_baseGloss;
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cvar_t *r_recalcMD3Normals;
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@ -1188,6 +1191,9 @@ void R_Register( void )
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r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_deluxeSpecular = ri.Cvar_Get( "r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
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r_specularIsMetallic = ri.Cvar_Get( "r_specularIsMetallic", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
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r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
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r_baseParallax = ri.Cvar_Get( "r_baseParallax", "0.05", CVAR_ARCHIVE | CVAR_LATCH );
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r_baseSpecular = ri.Cvar_Get( "r_baseSpecular", "0.04", CVAR_ARCHIVE | CVAR_LATCH );
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r_baseGloss = ri.Cvar_Get( "r_baseGloss", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
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r_dlightMode = ri.Cvar_Get( "r_dlightMode", "0", CVAR_ARCHIVE | CVAR_LATCH );
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@ -400,7 +400,10 @@ typedef struct {
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stageType_t type;
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struct shaderProgram_s *glslShaderGroup;
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int glslShaderIndex;
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vec2_t materialInfo;
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vec4_t normalScale;
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vec4_t specularScale;
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} shaderStage_t;
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struct shaderCommands_s;
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@ -676,7 +679,8 @@ typedef enum
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UNIFORM_TIME,
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UNIFORM_VERTEXLERP,
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UNIFORM_MATERIALINFO,
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UNIFORM_NORMALSCALE,
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UNIFORM_SPECULARSCALE,
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UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
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UNIFORM_VIEWORIGIN,
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@ -1794,6 +1798,9 @@ extern cvar_t *r_parallaxMapping;
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extern cvar_t *r_cubeMapping;
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extern cvar_t *r_deluxeSpecular;
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extern cvar_t *r_specularIsMetallic;
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extern cvar_t *r_baseNormalX;
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extern cvar_t *r_baseNormalY;
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extern cvar_t *r_baseParallax;
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extern cvar_t *r_baseSpecular;
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extern cvar_t *r_baseGloss;
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extern cvar_t *r_dlightMode;
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@ -811,7 +811,8 @@ static void ForwardDlight( void ) {
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GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
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GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
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GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
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GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
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// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
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// where they aren't rendered
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@ -822,11 +823,36 @@ static void ForwardDlight( void ) {
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if (pStage->bundle[TB_DIFFUSEMAP].image[0])
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
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// bind textures that are sampled and used in the glsl shader, and
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// bind whiteImage to textures that are sampled but zeroed in the glsl shader
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//
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// alternatives:
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// - use the last bound texture
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// -> costs more to sample a higher res texture then throw out the result
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// - disable texture sampling in glsl shader with #ifdefs, as before
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// -> increases the number of shaders that must be compiled
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//
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if (pStage->bundle[TB_NORMALMAP].image[0])
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{
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
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}
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else if (r_normalMapping->integer)
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GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );
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if (pStage->bundle[TB_SPECULARMAP].image[0])
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{
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R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
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}
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else if (r_specularMapping->integer)
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GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );
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{
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vec4_t enableTextures;
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VectorSet4(enableTextures, 0.0f, 0.0f, 0.0f, 0.0f);
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GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
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}
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if (r_dlightMode->integer >= 2)
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{
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@ -1222,7 +1248,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
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GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
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GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
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GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
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//GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);
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@ -911,6 +911,7 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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else if(!Q_stricmp(token, "normalMap") || !Q_stricmp(token, "bumpMap"))
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{
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stage->type = ST_NORMALMAP;
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VectorSet4(stage->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value);
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}
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else if(!Q_stricmp(token, "normalParallaxMap") || !Q_stricmp(token, "bumpParallaxMap"))
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{
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@ -918,12 +919,12 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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stage->type = ST_NORMALPARALLAXMAP;
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else
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stage->type = ST_NORMALMAP;
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VectorSet4(stage->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value);
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}
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else if(!Q_stricmp(token, "specularMap"))
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{
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stage->type = ST_SPECULARMAP;
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stage->materialInfo[0] = 1.0f;
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stage->materialInfo[1] = 1.0f;
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VectorSet4(stage->specularScale, 1.0f, 1.0f, 1.0f, 1.0f);
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}
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else
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{
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@ -942,7 +943,9 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular reflectance in shader '%s'\n", shader.name );
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continue;
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}
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stage->materialInfo[0] = atof( token );
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stage->specularScale[0] =
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stage->specularScale[1] =
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stage->specularScale[2] = atof( token );
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}
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//
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// specularExponent <value>
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@ -964,7 +967,7 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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// FIXME: assumes max exponent of 8192 and min of 1, must change here if altered in lightall_fp.glsl
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exponent = CLAMP(exponent, 1.0, 8192.0);
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stage->materialInfo[1] = log(exponent) / log(8192.0);
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stage->specularScale[3] = log(exponent) / log(8192.0);
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}
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//
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// gloss <value>
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@ -978,7 +981,103 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
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continue;
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}
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stage->materialInfo[1] = atof( token );
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stage->specularScale[3] = atof( token );
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}
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//
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// parallaxDepth <value>
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//
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else if (!Q_stricmp(token, "parallaxdepth"))
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{
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing parameter for parallaxDepth in shader '%s'\n", shader.name );
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continue;
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}
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stage->normalScale[3] = atof( token );
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}
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//
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// normalScale <xy>
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// or normalScale <x> <y>
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// or normalScale <x> <y> <height>
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//
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else if (!Q_stricmp(token, "normalscale"))
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{
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing parameter for normalScale in shader '%s'\n", shader.name );
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continue;
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}
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stage->normalScale[0] = atof( token );
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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// one value, applies to X/Y
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stage->normalScale[1] = stage->normalScale[0];
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continue;
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}
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stage->normalScale[1] = atof( token );
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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// two values, no height
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continue;
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}
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stage->normalScale[3] = atof( token );
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}
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//
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// specularScale <rgb> <gloss>
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// or specularScale <r> <g> <b>
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// or specularScale <r> <g> <b> <gloss>
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//
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else if (!Q_stricmp(token, "specularscale"))
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{
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specularScale in shader '%s'\n", shader.name );
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continue;
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}
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stage->specularScale[0] = atof( token );
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specularScale in shader '%s'\n", shader.name );
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continue;
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}
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stage->specularScale[1] = atof( token );
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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// two values, rgb then gloss
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stage->specularScale[3] = stage->specularScale[1];
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stage->specularScale[1] =
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stage->specularScale[2] = stage->specularScale[0];
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continue;
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}
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stage->specularScale[2] = atof( token );
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token = COM_ParseExt(text, qfalse);
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if ( token[0] == 0 )
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{
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// three values, rgb
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continue;
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}
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stage->specularScale[2] = atof( token );
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}
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//
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// rgbGen
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@ -2231,6 +2330,8 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
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diffuse->bundle[TB_NORMALMAP] = normal->bundle[0];
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if (parallax && r_parallaxMapping->integer)
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defs |= LIGHTDEF_USE_PARALLAXMAP;
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VectorCopy4(normal->normalScale, diffuse->normalScale);
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}
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else if ((lightmap || useLightVector || useLightVertex) && (diffuseImg = diffuse->bundle[TB_DIFFUSEMAP].image[0]))
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{
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@ -2251,6 +2352,8 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
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if (parallax && r_parallaxMapping->integer)
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defs |= LIGHTDEF_USE_PARALLAXMAP;
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VectorSet4(diffuse->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value);
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}
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}
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}
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@ -2261,8 +2364,7 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
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{
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//ri.Printf(PRINT_ALL, ", specularmap %s", specular->bundle[0].image[0]->imgName);
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diffuse->bundle[TB_SPECULARMAP] = specular->bundle[0];
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diffuse->materialInfo[0] = specular->materialInfo[0];
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diffuse->materialInfo[1] = specular->materialInfo[1];
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VectorCopy4(specular->specularScale, diffuse->specularScale);
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}
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}
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@ -2568,29 +2670,6 @@ static qboolean CollapseStagesToGLSL(void)
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}
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}
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// insert default material info if needed
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for (i = 0; i < MAX_SHADER_STAGES; i++)
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{
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shaderStage_t *pStage = &stages[i];
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if (!pStage->active)
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continue;
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if (pStage->glslShaderGroup != tr.lightallShader)
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continue;
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if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) == 0)
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continue;
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if (!pStage->bundle[TB_SPECULARMAP].image[0] && r_specularMapping->integer)
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{
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if (!pStage->materialInfo[0])
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pStage->materialInfo[0] = r_baseSpecular->value;
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if (!pStage->materialInfo[1])
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pStage->materialInfo[1] = r_baseGloss->value;
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}
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}
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return numStages;
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}
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@ -3216,6 +3295,13 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
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shader.lightmapIndex = lightmapIndex;
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for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
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stages[i].bundle[0].texMods = texMods[i];
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// default normal/specular
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VectorSet4(stages[i].normalScale, 0.0f, 0.0f, 0.0f, 0.0f);
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stages[i].specularScale[0] =
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stages[i].specularScale[1] =
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stages[i].specularScale[2] = r_baseSpecular->value;
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stages[i].specularScale[3] = r_baseGloss->value;
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}
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//
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@ -203,6 +203,44 @@ Cvars for advanced material usage:
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0 - No. (default)
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1 - Yes.
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r_baseSpecular - Set the specular reflectance of materials
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which don't include a specular map or
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use the specularReflectance keyword.
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0 - No.
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0.04 - Realistic. (default)
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1.0 - Ack.
|
||||
|
||||
r_baseGloss - Set the glossiness of materials which don't
|
||||
include a specular map or use the
|
||||
specularExponent keyword.
|
||||
0 - Rough.
|
||||
0.3 - Default.
|
||||
1.0 - Shiny.
|
||||
|
||||
r_baseNormalX - Set the scale of the X values from normal
|
||||
maps when the normalScale keyword is not
|
||||
used.
|
||||
-1 - Flip X.
|
||||
0 - Ignore X.
|
||||
1 - Normal X. (default)
|
||||
2 - Double X.
|
||||
|
||||
r_baseNormalY - Set the scale of the Y values from normal
|
||||
maps when the normalScale keyword is not
|
||||
used.
|
||||
-1 - Flip Y.
|
||||
0 - Ignore Y.
|
||||
1 - Normal Y. (default)
|
||||
2 - Double Y.
|
||||
|
||||
r_baseParallax - Sets the scale of the parallax effect for
|
||||
materials when the parallaxDepth keyword
|
||||
is not used.
|
||||
0 - No depth.
|
||||
0.01 - Pretty smooth.
|
||||
0.05 - Standard depth. (default)
|
||||
0.1 - Looks broken.
|
||||
|
||||
Cvars for image interpolation and generation:
|
||||
r_imageUpsample - Use interpolation to artifically increase
|
||||
the resolution of all textures. Looks good
|
||||
|
@ -362,6 +400,8 @@ Here's an example of a material stored in one, showing off some new features:
|
|||
{
|
||||
stage normalparallaxmap
|
||||
map textures/abandon/grass3_1024_n.png
|
||||
normalScale 1 1
|
||||
parallaxDepth 0.05
|
||||
}
|
||||
{
|
||||
stage specularmap
|
||||
|
@ -402,6 +442,15 @@ they mean:
|
|||
channel of the specular map was set to 0.5, then the shininess would be
|
||||
set to 8. Default 256.
|
||||
|
||||
normalScale <x> <y>
|
||||
- State the X and Y scales of the normal map. This is useful for increasing
|
||||
or decreasing the "strength" of the normal map, or entering negative values
|
||||
to flip the X and/or Y values. Default 1 1.
|
||||
|
||||
parallaxDepth <value>
|
||||
- State the maximum depth of the parallax map. This is a fairly sensitive
|
||||
value, and I recommend the default or lower. Default 0.05.
|
||||
|
||||
An important note is that normal and specular maps influence the diffuse map
|
||||
declared before them, so materials like this are possible:
|
||||
|
||||
|
|
Loading…
Reference in a new issue