mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-25 13:21:36 +00:00
8dadfb4878
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
457 lines
14 KiB
GLSL
457 lines
14 KiB
GLSL
!!ver 100 450
|
|
!!permu TESS
|
|
!!permu DELUXE
|
|
!!permu FULLBRIGHT //lumas rather than no lightmaps
|
|
!!permu FOG
|
|
!!permu LIGHTSTYLED
|
|
!!permu BUMP
|
|
!!permu SPECULAR
|
|
!!permu REFLECTCUBEMASK
|
|
!!permu FAKESHADOWS
|
|
!!cvardf r_glsl_offsetmapping_scale
|
|
!!cvardf r_glsl_emissive=1
|
|
!!cvardf r_glsl_pcf
|
|
!!cvardf r_tessellation_level=5
|
|
!!samps diffuse
|
|
!!samps !EIGHTBIT =FULLBRIGHT fullbright
|
|
!!samps !EIGHTBIT =BUMP normalmap
|
|
!!samps !EIGHTBIT =REFLECTCUBEMASK reflectmask reflectcube
|
|
//diffuse gives us alpha, and prevents dlight from bugging out when there's no diffuse.
|
|
!!samps =EIGHTBIT paletted 1
|
|
!!samps =SPECULAR specular
|
|
!!samps !VERTEXLIT lightmap
|
|
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
|
|
!!samps =DELUXE deluxemap
|
|
!!samps =LIGHTSTYLED =DELUXE deluxemap1 deluxemap2 deluxemap3
|
|
!!samps =FAKESHADOWS shadowmap
|
|
|
|
#if defined(ORM) || defined(SG)
|
|
#define PBR
|
|
#endif
|
|
|
|
#include "sys/defs.h"
|
|
|
|
//this is what normally draws all of your walls, even with rtlights disabled
|
|
//note that the '286' preset uses drawflat_walls instead.
|
|
|
|
#include "sys/fog.h"
|
|
|
|
#if !defined(TESS_CONTROL_SHADER)
|
|
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR)
|
|
varying vec3 eyevector;
|
|
#endif
|
|
|
|
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
|
|
varying mat3 invsurface;
|
|
#endif
|
|
|
|
varying vec2 tc;
|
|
#ifdef VERTEXLIT
|
|
varying vec4 vc;
|
|
#else
|
|
#ifdef LIGHTSTYLED
|
|
//we could use an offset, but that would still need to be per-surface which would break batches
|
|
//fixme: merge attributes?
|
|
varying vec2 lm0, lm1, lm2, lm3;
|
|
#else
|
|
varying vec2 lm0;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef FAKESHADOWS
|
|
varying vec4 vtexprojcoord;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef VERTEX_SHADER
|
|
#ifdef TESS
|
|
varying vec3 vertex, normal;
|
|
#endif
|
|
void main ()
|
|
{
|
|
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR)
|
|
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
|
|
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
|
|
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
|
|
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
|
|
#endif
|
|
#if defined(REFLECTCUBEMASK) || defined(BUMPMODELSPACE)
|
|
invsurface = mat3(v_svector, v_tvector, v_normal);
|
|
#endif
|
|
tc = v_texcoord;
|
|
#ifdef FLOWV
|
|
tc.st += e_time * vec2(FLOWV);
|
|
#endif
|
|
#ifdef FLOW
|
|
tc.s += e_time * -0.5;
|
|
#endif
|
|
#ifdef VERTEXLIT
|
|
#ifdef LIGHTSTYLED
|
|
//FIXME, only one colour.
|
|
vc = v_colour * e_lmscale[0];
|
|
#else
|
|
vc = v_colour * e_lmscale;
|
|
#endif
|
|
#else
|
|
lm0 = v_lmcoord;
|
|
#ifdef LIGHTSTYLED
|
|
lm1 = v_lmcoord2;
|
|
lm2 = v_lmcoord3;
|
|
lm3 = v_lmcoord4;
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef TESS
|
|
vertex = v_position;
|
|
normal = v_normal;
|
|
#endif
|
|
|
|
#ifdef FAKESHADOWS
|
|
gl_Position = ftetransform();
|
|
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
|
|
#else
|
|
gl_Position = ftetransform();
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
|
|
#if defined(TESS_CONTROL_SHADER)
|
|
layout(vertices = 3) out;
|
|
|
|
in vec3 vertex[];
|
|
out vec3 t_vertex[];
|
|
in vec3 normal[];
|
|
out vec3 t_normal[];
|
|
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR)
|
|
in vec3 eyevector[];
|
|
out vec3 t_eyevector[];
|
|
#endif
|
|
#ifdef REFLECTCUBEMASK
|
|
in mat3 invsurface[];
|
|
out mat3 t_invsurface[];
|
|
#endif
|
|
in vec2 tc[];
|
|
out vec2 t_tc[];
|
|
#ifdef VERTEXLIT
|
|
in vec4 vc[];
|
|
out vec4 t_vc[];
|
|
#else
|
|
in vec2 lm0[];
|
|
out vec2 t_lm0[];
|
|
#ifdef LIGHTSTYLED
|
|
in vec2 lm1[], lm2[], lm3[];
|
|
out vec2 t_lm1[], t_lm2[], t_lm3[];
|
|
#endif
|
|
#endif
|
|
void main()
|
|
{
|
|
//the control shader needs to pass stuff through
|
|
#define id gl_InvocationID
|
|
t_vertex[id] = vertex[id];
|
|
t_normal[id] = normal[id];
|
|
#ifdef REFLECTCUBEMASK
|
|
t_invsurface[id] = invsurface[id];
|
|
#endif
|
|
t_tc[id] = tc[id];
|
|
#ifdef VERTEXLIT
|
|
t_vc[id] = vc[id];
|
|
#else
|
|
t_lm0[id] = lm0[id];
|
|
#ifdef LIGHTSTYLED
|
|
t_lm1[id] = lm1[id];
|
|
t_lm2[id] = lm2[id];
|
|
t_lm3[id] = lm3[id];
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) || defined(PBR)
|
|
t_eyevector[id] = eyevector[id];
|
|
#endif
|
|
|
|
gl_TessLevelOuter[0] = float(r_tessellation_level);
|
|
gl_TessLevelOuter[1] = float(r_tessellation_level);
|
|
gl_TessLevelOuter[2] = float(r_tessellation_level);
|
|
gl_TessLevelInner[0] = float(r_tessellation_level);
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#if defined(TESS_EVALUATION_SHADER)
|
|
layout(triangles) in;
|
|
|
|
in vec3 t_vertex[];
|
|
in vec3 t_normal[];
|
|
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK) || defined(PBR)
|
|
in vec3 t_eyevector[];
|
|
#endif
|
|
#ifdef REFLECTCUBEMASK
|
|
in mat3 t_invsurface[];
|
|
#endif
|
|
in vec2 t_tc[];
|
|
#ifdef VERTEXLIT
|
|
in vec4 t_vc[];
|
|
#else
|
|
#ifdef LIGHTSTYLED
|
|
//we could use an offset, but that would still need to be per-surface which would break batches
|
|
//fixme: merge attributes?
|
|
in vec2 t_lm0[], t_lm1[], t_lm2[], t_lm3[];
|
|
#else
|
|
in vec2 t_lm0[];
|
|
#endif
|
|
#endif
|
|
|
|
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
|
|
void main()
|
|
{
|
|
#define factor 1.0
|
|
tc = LERP(t_tc);
|
|
#ifdef VERTEXLIT
|
|
vc = LERP(t_vc);
|
|
#else
|
|
lm0 = LERP(t_lm0);
|
|
#ifdef LIGHTSTYLED
|
|
lm1 = LERP(t_lm1);
|
|
lm2 = LERP(t_lm2);
|
|
lm3 = LERP(t_lm3);
|
|
#endif
|
|
#endif
|
|
vec3 w = LERP(t_vertex);
|
|
|
|
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
|
|
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
|
|
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
|
|
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
|
|
|
|
#if defined(PCF) || defined(SPOT) || defined(CUBE)
|
|
//for texture projections/shadowmapping on dlights
|
|
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
|
|
#endif
|
|
|
|
//FIXME: we should be recalcing these here, instead of just lerping them
|
|
#ifdef REFLECTCUBEMASK
|
|
invsurface = LERP(t_invsurface);
|
|
#endif
|
|
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK) || defined(PBR)
|
|
eyevector = LERP(t_eyevector);
|
|
#endif
|
|
|
|
gl_Position = m_modelviewprojection * vec4(w,1.0);
|
|
}
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
#define s_colourmap s_t0
|
|
|
|
#include "sys/pbr.h"
|
|
#include "sys/pcf.h"
|
|
|
|
#ifdef OFFSETMAPPING
|
|
#include "sys/offsetmapping.h"
|
|
#endif
|
|
void main ()
|
|
{
|
|
//adjust texture coords for offsetmapping
|
|
#ifdef OFFSETMAPPING
|
|
vec2 tcoffsetmap = offsetmap(s_normalmap, tc, eyevector);
|
|
#define tc tcoffsetmap
|
|
#endif
|
|
|
|
#if defined(EIGHTBIT) && !defined(LIGHTSTYLED)
|
|
//optional: round the lightmap coords to ensure all pixels within a texel have different lighting values either. it just looks wrong otherwise.
|
|
//don't bother if its lightstyled, such cases will have unpredictable correlations anyway.
|
|
//FIXME: this rounding is likely not correct with respect to software rendering. oh well.
|
|
#if __VERSION__ >= 130 && !defined(VERTEXLIT)
|
|
vec2 lmsize = vec2(textureSize(s_lightmap0, 0));
|
|
#else
|
|
#define lmsize vec2(128.0,2048.0)
|
|
#endif
|
|
#define texelstolightmap (16.0)
|
|
vec2 lmcoord0 = floor(lm0 * lmsize*texelstolightmap)/(lmsize*texelstolightmap);
|
|
#define lm0 lmcoord0
|
|
#endif
|
|
|
|
|
|
//Read the base texture (with EIGHTBIT only alpha is needed)
|
|
vec4 col = texture2D(s_diffuse, tc);
|
|
|
|
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))
|
|
vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
|
|
#elif defined(PBR) || defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)
|
|
vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
|
|
#endif
|
|
|
|
//modulate that by the lightmap(s) including deluxemap(s)
|
|
#ifdef VERTEXLIT
|
|
#ifdef LIGHTSTYLED
|
|
vec3 lightmaps = vc.rgb;
|
|
#else
|
|
vec3 lightmaps = vc.rgb;
|
|
#endif
|
|
#define deluxe vec3(0.0,0.0,1.0)
|
|
#else
|
|
#ifdef LIGHTSTYLED
|
|
#define deluxe vec3(0.0,0.0,1.0)
|
|
vec3 lightmaps;
|
|
#ifdef DELUXE
|
|
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb * dot(norm, 2.0*texture2D(s_deluxemap0, lm0).rgb-0.5);
|
|
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb * dot(norm, 2.0*texture2D(s_deluxemap1, lm1).rgb-0.5);
|
|
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb * dot(norm, 2.0*texture2D(s_deluxemap2, lm2).rgb-0.5);
|
|
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb * dot(norm, 2.0*texture2D(s_deluxemap3, lm3).rgb-0.5);
|
|
#else
|
|
lightmaps = texture2D(s_lightmap0, lm0).rgb * e_lmscale[0].rgb;
|
|
lightmaps += texture2D(s_lightmap1, lm1).rgb * e_lmscale[1].rgb;
|
|
lightmaps += texture2D(s_lightmap2, lm2).rgb * e_lmscale[2].rgb;
|
|
lightmaps += texture2D(s_lightmap3, lm3).rgb * e_lmscale[3].rgb;
|
|
#endif
|
|
#else
|
|
vec3 lightmaps = (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
|
|
//modulate by the bumpmap dot light
|
|
#ifdef DELUXE
|
|
vec3 deluxe = (texture2D(s_deluxemap, lm0).rgb-0.5);
|
|
#ifdef BUMPMODELSPACE
|
|
deluxe = normalize(deluxe*invsurface);
|
|
#else
|
|
deluxe = normalize(deluxe);
|
|
lightmaps *= 2.0 / max(0.25, deluxe.z); //counter the darkening from deluxemaps
|
|
#endif
|
|
lightmaps *= dot(norm, deluxe);
|
|
#else
|
|
#define deluxe vec3(0.0,0.0,1.0)
|
|
#endif
|
|
#endif
|
|
#endif
|
|
|
|
// col *= factor_base;
|
|
#ifndef IOR
|
|
#define IOR 1.5 //Index Of Reflection.
|
|
#endif
|
|
#define dielectricSpecular pow(((IOR - 1.0)/(IOR + 1.0)),2.0)
|
|
#ifdef SPECULAR
|
|
vec4 specs = texture2D(s_specular, tc);//*factor_spec;
|
|
#ifdef ORM
|
|
#define occlusion specs.r
|
|
#define roughness specs.g
|
|
#define metalness specs.b
|
|
#define gloss (1.0-roughness)
|
|
#define ambientrgb (specrgb+col.rgb)
|
|
vec3 specrgb = mix(vec3(dielectricSpecular), col.rgb, metalness);
|
|
vec3 albedorgb = col.rgb * (1.0 - dielectricSpecular) * (1.0-metalness);
|
|
#elif defined(SG) //pbr-style specular+glossiness
|
|
//occlusion needs to be baked in. :(
|
|
#define roughness (1.0-specs.a)
|
|
#define gloss specs.a
|
|
#define specrgb specs.rgb
|
|
#define ambientrgb (specs.rgb+col.rgb)
|
|
#define albedorgb col.rgb
|
|
#elif defined(PBR) //PBR using legacy texturemaps
|
|
#define gloss specs.a
|
|
#define roughness (1.0-gloss)
|
|
//metalness not relevant
|
|
|
|
//our pbr stuff doesn't much like our inputs.
|
|
vec3 specrgb, albedorgb;
|
|
//if (1==0)
|
|
//{ //metal
|
|
// specrgb = col.rgb;//+specs.rgb;
|
|
// albedorgb = vec3(0.0);
|
|
//}
|
|
//else
|
|
//{ //non-metal
|
|
specrgb = vec3(dielectricSpecular);
|
|
albedorgb = col.rgb;//+specs.rgb;
|
|
//}
|
|
#define ambientrgb col.rgb
|
|
#else //blinn-phong
|
|
#define gloss specs.a
|
|
//occlusion not defined
|
|
#define specrgb specs.rgb
|
|
#endif
|
|
#else
|
|
//no specular map specified. doesn't mean we shouldn't have any though, at least with pbr enabled.
|
|
#define roughness 0.3
|
|
#define specrgb 1.0 //vec3(dielectricSpecular)
|
|
#define albedorgb col.rgb
|
|
#endif
|
|
|
|
//add in specular, if applicable.
|
|
#ifdef PBR
|
|
col.rgb = DoPBR(norm, normalize(eyevector), deluxe, roughness, albedorgb, specrgb, vec3(0.0,1.0,1.0));//*e_light_mul + e_light_ambient*.25*ambientrgb;
|
|
#elif defined(gloss)
|
|
vec3 halfdir = normalize(normalize(eyevector) + deluxe); //this norm should be the deluxemap info instead
|
|
float spec = pow(max(dot(halfdir, norm), 0.0), FTE_SPECULAR_EXPONENT * gloss);
|
|
spec *= FTE_SPECULAR_MULTIPLIER;
|
|
//NOTE: rtlights tend to have a *4 scaler here to over-emphasise the effect because it looks cool.
|
|
//As not all maps will have deluxemapping, and the double-cos from the light util makes everything far too dark anyway,
|
|
//we default to something that is not garish when the light value is directly infront of every single pixel.
|
|
//we can justify this difference due to the rtlight editor etc showing the *4.
|
|
col.rgb += spec * specrgb;
|
|
#endif
|
|
|
|
#ifdef REFLECTCUBEMASK
|
|
vec3 rtc = reflect(normalize(-eyevector), norm);
|
|
//todo: parallax correction: https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
|
|
//norm (and also eyevector) are in tangentspace but our cubemap wants worldspace, so convert.
|
|
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
|
|
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
|
|
col.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
|
|
#endif
|
|
|
|
#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.
|
|
lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
|
|
float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
|
|
lightmaps -= 1.0 / 128.0; //software rendering appears to round down, so make sure we favour the lower values instead of rounding to the nearest
|
|
col.r = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.r)).r; //do 3 lookups. this is to cope with lit files, would be a waste to not support those.
|
|
col.g = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.g)).g; //its not very softwarey, but re-palettizing is ugly.
|
|
col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
|
|
#else
|
|
//now we have our diffuse+specular terms, modulate by lightmap values.
|
|
#if defined(FULLBRIGHT)
|
|
vec4 fb = texture2D(s_fullbright, tc);
|
|
#if r_glsl_emissive==0 //q2e-like mask that gets darker when lights get overbright.
|
|
col.rgb *= mix(lightmaps.rgb, vec3(1.0), fb.rgb*fb.a);
|
|
#else //actually emissive layer
|
|
col.rgb = col.rgb * lightmaps.rgb + fb.rgb*fb.a;
|
|
#endif
|
|
#else
|
|
col.rgb *= lightmaps.rgb;
|
|
#endif
|
|
#endif
|
|
|
|
//entity modifiers
|
|
col *= e_colourident;
|
|
|
|
#ifdef FAKESHADOWS
|
|
/*filter the light by the shadowmap. logically a boolean, but we allow fractions for softer shadows*/
|
|
col.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
|
|
//col.g = ShadowmapFilter(s_shadowmap, vtexprojcoord);
|
|
#endif
|
|
|
|
#if defined(MASK)
|
|
#if defined(MASKLT)
|
|
if (col.a < MASK)
|
|
discard;
|
|
#else
|
|
if (col.a >= MASK)
|
|
discard;
|
|
#endif
|
|
col.a = 1.0; //alpha blending AND alpha testing usually looks stupid, plus it screws up our fog.
|
|
#endif
|
|
|
|
//and finally hide it all if we're fogged.
|
|
gl_FragColor = fog4(col);
|
|
}
|
|
#endif
|
|
|