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synced 2025-01-18 23:51:51 +00:00
ioquake3 resync to revision 6925 from 6920.
Allow unwinding of qvmcall64 call-stub for msvc/masm. Add epsilon to avoid division by zero in CalcSpecular(). Add r_parallaxMapOffset. Fix line not removed in previous commit. OpenGL2: Flip normals for backfacing triangles.
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ce7c0797c6
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7 changed files with 37 additions and 7 deletions
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@ -44,7 +44,7 @@ ifndef BUILD_DEFINES
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endif
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# ioquake3 svn version that this is based on
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IOQ3_REVISION = 6920
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IOQ3_REVISION = 6925
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#############################################################################
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#
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@ -28,19 +28,35 @@
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; Call to compiled code after setting up the register environment for the VM
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; prototype:
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; uint8_t qvmcall64(int *programStack, int *opStack, intptr_t *instructionPointers, byte *dataBase);
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;
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; This call-stub has its own custom calling convention due to pushing all non-volatile registers
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; to the stack. The game uses set/longjmp which on Windows uses "RtlUnwindEx" to unwind the callstack.
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; This function cannot be unwound by default due to the custom calling convention.
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; To allow unwinding, we need to add custom SEH unwind data to the function.
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qvmcall64 PROC
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qvmcall64 PROC FRAME
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push r12 ; push all non-volatile registers to stack
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.pushreg r12
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push r13
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.pushreg r13
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push r14
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.pushreg r14
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push r15
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.pushreg r15
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push rdi
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.pushreg rdi
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push rsi
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.pushreg rsi
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push rbx
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.pushreg rbx
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push rbp
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.pushreg rbp
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; need to save pointer in rcx so we can write back the programData value to caller
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push rcx
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.pushreg rcx
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.endprolog ; custom unwind data ends here
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; registers r8 and r9 have correct value already thanx to __fastcall
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xor rbx, rbx ; opStackOfs starts out being 0
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@ -89,6 +89,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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// current size of search window
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float size = 1.0 / float(linearSearchSteps);
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// adjust position if offset above surface
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dp -= ds * r_parallaxMapOffset;
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// current depth position
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float depth = 0.0;
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@ -141,7 +144,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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}
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#endif
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return bestDepth;
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return bestDepth - r_parallaxMapOffset;
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}
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float LightRay(vec2 dp, vec2 ds, sampler2D normalMap)
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@ -201,7 +204,7 @@ vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness)
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float rr = roughness*roughness;
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float rrrr = rr*rr;
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float d = (NH * NH) * (rrrr - 1.0) + 1.0;
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float v = (EH * EH) * (roughness + 0.5);
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float v = (EH * EH) * (roughness + 0.5) + EPSILON;
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return specular * (rrrr / (4.0 * d * d * v));
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}
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@ -261,7 +264,8 @@ void main()
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float NL, NH, NE, EH, attenuation;
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);
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vec3 surfNormal = (!gl_FrontFacing ? var_Normal : -var_Normal).xyz;
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mat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitangent.xyz, surfNormal);
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viewDir = vec3(var_Normal.w, var_Tangent.w, var_Bitangent.w);
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E = normalize(viewDir);
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#endif
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@ -332,7 +336,7 @@ void main()
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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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N = var_Normal.xyz;
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N = surfNormal;
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#endif
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N = normalize(N);
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@ -358,7 +362,7 @@ void main()
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#if !defined(USE_LIGHT_VECTOR)
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ambientColor = lightColor;
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float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
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float surfNL = clamp(dot(surfNormal, L), 0.0, 1.0);
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// reserve 25% ambient to avoid black areas on normalmaps
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lightColor *= 0.75;
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@ -1125,6 +1125,8 @@ void GLSL_InitGPUShaders(void)
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if (r_parallaxMapShadows->integer)
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Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP_SHADOWS\n");
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Q_strcat(extradefines, 1024, va("#define r_parallaxMapOffset %f\n", r_parallaxMapOffset->value));
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}
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}
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@ -132,6 +132,7 @@ cvar_t *r_normalMapping;
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cvar_t *r_specularMapping;
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cvar_t *r_deluxeMapping;
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cvar_t *r_parallaxMapping;
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cvar_t *r_parallaxMapOffset;
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cvar_t *r_parallaxMapShadows;
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cvar_t *r_cubeMapping;
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cvar_t *r_cubemapSize;
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@ -1243,6 +1244,7 @@ void R_Register( void )
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r_specularMapping = ri.Cvar_Get( "r_specularMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_parallaxMapOffset = ri.Cvar_Get( "r_parallaxMapOffset", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_parallaxMapShadows = ri.Cvar_Get( "r_parallaxMapShadows", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_cubemapSize = ri.Cvar_Get( "r_cubemapSize", "128", CVAR_ARCHIVE | CVAR_LATCH );
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@ -1778,6 +1778,7 @@ extern cvar_t *r_normalMapping;
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extern cvar_t *r_specularMapping;
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extern cvar_t *r_deluxeMapping;
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extern cvar_t *r_parallaxMapping;
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extern cvar_t *r_parallaxMapOffset;
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extern cvar_t *r_parallaxMapShadows;
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extern cvar_t *r_cubeMapping;
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extern cvar_t *r_cubemapSize;
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@ -184,6 +184,11 @@ Cvars for advanced material usage:
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1 - Use parallax occlusion mapping.
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2 - Use relief mapping. (slower)
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* `r_parallaxMapOffset` - Set the parallax height offset.
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0 - Values map to -255 - 0. (default)
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0.5 - Values map to -127 - 127.
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1.0 - Values map to 0 - 255.
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* `r_parallaxMapShadows` - Enable self-shadowing on parallax map
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supported materials.
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0 - No. (default)
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