Updated to ioquake3 git dated 17 sept 2013

This commit is contained in:
Richard Allen 2013-09-17 22:30:55 +00:00
parent 488a91a0cd
commit 45e82a1618
6 changed files with 77 additions and 73 deletions

View file

@ -85,16 +85,13 @@ float CalcFog(vec4 position)
float s = dot(position, u_FogDistance) * 8.0; float s = dot(position, u_FogDistance) * 8.0;
float t = dot(position, u_FogDepth); float t = dot(position, u_FogDepth);
if (t < 1.0) bool eyeOutside = u_FogEyeT < 0.0;
{ float t2 = float(t >= float(eyeOutside));
t = step(step(0.0, -u_FogEyeT), t);
} if (eyeOutside)
else t2 *= t / (t - u_FogEyeT);
{
t /= t - min(u_FogEyeT, 0.0); return s * t2;
}
return s * t;
} }
void main() void main()

View file

@ -194,16 +194,13 @@ float CalcFog(vec4 position)
float s = dot(position, u_FogDistance) * 8.0; float s = dot(position, u_FogDistance) * 8.0;
float t = dot(position, u_FogDepth); float t = dot(position, u_FogDepth);
if (t < 1.0) bool eyeOutside = u_FogEyeT < 0.0;
{ float t2 = float(t >= float(eyeOutside));
t = step(step(0.0, -u_FogEyeT), t);
}
else
{
t /= t - min(u_FogEyeT, 0.0);
}
return s * t; if (eyeOutside)
t2 *= t / (t - u_FogEyeT);
return s * t2;
} }
#endif #endif

View file

@ -261,6 +261,30 @@ vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float s
return vec3(0.0); return vec3(0.0);
} }
float CalcLightAttenuation(vec3 dir, float sqrRadius)
{
// point light at >0 radius, directional otherwise
float point = float(sqrRadius > 0.0);
// inverse square light
float attenuation = sqrRadius / dot(dir, dir);
// zero light at radius, approximating q3 style
// also don't attenuate directional light
attenuation = (0.5 * attenuation - 1.5) * point + 1.0;
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= float(attenuation > 0.0);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
return attenuation;
}
void main() void main()
{ {
vec3 L, N, E, H; vec3 L, N, E, H;
@ -290,30 +314,12 @@ void main()
#endif #endif
vec3 lightColor = lightSample.rgb; vec3 lightColor = lightSample.rgb;
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) #elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
// inverse square light vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
float attenuation = u_LightRadius * u_LightRadius / dot(L, L);
// zero light at radius, approximating q3 style
attenuation = 0.5 * attenuation - 0.5;
//attenuation = 0.0697168 * attenuation;
//attenuation *= step(0.294117, attenuation);
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= step(0.0, attenuation);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
// don't attenuate directional light
attenuation = (attenuation - 1.0) * var_LightDir.w + 1.0;
vec3 lightColor = u_DirectedLight * attenuation;
vec3 ambientColor = u_AmbientLight; vec3 ambientColor = u_AmbientLight;
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT) #elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
vec3 lightColor = var_lightColor; vec3 lightColor = var_lightColor;
#endif #endif
vec2 texCoords = var_DiffuseTex; vec2 texCoords = var_DiffuseTex;
#if defined(USE_PARALLAXMAP) #if defined(USE_PARALLAXMAP)
@ -360,9 +366,9 @@ void main()
// surfaces not facing the light are always shadowed // surfaces not facing the light are always shadowed
#if defined(USE_TANGENT_SPACE_LIGHT) #if defined(USE_TANGENT_SPACE_LIGHT)
shadowValue *= step(0.0, var_PrimaryLightDir.z); shadowValue *= float(var_PrimaryLightDir.z > 0.0);
#else #else
shadowValue *= step(0.0, dot(var_Normal, var_PrimaryLightDir)); shadowValue *= float(dot(var_Normal, var_PrimaryLightDir) > 0.0);
#endif #endif
#if defined(SHADOWMAP_MODULATE) #if defined(SHADOWMAP_MODULATE)
@ -488,11 +494,13 @@ void main()
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess); reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess); reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess);
lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightRadius * u_PrimaryLightRadius);
#if defined(USE_SHADOWMAP) #if defined(USE_SHADOWMAP)
reflectance *= shadowValue; lightColor *= shadowValue;
#endif #endif
gl_FragColor.rgb += u_PrimaryLightColor * reflectance * NL; gl_FragColor.rgb += lightColor * reflectance * NL;
#endif #endif
#if defined(USE_LINEAR_LIGHT) #if defined(USE_LINEAR_LIGHT)

View file

@ -130,6 +130,29 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
#endif #endif
float CalcLightAttenuation(vec3 dir, float sqrRadius)
{
// point light at >0 radius, directional otherwise
float point = float(sqrRadius > 0.0);
// inverse square light
float attenuation = sqrRadius / dot(dir, dir);
// zero light at radius, approximating q3 style
// also don't attenuate directional light
attenuation = (0.5 * attenuation - 1.5) * point + 1.0;
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= float(attenuation > 0.0);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
return attenuation;
}
void main() void main()
{ {
#if defined(USE_VERTEX_ANIMATION) #if defined(USE_VERTEX_ANIMATION)
@ -187,24 +210,7 @@ void main()
#endif #endif
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT) #if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
// inverse square light float attenuation = CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
float attenuation = u_LightRadius * u_LightRadius / dot(L, L);
// zero light at radius, approximating q3 style
attenuation = 0.5 * attenuation - 0.5;
//attenuation = 0.0697168 * attenuation;
//attenuation *= step(0.294117, attenuation);
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= step(0.0, attenuation);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
// don't attenuate directional light
attenuation = (attenuation - 1.0) * u_LightOrigin.w + 1.0;
float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0); float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight; var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;

View file

@ -150,22 +150,18 @@ void ColorToRGBM(const vec3_t color, unsigned char rgbm[4])
VectorScale(color, 1.0f / 32.0f, sample); VectorScale(color, 1.0f / 32.0f, sample);
maxComponent = sample[0]; maxComponent = MAX(sample[0], sample[1]);
if(sample[1] > maxComponent) maxComponent = MAX(maxComponent, sample[2]);
maxComponent = sample[1]; maxComponent = CLAMP(maxComponent, 1.0f/255.0f, 1.0f);
if(sample[2] > maxComponent)
maxComponent = sample[2];
if(0.000001f > maxComponent)
maxComponent = 0.000001f;
if(maxComponent > 1.0f)
maxComponent = 1.0f;
VectorScale(sample, 1.0f / maxComponent, sample); rgbm[3] = (unsigned char) ceil(maxComponent * 255.0f);
maxComponent = 255.0f / rgbm[3];
VectorScale(sample, maxComponent, sample);
rgbm[0] = (unsigned char) (sample[0] * 255); rgbm[0] = (unsigned char) (sample[0] * 255);
rgbm[1] = (unsigned char) (sample[1] * 255); rgbm[1] = (unsigned char) (sample[1] * 255);
rgbm[2] = (unsigned char) (sample[2] * 255); rgbm[2] = (unsigned char) (sample[2] * 255);
rgbm[3] = (unsigned char) (maxComponent * 255);
} }
void ColorToRGBA16F(const vec3_t color, unsigned short rgba16f[4]) void ColorToRGBA16F(const vec3_t color, unsigned short rgba16f[4])

View file

@ -1211,7 +1211,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
vec[3] = 0.0f; vec[3] = 0.0f;
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec); GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec);
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 999999.0f); GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 0.0f);
} }
if (pStage->alphaGen == AGEN_PORTAL) if (pStage->alphaGen == AGEN_PORTAL)