Speed up tone mapping

Add fast light shader path when r_normalMapping and r_specularMapping are 0
Revise FBO blitting code (Still needs more work)
This commit is contained in:
James Canete 2012-04-16 09:35:17 +00:00
parent 1f3086ef48
commit ab4f586e72
7 changed files with 418 additions and 411 deletions

View File

@ -1,3 +1,6 @@
- Speed up tone mapping
- Add fast light shader path when r_normalMapping and r_specularMapping are 0
- Revise FBO blitting code (Still needs more work)
- Detect GLSL version
- Use GL_EXT_draw_range_elements
- Reserve FBOs before shaders, as recommended in nvidia docs

View File

@ -1353,20 +1353,7 @@ const void *RB_SwapBuffers( const void *data ) {
if (glRefConfig.framebufferObject)
{
// copy final image to screen
vec2_t texScale;
vec4i_t srcBox, dstBox;
vec4_t white;
FBO_t *srcFbo, *dstFbo;
texScale[0] =
texScale[1] = 1.0f;
white[0] =
white[1] =
white[2] =
white[3] = 1.0f;
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
vec4_t color;
if (backEnd.framePostProcessed)
{
@ -1375,49 +1362,34 @@ const void *RB_SwapBuffers( const void *data ) {
else if (!glRefConfig.framebuffer_srgb)
{
// Copy render to screenscratch, possibly resolving MSAA
srcFbo = tr.renderFbo;
dstFbo = tr.screenScratchFbo;
FBO_FastBlit(srcFbo, NULL, dstFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(tr.renderFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
srcFbo = tr.renderFbo;
FBO_t *srcFbo = tr.renderFbo;
if (tr.msaaResolveFbo)
{
// Resolve the MSAA before copying
dstFbo = tr.msaaResolveFbo;
FBO_FastBlit(srcFbo, NULL, dstFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(srcFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
srcFbo = tr.msaaResolveFbo;
}
// need to copy from resolve to screenscratch to fix gamma
dstFbo = tr.screenScratchFbo;
VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
VectorSet4(dstBox, 0, 0, dstFbo->width, dstFbo->height);
FBO_Blit(srcFbo, srcBox, texScale, dstFbo, dstBox, &tr.textureColorShader, white, 0);
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0);
}
srcFbo = tr.screenScratchFbo;
VectorSet4(srcBox, 0, 0, srcFbo->width, srcFbo->height);
VectorSet4(dstBox, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
white[0] =
white[1] =
white[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
white[3] = 1.0f;
color[0] =
color[1] =
color[2] = pow(2, tr.overbrightBits); //exp2(tr.overbrightBits);
color[3] = 1.0f;
// turn off colormask when copying final image
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
FBO_Blit(srcFbo, srcBox, texScale, NULL, dstBox, &tr.textureColorShader, white, 0);
FBO_Blit(tr.screenScratchFbo, NULL, NULL, NULL, NULL, NULL, color, 0);
if (backEnd.colorMask[0] || backEnd.colorMask[1] || backEnd.colorMask[2] || backEnd.colorMask[3])
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
@ -1476,13 +1448,9 @@ RB_PostProcess
const void *RB_PostProcess(const void *data)
{
const postProcessCommand_t *cmd = data;
FBO_t *hdrFbo;
vec2_t texScale;
FBO_t *srcFbo;
qboolean autoExposure;
texScale[0] =
texScale[1] = 1.0f;
if (!glRefConfig.framebufferObject)
{
// do nothing
@ -1491,37 +1459,33 @@ const void *RB_PostProcess(const void *data)
return (const void *)(cmd + 1);
}
hdrFbo = tr.renderFbo;
srcFbo = tr.renderFbo;
if (tr.msaaResolveFbo)
{
// Resolve the MSAA before anything else
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
hdrFbo = tr.msaaResolveFbo;
srcFbo = tr.msaaResolveFbo;
}
if (r_postProcess->integer && r_hdr->integer && (r_toneMap->integer == 2 || (r_toneMap->integer == 1 && tr.autoExposure)))
{
autoExposure = (r_autoExposure->integer == 1 && tr.autoExposure) || (r_autoExposure->integer == 2);
RB_ToneMap(hdrFbo, autoExposure);
RB_ToneMap(srcFbo, autoExposure);
}
else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f)
{
FBO_FastBlit(hdrFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
vec4i_t srcBox, dstBox;
vec4_t color;
VectorSet4(srcBox, 0, 0, hdrFbo->width, hdrFbo->height);
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
color[0] =
color[1] =
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
FBO_Blit(hdrFbo, srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, 0);
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, 0);
}
#ifdef REACTION

View File

@ -498,6 +498,16 @@ void FBO_Init(void)
R_CheckFBO(tr.calcLevelsFbo);
}
{
tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
FBO_Bind(tr.targetLevelsFbo);
//FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0);
FBO_AttachTextureImage(tr.targetLevelsImage, 0);
R_CheckFBO(tr.targetLevelsFbo);
}
{
//tr.screenScratchFbo = FBO_Create("_screenscratch", width, height);
tr.screenScratchFbo = FBO_Create("_screenscratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
@ -599,40 +609,123 @@ void R_FBOList_f(void)
// FIXME
extern void RB_SetGL2D (void);
void FBO_BlitFromTexture(struct image_s *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
{
vec4_t quadVerts[4];
vec2_t texCoords[4];
vec2_t invTexRes;
vec4i_t dstBox, srcBox;
vec2_t srcTexScale;
vec4_t color;
vec4_t quadVerts[4];
vec2_t texCoords[4];
vec2_t invTexRes;
FBO_Bind(dst);
RB_SetGL2D();
if (!src)
return;
GL_SelectTexture(TB_COLORMAP);
if (inSrcBox)
{
VectorSet4(srcBox, inSrcBox[0], inSrcBox[1], inSrcBox[0] + inSrcBox[2], inSrcBox[1] + inSrcBox[3]);
}
else
{
VectorSet4(srcBox, 0, 0, src->width, src->height);
}
GL_Bind(src);
// framebuffers are 0 bottom, Y up.
if (inDstBox)
{
if (dst)
{
dstBox[0] = inDstBox[0];
dstBox[1] = dst->height - inDstBox[1] - inDstBox[3];
dstBox[2] = inDstBox[0] + inDstBox[2];
dstBox[3] = dst->height - inDstBox[1];
}
else
{
dstBox[0] = inDstBox[0];
dstBox[1] = glConfig.vidHeight - inDstBox[1] - inDstBox[3];
dstBox[2] = inDstBox[0] + inDstBox[2];
dstBox[3] = glConfig.vidHeight - inDstBox[1];
}
}
else if (dst)
{
VectorSet4(dstBox, 0, dst->height, dst->width, 0);
}
else
{
VectorSet4(dstBox, 0, glConfig.vidHeight, glConfig.vidWidth, 0);
}
VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
VectorSet4(quadVerts[1], dstBox[0] + dstBox[2], dstBox[1], 0, 1);
VectorSet4(quadVerts[2], dstBox[0] + dstBox[2], dstBox[1] + dstBox[3], 0, 1);
VectorSet4(quadVerts[3], dstBox[0], dstBox[1] + dstBox[3], 0, 1);
if (inSrcTexScale)
{
VectorCopy2(inSrcTexScale, srcTexScale);
}
else
{
srcTexScale[0] = srcTexScale[1] = 1.0f;
}
texCoords[0][0] = (srcBox[0] ) / (float)src->width; texCoords[0][1] = 1.0f - (srcBox[1] ) / (float)src->height;
texCoords[1][0] = (srcBox[0] + srcBox[2]) / (float)src->width; texCoords[1][1] = 1.0f - (srcBox[1] ) / (float)src->height;
texCoords[2][0] = (srcBox[0] + srcBox[2]) / (float)src->width; texCoords[2][1] = 1.0f - (srcBox[1] + srcBox[3] ) / (float)src->height;
texCoords[3][0] = (srcBox[0] ) / (float)src->width; texCoords[3][1] = 1.0f - (srcBox[1] + srcBox[3] ) / (float)src->height;
if (inColor)
{
VectorCopy4(inColor, color);
}
else
{
color[0] = color[1] = color[2] = color[3] = 1.0f;
}
invTexRes[0] = 1.0f / src->width * srcTexScale[0];
invTexRes[1] = 1.0f / src->height * srcTexScale[1];
if (!shaderProgram)
{
shaderProgram = &tr.textureColorShader;
}
GL_State( blend | GLS_DEPTHTEST_DISABLE );
FBO_Bind(dst);
RB_InstantQuad2(quadVerts, texCoords, color, shaderProgram, invTexRes);
RB_SetGL2D();
GL_SelectTexture(TB_COLORMAP);
GL_Bind(src);
VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
VectorSet4(quadVerts[2], dstBox[2], dstBox[3], 0, 1);
VectorSet4(quadVerts[3], dstBox[0], dstBox[3], 0, 1);
texCoords[0][0] = srcBox[0] / (float)src->width; texCoords[0][1] = 1.0f - srcBox[1] / (float)src->height;
texCoords[1][0] = srcBox[2] / (float)src->width; texCoords[1][1] = 1.0f - srcBox[1] / (float)src->height;
texCoords[2][0] = srcBox[2] / (float)src->width; texCoords[2][1] = 1.0f - srcBox[3] / (float)src->height;
texCoords[3][0] = srcBox[0] / (float)src->width; texCoords[3][1] = 1.0f - srcBox[3] / (float)src->height;
invTexRes[0] = 1.0f / src->width * srcTexScale[0];
invTexRes[1] = 1.0f / src->height * srcTexScale[1];
GL_State( blend | GLS_DEPTHTEST_DISABLE );
RB_InstantQuad2(quadVerts, texCoords, color, shaderProgram, invTexRes);
}
void FBO_Blit(FBO_t *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
{
vec4i_t srcBox;
if (!src)
return;
// framebuffers are 0 bottom, Y up.
if (inSrcBox)
{
srcBox[0] = inSrcBox[0];
srcBox[1] = src->height - inSrcBox[1] - inSrcBox[3];
srcBox[2] = inSrcBox[2];
srcBox[3] = inSrcBox[3];
}
else
{
VectorSet4(srcBox, 0, src->height, src->width, -src->height);
}
FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend);
}
@ -643,46 +736,7 @@ void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int bu
if (!glRefConfig.framebufferBlit)
{
vec2_t texScale;
vec4_t white;
texScale[0] =
texScale[1] = 1.0f;
white[0] =
white[1] =
white[2] =
white[3] = 1.0f;
if (!src || !src->colorImage[0])
return;
if (srcBox)
{
VectorSet4(srcBoxFinal, srcBox[0], srcBox[1], srcBox[2], srcBox[3]);
}
else
{
VectorSet4(srcBoxFinal, 0, 0, src->width, src->height);
}
if (dstBox)
{
VectorSet4(dstBoxFinal, dstBox[0], dstBox[1], dstBox[2], dstBox[3]);
}
else
{
if (dst)
{
VectorSet4(dstBoxFinal, 0, 0, dst->width, dst->height);
}
else
{
VectorSet4(dstBoxFinal, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
}
}
FBO_Blit(src, srcBoxFinal, texScale, dst, dstBoxFinal, &tr.textureColorShader, white, 0);
FBO_Blit(src, srcBox, NULL, dst, dstBox, NULL, NULL, 0);
return;
}

View File

@ -230,58 +230,70 @@ static const char *fallbackLightallShader_vp =
";\r\n#endif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nattribute vec4 attr"
"_Position2;\r\nattribute vec3 attr_Normal2;\r\n #if defined(USE_NORMALMAP)"
"\r\nattribute vec3 attr_Tangent2;\r\nattribute vec3 attr_Bitangent2;\r\n #"
"endif\r\n#endif\r\n\r\nattribute vec3 attr_LightDirection;\r\n\r\nuniform m"
"at4 u_DiffuseTexMatrix;\r\nuniform vec3 u_ViewOrigin;\r\nuniform mat4 "
" u_ModelViewProjectionMatrix;\r\nuniform vec4 u_BaseColor;\r\nuniform vec"
"4 u_VertColor;\r\n\r\n#if defined(USE_MODELMATRIX)\r\nuniform mat4 u_Mo"
"delMatrix;\r\n#endif\r\n\r\n#if defined(USE_VERTEX_ANIMATION)\r\nuniform fl"
"oat u_VertexLerp;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nunifor"
"m vec3 u_DirectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform vec4"
" u_LightOrigin;\r\nuniform float u_LightRadius;\r\n#endif\r\n\r\nvarying"
" vec2 var_DiffuseTex;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 "
"var_LightTex;\r\n#endif\r\n\r\nvarying vec4 var_Color;\r\nvarying vec3 "
"var_Position;\r\nvarying vec3 var_Normal;\r\nvarying vec3 var_Tangent;"
"\r\nvarying vec3 var_Bitangent;\r\nvarying vec3 var_WorldLight;\r\nvary"
"ing vec3 var_VectLight;\r\n\r\n\r\nvec2 DoTexMatrix(vec2 st, vec3 positio"
"n, mat4 texMatrix)\r\n{\r\n\tvec2 st2 = (texMatrix * vec4(st, 1, 0)).st;\r"
"\n\r\n\tvec3 offsetPos = position.xyz / 1024.0;\r\n\toffsetPos.x += offsetP"
"os.z;\r\n\r\n\tvec2 texOffset = sin((offsetPos.xy + vec2(texMatrix[3][1])) "
"* 2.0 * M_PI);\r\n\t\r\n\treturn st2 + texOffset * texMatrix[3][0];\r\n}\r"
"\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_ANIMATION)\r\n\tvec4 posit"
"ion = mix(attr_Position, attr_Position2, u_VertexLerp);\r\n\tvec3 normal "
" = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));\r\n #if"
" defined(USE_NORMALMAP)\r\n\tvec3 tangent = normalize(mix(attr_Tangent, "
" attr_Tangent2, u_VertexLerp));\r\n\tvec3 bitangent = normalize(mix(attr_"
"Bitangent, attr_Bitangent2, u_VertexLerp));\r\n #endif\r\n#else\r\n\tvec4 "
"position = attr_Position;\r\n\tvec3 normal = attr_Normal;\r\n #if defi"
"ned(USE_NORMALMAP)\r\n\tvec3 tangent = attr_Tangent;\r\n\tvec3 bitangent "
"= attr_Bitangent;\r\n #endif\r\n#endif\r\n\r\n\tgl_Position = u_ModelViewP"
"rojectionMatrix * position;\r\n\r\n#if defined(TCGEN_ENVIRONMENT)\r\n\tvec2"
" tex;\r\n\tvec3 viewer = normalize(u_ViewOrigin - position.xyz);\r\n\tvec3 "
"reflected = normal * 2.0 * dot(normal, viewer) - viewer;\r\n\r\n\ttex = ref"
"lected.yz * vec2(0.5, -0.5) + 0.5;\r\n#else\r\n\tvec2 tex = attr_TexCoord0."
"st;\r\n#endif\r\n\r\n\tvar_DiffuseTex = DoTexMatrix(tex, position.xyz, u_Di"
"ffuseTexMatrix);\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvar_LightTex = attr_"
"TexCoord1.st;\r\n#endif\r\n\r\n\tvar_Color = u_VertColor * attr_Color + u_B"
"aseColor;\r\n\t\r\n\tvec3 lightDirection = attr_LightDirection;\r\n\t\r\n#i"
"f defined(USE_MODELMATRIX)\r\n\tposition = u_ModelMatrix * position;\r\n\t"
"normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;\r\n\r\n #if defined ("
"USE_NORMALMAP)\r\n\ttangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;\r"
"\n\tbitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;\r\n #endif\r\n"
"\r\n #if defined(USE_LIGHTMAP)\r\n\tlightDirection = (u_ModelMatrix * vec4"
"(lightDirection, 0.0)).xyz;\r\n #endif\r\n#endif\r\n \r\n\tvar_Position ="
" position.xyz;\r\n\tvar_Normal = normal;\r\n\r\n#if defined (USE_NORMALMAP)"
"\r\n\tvar_Tangent = tangent;\r\n\tvar_Bitangent = bitangent;\r\n#endif\r\n"
"\r\n#if defined(USE_LIGHT_VECTOR)\r\n\tvec3 worldLight = u_LightOrigin.xyz "
"- (var_Position * u_LightOrigin.w);\r\n#else\r\n\tvec3 worldLight = lightDi"
"rection;\r\n#endif\r\n\r\n\tworldLight += normal * 0.0001;\r\n\r\n\tvar_Wor"
"ldLight = worldLight;\r\n\r\n#if !defined(USE_NORMALMAP) && !defined(USE_SP"
"ECULARMAP) && defined(USE_LIGHT_VECTOR)\r\n #if defined(USE_INVSQRLIGHT)\r"
"\n\tfloat intensity = 1.0 / dot(worldLight, worldLight);\r\n #else\r\n\tfl"
"oat intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius *"
" u_LightRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n\tfloat NL = clamp(dot(n"
"ormal, normalize(worldLight)), 0.0, 1.0);\r\n\r\n\tvar_VectLight = u_Direct"
"edLight * intensity * NL + u_AmbientLight;\r\n#endif\r\n}\r\n";
"endif\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)"
"\r\nattribute vec3 attr_LightDirection;\r\n#endif\r\n\r\n#if defined(TCGEN_"
"ENVIRONMENT) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(US"
"E_FAST_LIGHT)\r\nuniform vec3 u_ViewOrigin;\r\n#endif\r\n\r\nuniform mat4"
" u_DiffuseTexMatrix;\r\nuniform mat4 u_ModelViewProjectionMatrix;\r\nun"
"iform vec4 u_BaseColor;\r\nuniform vec4 u_VertColor;\r\n\r\n#if defined"
"(USE_MODELMATRIX)\r\nuniform mat4 u_ModelMatrix;\r\n#endif\r\n\r\n#if def"
"ined(USE_VERTEX_ANIMATION)\r\nuniform float u_VertexLerp;\r\n#endif\r\n\r"
"\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec4 u_LightOrigin;\r\n #if d"
"efined(USE_FAST_LIGHT)\r\nuniform vec3 u_DirectedLight;\r\nuniform vec3 "
" u_AmbientLight;\r\nuniform float u_LightRadius;\r\n #endif\r\n#endif\r\n"
"\r\nvarying vec2 var_DiffuseTex;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nvary"
"ing vec2 var_LightTex;\r\n#endif\r\n\r\n#if defined(USE_NORMALMAP) || def"
"ined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\nvarying vec3 var_SampleToV"
"iew;\r\n#endif\r\n\r\nvarying vec4 var_Color;\r\n//varying vec3 var_Pos"
"ition;\r\nvarying vec3 var_Normal;\r\n#if defined(USE_NORMALMAP)\r\nvaryi"
"ng vec3 var_Tangent;\r\nvarying vec3 var_Bitangent;\r\n#endif\r\n\r\n#i"
"f defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)\r\nvarying vec3 va"
"r_VectLight;\r\n#endif\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_DELUXE"
"MAP)\r\nvarying vec3 var_WorldLight;\r\n#endif\r\n\r\n\r\nvec2 DoTexMatri"
"x(vec2 st, vec3 position, mat4 texMatrix)\r\n{\r\n\tvec2 st2 = (texMatrix *"
" vec4(st, 1, 0)).st;\r\n\r\n\tvec3 offsetPos = position.xyz / 1024.0;\r\n\t"
"offsetPos.x += offsetPos.z;\r\n\r\n\tvec2 texOffset = sin((offsetPos.xy + v"
"ec2(texMatrix[3][1])) * 2.0 * M_PI);\r\n\t\r\n\treturn st2 + texOffset * te"
"xMatrix[3][0];\r\n}\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_VERTEX_ANIMA"
"TION)\r\n\tvec4 position = mix(attr_Position, attr_Position2, u_VertexLerp"
");\r\n\tvec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_V"
"ertexLerp));\r\n #if defined(USE_NORMALMAP)\r\n\tvec3 tangent = normaliz"
"e(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));\r\n\tvec3 bitangent "
"= normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));\r\n #endi"
"f\r\n#else\r\n\tvec4 position = attr_Position;\r\n\tvec3 normal = attr_"
"Normal;\r\n #if defined(USE_NORMALMAP)\r\n\tvec3 tangent = attr_Tangent;"
"\r\n\tvec3 bitangent = attr_Bitangent;\r\n #endif\r\n#endif\r\n\r\n\tgl_Po"
"sition = u_ModelViewProjectionMatrix * position;\r\n\r\n#if (defined(USE_LI"
"GHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP)\r\n\tvec3 "
"worldLight = attr_LightDirection;\r\n#endif\r\n\t\r\n#if defined(USE_MODELM"
"ATRIX)\r\n\tposition = u_ModelMatrix * position;\r\n\tnormal = (u_Model"
"Matrix * vec4(normal, 0.0)).xyz;\r\n\r\n #if defined (USE_NORMALMAP)\r\n\t"
"tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;\r\n\tbitangent = (u_M"
"odelMatrix * vec4(bitangent, 0.0)).xyz;\r\n #endif\r\n\r\n #if defined(US"
"E_LIGHTMAP) && !defined(USE_DELUXEMAP)\r\n\tworldLight = (u_ModelMatrix * v"
"ec4(worldLight, 0.0)).xyz;\r\n #endif\r\n#endif\r\n\r\n#if defined(TCGEN_E"
"NVIRONMENT) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE"
"_FAST_LIGHT)\r\n\tvec3 SampleToView = u_ViewOrigin - position.xyz;\r\n#endi"
"f\r\n\r\n#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_F"
"AST_LIGHT)\r\n\tvar_SampleToView = SampleToView;\r\n#endif\r\n\r\n#if defin"
"ed(TCGEN_ENVIRONMENT)\r\n\tvec3 viewer = normalize(SampleToView);\r\n\tvec3"
" reflected = normal * 2.0 * dot(normal, viewer) - viewer;\r\n\r\n\tvec2 tex"
" = reflected.yz * vec2(0.5, -0.5) + 0.5;\r\n#else\r\n\tvec2 tex = attr_TexC"
"oord0.st;\r\n#endif\r\n\r\n\tvar_DiffuseTex = DoTexMatrix(tex, position.xyz"
", u_DiffuseTexMatrix);\r\n\r\n#if defined(USE_LIGHTMAP)\r\n\tvar_LightTex ="
" attr_TexCoord1.st;\r\n#endif\r\n\r\n\tvar_Color = u_VertColor * attr_Color"
" + u_BaseColor;\r\n \r\n\tvar_Normal = normal;\r\n\r\n#if defined (USE_NOR"
"MALMAP)\r\n\tvar_Tangent = tangent;\r\n\tvar_Bitangent = bitangent;\r\n#end"
"if\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)\r\n #if define"
"d(USE_LIGHT_VECTOR)\r\n\tvec3 worldLight = u_LightOrigin.xyz - (position.xy"
"z * u_LightOrigin.w);\r\n #endif\r\n\r\n\tworldLight += normal * 0.0001;\r"
"\n\tvar_WorldLight = worldLight;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VEC"
"TOR) && defined(USE_FAST_LIGHT)\r\n #if defined(USE_INVSQRLIGHT)\r\n\tfloa"
"t intensity = 1.0 / dot(worldLight, worldLight);\r\n #else\r\n\tfloat inte"
"nsity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_Light"
"Radius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n\tfloat NL = clamp(dot(normal, n"
"ormalize(worldLight)), 0.0, 1.0);\r\n\r\n\tvar_VectLight = u_DirectedLight "
"* intensity * NL + u_AmbientLight;\r\n#endif\r\n}\r\n";
static const char *fallbackLightallShader_fp =
"uniform sampler2D u_DiffuseMap;\r\n\r\n#if defined(USE_LIGHTMAP)\r\nuniform"
@ -291,127 +303,128 @@ static const char *fallbackLightallShader_fp =
"\r\nuniform sampler2D u_SpecularMap;\r\n#endif\r\n\r\n#if defined(USE_SHADO"
"WMAP)\r\nuniform samplerCube u_ShadowMap;\r\n#endif\r\n\r\nuniform vec3 "
" u_ViewOrigin;\r\n\r\n#if defined(USE_LIGHT_VECTOR)\r\nuniform vec3 u"
"_DirectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform vec4 u"
"_LightOrigin;\r\nuniform float u_LightRadius;\r\n#endif\r\n\r\n#if defi"
"ned(USE_SPECULARMAP)\r\nuniform float u_SpecularReflectance;\r\n#endif"
"\r\n\r\nuniform float u_DiffuseRoughness;\r\n\r\nvarying vec2 var_"
"DiffuseTex;\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_LightTex;"
"\r\n#endif\r\nvarying vec4 var_Color;\r\n\r\nvarying vec3 var_Pos"
"ition;\r\n\r\nvarying vec3 var_Normal;\r\n#if defined(USE_NORMALMAP)\r"
"\nvarying vec3 var_Tangent;\r\nvarying vec3 var_Bitangent;\r\n#el"
"if defined(USE_LIGHT_VECTOR)\r\nvarying vec3 var_VectLight;\r\n#endif"
"\r\n\r\nvarying vec3 var_WorldLight;\r\n\r\n#define EPSILON 0.00000001"
"\r\n\r\n#if defined(USE_PARALLAXMAP)\r\nfloat SampleHeight(sampler2D normal"
"Map, vec2 t)\r\n{\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\treturn texture2D"
"(normalMap, t).r;\r\n #else\r\n\treturn texture2D(normalMap, t).a;\r\n #e"
"ndif\r\n}\r\n\r\nfloat RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D "
"normalMap)\r\n{\r\n\tconst int linearSearchSteps = 16;\r\n\tconst int binar"
"ySearchSteps = 6;\r\n\r\n\tfloat depthStep = 1.0 / float(linearSearchSteps)"
";\r\n\r\n\t// current size of search window\r\n\tfloat size = depthStep;\r"
"\n\r\n\t// current depth position\r\n\tfloat depth = 0.0;\r\n\r\n\t// best "
"match found (starts with last position 1.0)\r\n\tfloat bestDepth = 1.0;\r\n"
"\r\n\t// search front to back for first point inside object\r\n\tfor(int i "
"= 0; i < linearSearchSteps - 1; ++i)\r\n\t{\r\n\t\tdepth += size;\r\n\t\t\r"
"\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n\t\tif"
"(bestDepth > 0.996)\t\t// if no depth found yet\r\n\t\t\tif(depth >= t)\r\n"
"\t\t\t\tbestDepth = depth;\t// store best depth\r\n\t}\r\n\r\n\tdepth = bes"
"tDepth;\r\n\t\r\n\t// recurse around first point (depth) for closest match"
"\r\n\tfor(int i = 0; i < binarySearchSteps; ++i)\r\n\t{\r\n\t\tsize *= 0.5;"
"\r\n\r\n\t\tfloat t = SampleHeight(normalMap, dp + ds * depth);\r\n\t\t\r\n"
"\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbestDepth = depth;\r\n\t\t\tdepth -= 2"
".0 * size;\r\n\t\t}\r\n\r\n\t\tdepth += size;\r\n\t}\r\n\r\n\treturn bestDe"
"pth;\r\n}\r\n#endif\r\n\r\nfloat CalcDiffuse(vec3 N, vec3 L, vec3 E, float "
"NE, float NL, float fzero, float roughness)\r\n{\r\n #if defined(USE_OREN_"
"NAYAR)\r\n\tfloat gamma = dot(E - N * NE, L - N * NL);\r\n\tfloat r_sq = ro"
"ughness * roughness;\r\n\r\n\tfloat A = 1.0 - 0.5 * (r_sq / (r_sq + 0.57));"
"\r\n\tfloat B = 0.45 * (r_sq / (r_sq + 0.09));\r\n\r\n\tfloat alpha = max(a"
"cos(NE), acos(NL));\r\n\tfloat beta = min(acos(NE), acos(NL));\r\n\r\n\tfl"
"oat C = sin(alpha) * tan(beta);\r\n\r\n\treturn A + B * clamp(gamma, 0.0, 1"
".0) * C;\r\n #else\r\n\treturn 1.0 - fzero;\r\n #endif\r\n}\r\n\r\n#if de"
"fined(USE_SPECULARMAP)\r\nfloat CalcSpecular(float NH, float NL, float NE, "
"float EH, float fzero, float shininess)\r\n{\r\n #if defined(USE_BLINN) ||"
" defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat blinn = po"
"w(NH, shininess);\r\n #endif\r\n\r\n #if defined(USE_BLINN)\r\n\treturn b"
"linn;\r\n #endif\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined (USE_T"
"RIACE) || defined (USE_TORRANCE_SPARROW)\r\n\tfloat fresnel = fzero + (1.0 "
"- fzero) * pow(1.0 - EH, 5);\r\n #endif\r\n\r\n #if defined(USE_COOK_TORR"
"ANCE) || defined(USE_TORRANCE_SPARROW)\r\n\tfloat geo = 2.0 * NH * min(NE, "
"NL);\r\n\tgeo /= max(EH, geo);\r\n #endif \r\n\r\n #if defined(USE_COOK_"
"TORRANCE)\r\n\tfloat m = sqrt(2.0 / shininess);\r\n\r\n\tfloat m_sq = m * m"
";\r\n\tfloat NH_sq = NH * NH;\r\n\tfloat beckmann = exp((NH_sq - 1.0) / max"
"(m_sq * NH_sq, EPSILON)) / max(4.0 * m_sq * NH_sq * NH_sq, EPSILON);\r\n\r"
"\n\treturn fresnel * geo * beckmann / max(NE, EPSILON);\r\n #endif\r\n\r\n"
" #if defined(USE_TRIACE)\r\n\tfloat scale = 0.1248582 * shininess + 0.2691"
"817;\r\n\r\n\treturn fresnel * scale * blinn / max(max(NL, NE), EPSILON);\r"
"\n #endif\r\n \r\n #if defined(USE_TORRANCE_SPARROW)\r\n\tfloat scale = "
"0.125 * shininess + 1.0;\r\n\r\n\treturn fresnel * geo * scale * blinn / ma"
"x(NE, EPSILON);\r\n #endif\r\n}\r\n#endif\r\n\r\nvoid main()\r\n{\r\n#if d"
"efined(USE_DELUXEMAP)\r\n\tvec3 worldLight = 2.0 * texture2D(u_DeluxeMap, v"
"ar_LightTex).xyz - vec3(1.0);\r\n\tworldLight += var_WorldLight * 0.0001;\r"
"\n#elif defined(USE_LIGHT) && (defined(USE_NORMALMAP) || defined(USE_SPECUL"
"ARMAP))\r\n\tvec3 worldLight = var_WorldLight;\r\n#endif\r\n\r\n#if defined"
"(USE_LIGHTMAP)\r\n\tvec4 lightSample = texture2D(u_LightMap, var_LightTex)."
"rgba;\r\n #if defined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *= exp2(lightSam"
"ple.a * 255.0 - 128.0);\r\n #endif\r\n\tvec3 directedLight = lightSample.r"
"gb;\r\n#elif defined(USE_LIGHT_VECTOR)\r\n #if !defined(USE_NORMALMAP) && "
"!defined(USE_SPECULARMAP)\r\n\tvec3 directedLight = var_VectLight;\r\n #el"
"se\r\n #if defined(USE_INVSQRLIGHT)\r\n\tfloat intensity = 1.0 / dot(wor"
"ldLight, worldLight);\r\n #else\r\n\tfloat intensity = clamp((1.0 - dot("
"worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0"
");\r\n #endif\r\n #if defined(USE_SHADOWMAP)\r\n \tvec3 dist3 = text"
"ureCube(u_ShadowMap, worldLight).rgb;\r\n\tfloat dist = dot(dist3, vec3(1.0"
" / (256.0 * 256.0), 1.0 / 256.0, 1.0)) * u_LightRadius;\r\n\r\n\tintensity "
"*= clamp(sign(dist - length(worldLight)), 0.0, 1.0);\r\n #endif\r\n\tvec"
"3 directedLight = u_DirectedLight * intensity;\r\n\tvec3 ambientLight = u_"
"AmbientLight;\r\n #endif\r\n#elif defined(USE_LIGHT_VERTEX)\r\n\tvec3 dire"
"ctedLight = var_Color.rgb;\r\n#endif\r\n\t\r\n#if defined(USE_NORMALMAP) ||"
" defined(USE_SPECULARMAP)\r\n\tvec3 SampleToView = normalize(u_ViewOrigin -"
" var_Position);\r\n#endif\r\n\tvec2 tex = var_DiffuseTex;\r\n\r\n\tfloat am"
"bientDiff = 1.0;\r\n\r\n#if defined(USE_NORMALMAP)\r\n\tmat3 tangentToWorld"
" = mat3(var_Tangent.xyz, var_Bitangent.xyz, var_Normal.xyz);\r\n\r\n #if d"
"efined(USE_PARALLAXMAP)\r\n\tvec3 offsetDir = normalize(SampleToView * tang"
"entToWorld);\r\n #if 0\r\n float height = SampleHeight(u_NormalMap, t"
"ex);\r\n\tfloat pdist = 0.05 * height - (0.05 / 2.0);\r\n #else\r\n\toff"
"setDir.xy *= 0.02 / offsetDir.z;\r\n\tfloat pdist = RayIntersectDisplaceMap"
"(tex, offsetDir.xy, u_NormalMap);\r\n #endif\t\r\n\ttex += offsetDir.xy "
"* pdist;\r\n #endif\r\n #if defined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal ="
" 2.0 * texture2D(u_NormalMap, tex).agb - 1.0;\r\n #else\r\n\tvec3 normal ="
" 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0;\r\n #endif\r\n\tnormal.z = s"
"qrt(clamp(1.0 - dot(normal.xy, normal.xy), 0.0, 1.0));\r\n\tvec3 worldNorma"
"l = tangentToWorld * normal;\r\n #if defined(r_normalAmbient)\r\n\tambient"
"Diff = 0.781341 * normal.z + 0.218659;\r\n #endif\r\n#else\r\n\tvec3 world"
"Normal = var_Normal;\r\n#endif\r\n\r\n\tvec4 diffuse = texture2D(u_DiffuseM"
"ap, tex);\r\n\r\n#if defined(USE_LIGHT) && !defined(USE_NORMALMAP) && !defi"
"ned(USE_SPECULARMAP)\r\n\tdiffuse.rgb *= directedLight;\r\n#elif defined(US"
"E_LIGHT)\r\n\tworldNormal = normalize(worldNormal);\r\n\tworldLight = norma"
"lize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP) || defined(USE_LIGHT_V"
"ERTEX)\r\n\tdirectedLight /= max(dot(normalize(var_Normal), worldLight), 0."
"004);\r\n\r\n #if defined(r_normalAmbient)\r\n\tvec3 ambientLight = dire"
"ctedLight * r_normalAmbient;\r\n\tdirectedLight -= ambientLight;\r\n #el"
"se\r\n\tvec3 ambientLight = vec3(0);\r\n #endif\r\n #endif\r\n\r\n\tflo"
"at NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);\r\n\tfloat NE = c"
"lamp(dot(worldNormal, SampleToView), 0.0, 1.0);\r\n #if defined(USE_SPECU"
"LARMAP)\r\n\tfloat fzero = u_SpecularReflectance;\r\n #else\r\n\tfloat fze"
"ro = 0.0;\r\n #endif\r\n\tfloat directedDiff = NL * CalcDiffuse(worldNorma"
"l, worldLight, SampleToView, NE, NL, fzero, u_DiffuseRoughness);\r\n\tdiffu"
"se.rgb *= directedLight * directedDiff + ambientDiff * ambientLight;\r\n "
"\r\n #if defined(USE_SPECULARMAP)\r\n\tvec4 specular = texture2D(u_Specula"
"rMap, tex);\r\n\t//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1."
"0);\r\n\tfloat shininess = specular.a * 255 + 1.0;\r\n\r\n\tvec3 halfAngle "
"= normalize(worldLight + SampleToView);\r\n\r\n\tfloat EH = clamp(dot(Sampl"
"eToView, halfAngle), 0.0, 1.0);\r\n\tfloat NH = clamp(dot(worldNormal, hal"
"fAngle), 0.0, 1.0);\r\n\r\n\tfloat directedSpec = NL * CalcSpecular(NH, NL,"
" NE, EH, fzero, shininess);\r\n \r\n #if defined(r_normalAmbient)\r\n\t"
"vec3 ambientHalf = normalize(var_Normal + SampleToView);\r\n\tfloat ambient"
"Spec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);\r\n\tambientSpec *= a"
"mbientSpec * 0.44;\r\n\tambientSpec = pow(ambientSpec, shininess) * fzero;"
"\r\n #if defined(USE_TRIACE)\r\n\tambientSpec *= 0.1248582 * shininess"
" + 0.2691817;\r\n #endif \r\n\tspecular.rgb *= directedSpec * direc"
"tedLight + ambientSpec * ambientLight;\r\n #else\r\n\tspecular.rgb *= di"
"rectedSpec * directedLight;\r\n #endif\r\n #endif\r\n#endif\r\n\r\n\tgl"
"_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECULARMAP) && defined(USE_LI"
"GHT)\r\n\tgl_FragColor.rgb += specular.rgb;\r\n#endif\r\n\r\n#if !defined(U"
"SE_LIGHT_VERTEX)\r\n\tgl_FragColor *= var_Color;\r\n#endif\r\n}\r\n";
"_DirectedLight;\r\nuniform vec3 u_AmbientLight;\r\nuniform float u"
"_LightRadius;\r\n#endif\r\n\r\n#if defined(USE_SPECULARMAP)\r\nuniform floa"
"t u_SpecularReflectance;\r\n#endif\r\n\r\n#if !defined(USE_FAST_LIGHT)"
"\r\nuniform float u_DiffuseRoughness;\r\n#endif\r\n\r\nvarying vec2 "
" var_DiffuseTex;\r\n#if defined(USE_LIGHTMAP)\r\nvarying vec2 var_Lig"
"htTex;\r\n#endif\r\nvarying vec4 var_Color;\r\n\r\nvarying vec3 v"
"ar_SampleToView;\r\n\r\nvarying vec3 var_Normal;\r\n#if defined(USE_NO"
"RMALMAP)\r\nvarying vec3 var_Tangent;\r\nvarying vec3 var_Bitange"
"nt;\r\n#endif\r\n\r\n#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGH"
"T)\r\nvarying vec3 var_VectLight;\r\n#endif\r\n\r\n#if defined(USE_LIG"
"HT) && !defined(USE_DELUXEMAP)\r\nvarying vec3 var_WorldLight;\r\n#end"
"if\r\n\r\n#define EPSILON 0.00000001\r\n\r\n#if defined(USE_PARALLAXMAP)\r"
"\nfloat SampleHeight(sampler2D normalMap, vec2 t)\r\n{\r\n #if defined(SWI"
"ZZLE_NORMALMAP)\r\n\treturn texture2D(normalMap, t).r;\r\n #else\r\n\tretu"
"rn texture2D(normalMap, t).a;\r\n #endif\r\n}\r\n\r\nfloat RayIntersectDis"
"placeMap(vec2 dp, vec2 ds, sampler2D normalMap)\r\n{\r\n\tconst int linearS"
"earchSteps = 16;\r\n\tconst int binarySearchSteps = 6;\r\n\r\n\tfloat depth"
"Step = 1.0 / float(linearSearchSteps);\r\n\r\n\t// current size of search w"
"indow\r\n\tfloat size = depthStep;\r\n\r\n\t// current depth position\r\n\t"
"float depth = 0.0;\r\n\r\n\t// best match found (starts with last position "
"1.0)\r\n\tfloat bestDepth = 1.0;\r\n\r\n\t// search front to back for first"
" point inside object\r\n\tfor(int i = 0; i < linearSearchSteps - 1; ++i)\r"
"\n\t{\r\n\t\tdepth += size;\r\n\t\t\r\n\t\tfloat t = SampleHeight(normalMap"
", dp + ds * depth);\r\n\t\t\r\n\t\tif(bestDepth > 0.996)\t\t// if no depth "
"found yet\r\n\t\t\tif(depth >= t)\r\n\t\t\t\tbestDepth = depth;\t// store b"
"est depth\r\n\t}\r\n\r\n\tdepth = bestDepth;\r\n\t\r\n\t// recurse around f"
"irst point (depth) for closest match\r\n\tfor(int i = 0; i < binarySearchSt"
"eps; ++i)\r\n\t{\r\n\t\tsize *= 0.5;\r\n\r\n\t\tfloat t = SampleHeight(norm"
"alMap, dp + ds * depth);\r\n\t\t\r\n\t\tif(depth >= t)\r\n\t\t{\r\n\t\t\tbe"
"stDepth = depth;\r\n\t\t\tdepth -= 2.0 * size;\r\n\t\t}\r\n\r\n\t\tdepth +="
" size;\r\n\t}\r\n\r\n\treturn bestDepth;\r\n}\r\n#endif\r\n\r\nfloat CalcDi"
"ffuse(vec3 N, vec3 L, vec3 E, float NE, float NL, float fzero, float roughn"
"ess)\r\n{\r\n #if defined(USE_OREN_NAYAR)\r\n\tfloat gamma = dot(E - N * N"
"E, L - N * NL);\r\n\tfloat r_sq = roughness * roughness;\r\n\r\n\tfloat A ="
" 1.0 - 0.5 * (r_sq / (r_sq + 0.57));\r\n\tfloat B = 0.45 * (r_sq / (r_sq + "
"0.09));\r\n\r\n\tfloat alpha = max(acos(NE), acos(NL));\r\n\tfloat beta = "
"min(acos(NE), acos(NL));\r\n\r\n\tfloat C = sin(alpha) * tan(beta);\r\n\r\n"
"\treturn A + B * clamp(gamma, 0.0, 1.0) * C;\r\n #else\r\n\treturn 1.0 - f"
"zero;\r\n #endif\r\n}\r\n\r\n#if defined(USE_SPECULARMAP)\r\nfloat CalcSpe"
"cular(float NH, float NL, float NE, float EH, float fzero, float shininess)"
"\r\n{\r\n #if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TOR"
"RANCE_SPARROW)\r\n\tfloat blinn = pow(NH, shininess);\r\n #endif\r\n\r\n "
"#if defined(USE_BLINN)\r\n\treturn blinn;\r\n #endif\r\n\r\n #if defined("
"USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW"
")\r\n\tfloat fresnel = fzero + (1.0 - fzero) * pow(1.0 - EH, 5);\r\n #endi"
"f\r\n\r\n #if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW)"
"\r\n\tfloat geo = 2.0 * NH * min(NE, NL);\r\n\tgeo /= max(EH, geo);\r\n #e"
"ndif \r\n\r\n #if defined(USE_COOK_TORRANCE)\r\n\tfloat m = sqrt(2.0 / sh"
"ininess);\r\n\r\n\tfloat m_sq = m * m;\r\n\tfloat NH_sq = NH * NH;\r\n\tflo"
"at beckmann = exp((NH_sq - 1.0) / max(m_sq * NH_sq, EPSILON)) / max(4.0 * m"
"_sq * NH_sq * NH_sq, EPSILON);\r\n\r\n\treturn fresnel * geo * beckmann / m"
"ax(NE, EPSILON);\r\n #endif\r\n\r\n #if defined(USE_TRIACE)\r\n\tfloat sc"
"ale = 0.1248582 * shininess + 0.2691817;\r\n\r\n\treturn fresnel * scale * "
"blinn / max(max(NL, NE), EPSILON);\r\n #endif\r\n \r\n #if defined(USE_T"
"ORRANCE_SPARROW)\r\n\tfloat scale = 0.125 * shininess + 1.0;\r\n\r\n\tretur"
"n fresnel * geo * scale * blinn / max(NE, EPSILON);\r\n #endif\r\n}\r\n#en"
"dif\r\n\r\nvoid main()\r\n{\r\n#if defined(USE_DELUXEMAP)\r\n\tvec3 worldLi"
"ght = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);\r\n\t//wo"
"rldLight += var_WorldLight * 0.0001;\r\n#elif defined(USE_LIGHT)\r\n\tvec3 "
"worldLight = var_WorldLight;\r\n#endif\r\n\r\n#if defined(USE_LIGHTMAP)\r\n"
"\tvec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;\r\n #if def"
"ined(RGBE_LIGHTMAP)\r\n\tlightSample.rgb *= exp2(lightSample.a * 255.0 - 12"
"8.0);\r\n #endif\r\n\tvec3 directedLight = lightSample.rgb;\r\n#elif defin"
"ed(USE_LIGHT_VECTOR)\r\n #if defined(USE_FAST_LIGHT)\r\n\tvec3 directedLig"
"ht = var_VectLight;\r\n #else\r\n #if defined(USE_INVSQRLIGHT)\r\n\tflo"
"at intensity = 1.0 / dot(worldLight, worldLight);\r\n #else\r\n\tfloat i"
"ntensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_Li"
"ghtRadius)) * 1.07, 0.0, 1.0);\r\n #endif\r\n #if defined(USE_SHADOWM"
"AP)\r\n \tvec3 dist3 = textureCube(u_ShadowMap, worldLight).rgb;\r\n\tfloa"
"t dist = dot(dist3, vec3(1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0)) * u_Ligh"
"tRadius;\r\n\r\n\tintensity *= clamp(sign(dist - length(worldLight)), 0.0, "
"1.0);\r\n #endif\r\n\tvec3 directedLight = u_DirectedLight * intensity;"
"\r\n\tvec3 ambientLight = u_AmbientLight;\r\n #endif\r\n#elif defined(USE"
"_LIGHT_VERTEX)\r\n\tvec3 directedLight = var_Color.rgb;\r\n#endif\r\n\t\r\n"
"#if defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT"
")\r\n\tvec3 SampleToView = normalize(var_SampleToView);\r\n#endif\r\n\tvec2"
" tex = var_DiffuseTex;\r\n\r\n\tfloat ambientDiff = 1.0;\r\n\r\n#if defined"
"(USE_NORMALMAP)\r\n\tmat3 tangentToWorld = mat3(var_Tangent.xyz, var_Bitang"
"ent.xyz, var_Normal.xyz);\r\n\r\n #if defined(USE_PARALLAXMAP)\r\n\tvec3 o"
"ffsetDir = normalize(SampleToView * tangentToWorld);\r\n #if 0\r\n fl"
"oat height = SampleHeight(u_NormalMap, tex);\r\n\tfloat pdist = 0.05 * heig"
"ht - (0.05 / 2.0);\r\n #else\r\n\toffsetDir.xy *= 0.02 / offsetDir.z;\r"
"\n\tfloat pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);"
"\r\n #endif\t\r\n\ttex += offsetDir.xy * pdist;\r\n #endif\r\n #if def"
"ined(SWIZZLE_NORMALMAP)\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex"
").agb - 1.0;\r\n #else\r\n\tvec3 normal = 2.0 * texture2D(u_NormalMap, tex"
").rgb - 1.0;\r\n #endif\r\n\tnormal.z = sqrt(clamp(1.0 - dot(normal.xy, no"
"rmal.xy), 0.0, 1.0));\r\n\tvec3 worldNormal = tangentToWorld * normal;\r\n "
" #if defined(r_normalAmbient)\r\n\tambientDiff = 0.781341 * normal.z + 0.21"
"8659;\r\n #endif\r\n#else\r\n\tvec3 worldNormal = var_Normal;\r\n#endif\r"
"\n\r\n\tvec4 diffuse = texture2D(u_DiffuseMap, tex);\r\n\r\n#if defined(USE"
"_LIGHT) && defined(USE_FAST_LIGHT)\r\n\tdiffuse.rgb *= directedLight;\r\n#e"
"lif defined(USE_LIGHT)\r\n\tworldNormal = normalize(worldNormal);\r\n\tworl"
"dLight = normalize(worldLight);\r\n\r\n #if defined(USE_LIGHTMAP) || defin"
"ed(USE_LIGHT_VERTEX)\r\n\tdirectedLight /= max(dot(normalize(var_Normal), w"
"orldLight), 0.004);\r\n\r\n #if defined(r_normalAmbient)\r\n\tvec3 ambie"
"ntLight = directedLight * r_normalAmbient;\r\n\tdirectedLight -= ambientLig"
"ht;\r\n #else\r\n\tvec3 ambientLight = vec3(0);\r\n #endif\r\n #endi"
"f\r\n\r\n\tfloat NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);\r\n"
"\tfloat NE = clamp(dot(worldNormal, SampleToView), 0.0, 1.0);\r\n #if def"
"ined(USE_SPECULARMAP)\r\n\tfloat fzero = u_SpecularReflectance;\r\n #else"
"\r\n\tfloat fzero = 0.0;\r\n #endif\r\n\tfloat directedDiff = NL * CalcDif"
"fuse(worldNormal, worldLight, SampleToView, NE, NL, fzero, u_DiffuseRoughne"
"ss);\r\n\tdiffuse.rgb *= directedLight * directedDiff + ambientDiff * ambie"
"ntLight;\r\n \r\n #if defined(USE_SPECULARMAP)\r\n\tvec4 specular = textu"
"re2D(u_SpecularMap, tex);\r\n\t//specular.rgb = clamp(specular.rgb - diffus"
"e.rgb, 0.0, 1.0);\r\n\tfloat shininess = specular.a * 255 + 1.0;\r\n\r\n\tv"
"ec3 halfAngle = normalize(worldLight + SampleToView);\r\n\r\n\tfloat EH = c"
"lamp(dot(SampleToView, halfAngle), 0.0, 1.0);\r\n\tfloat NH = clamp(dot(wor"
"ldNormal, halfAngle), 0.0, 1.0);\r\n\r\n\tfloat directedSpec = NL * CalcSp"
"ecular(NH, NL, NE, EH, fzero, shininess);\r\n \r\n #if defined(r_normal"
"Ambient)\r\n\tvec3 ambientHalf = normalize(var_Normal + SampleToView);\r\n"
"\tfloat ambientSpec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);\r\n\ta"
"mbientSpec *= ambientSpec * 0.44;\r\n\tambientSpec = pow(ambientSpec, shini"
"ness) * fzero;\r\n #if defined(USE_TRIACE)\r\n\tambientSpec *= 0.12485"
"82 * shininess + 0.2691817;\r\n #endif \r\n\tspecular.rgb *= direct"
"edSpec * directedLight + ambientSpec * ambientLight;\r\n #else\r\n\tspec"
"ular.rgb *= directedSpec * directedLight;\r\n #endif\r\n #endif\r\n#end"
"if\r\n\r\n\tgl_FragColor = diffuse;\r\n\r\n#if defined(USE_SPECULARMAP) && "
"defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)\r\n\tgl_FragColor.rgb += spe"
"cular.rgb;\r\n#endif\r\n\r\n#if !defined(USE_LIGHT_VERTEX)\r\n\tgl_FragColo"
"r *= var_Color;\r\n#endif\r\n}\r\n";
static const char *fallbackShadowfillShader_vp =
"attribute vec4 attr_Position;\r\nattribute vec3 attr_Normal;\r\nattribute"
@ -623,23 +636,23 @@ static const char *fallbackToneMapShader_fp =
"iform vec4 u_Color;\r\n\r\nuniform vec2 u_InvTexRes;\r\nuniform v"
"ec2 u_AutoExposureMinMax;\r\n\r\nvarying vec2 var_TexCoords;\r\n"
"\r\nconst vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0"
".299, 0.587, 0.114);\r\n\r\nfloat FilmicTonemap(float x)\r\n{\r\n\tfloat sh"
"oulderStrength = 0.22;\r\n\tfloat linearStrength = 0.30;\r\n\tfloat linearA"
"ngle = 0.10;\r\n\tfloat toeStrength = 0.20;\r\n\tfloat toeAngleNumerator = "
"0.01;\r\n\tfloat toeAngleDenominator = 0.30;\r\n float toeAngle = toeAng"
"leNumerator / toeAngleDenominator;\r\n\t\r\n\treturn ((x*(shoulderStrength*"
"x+linearAngle*linearStrength)+toeStrength*toeAngleNumerator)/\r\n\t(x*(shou"
"lderStrength*x+linearStrength)+toeStrength*toeAngleDenominator)) - toeAngle"
";\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec4 color = texture2D(u_TextureMap, va"
"r_TexCoords) * u_Color;\r\n\tvec3 minAvgMax = texture2D(u_LevelsMap, var_Te"
"xCoords).rgb;\r\n\tvec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u"
"_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);\r\n\t\t\r\n\tfloat avgLum "
"= exp2(logMinAvgMaxLum.y) ;\r\n\tfloat maxLum = exp2(logMinAvgMaxLum.z);\r"
"\n\r\n\tfloat fWhite = 1.0 / FilmicTonemap(avgLum * 2);\r\n\tcolor.r = Film"
"icTonemap(color.r) * fWhite;\r\n\tcolor.g = FilmicTonemap(color.g) * fWhite"
";\r\n\tcolor.b = FilmicTonemap(color.b) * fWhite;\r\n\t\r\n#if defined(r_ob"
"bcorrect)\r\n\tcolor.rgb /= r_obbcorrect;\r\n#endif\r\n\t\r\n\tgl_FragColor"
" = color;\r\n}\r\n";
".299, 0.587, 0.114);\r\n\r\nvec3 FilmicTonemap(vec3 x)\r\n{\r\n\tconst floa"
"t SS = 0.22; // Shoulder Strength\r\n\tconst float LS = 0.30; // Linear S"
"trength\r\n\tconst float LA = 0.10; // Linear Angle\r\n\tconst float TS ="
" 0.20; // Toe Strength\r\n\tconst float TAN = 0.01; // Toe Angle Numerator"
"\r\n\tconst float TAD = 0.30; // Toe Angle Denominator\r\n\t\r\n\tvec3 SSxx"
" = SS * x * x;\r\n\tvec3 LSx = LS * x;\r\n\tvec3 LALSx = LSx * LA;\r\n\t\r"
"\n\treturn ((SSxx + LALSx + TS * TAN) / (SSxx + LSx + TS * TAD)) - TAN / TA"
"D;\r\n\r\n\t//return ((x*(SS*x+LA*LS)+TS*TAN)/(x*(SS*x+LS)+TS*TAD)) - TAN/T"
"AD;\r\n\r\n}\r\n\r\nvoid main()\r\n{\r\n\tvec4 color = texture2D(u_TextureM"
"ap, var_TexCoords) * u_Color;\r\n\tvec3 minAvgMax = texture2D(u_LevelsMap, "
"var_TexCoords).rgb;\r\n\tvec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10"
".0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);\r\n\t\t\r\n\tfloat a"
"vgLum = exp2(logMinAvgMaxLum.y);\r\n\t//float maxLum = exp2(logMinAvgMaxLum"
".z);\r\n\t\r\n\tcolor.rgb /= avgLum;\r\n\r\n\tvec3 fWhite = 1.0 / FilmicTon"
"emap(vec3(2.0));\r\n\tcolor.rgb = FilmicTonemap(color.rgb) * fWhite;\r\n\t"
"\r\n#if defined(r_obbcorrect)\r\n\tcolor.rgb /= r_obbcorrect;\r\n#endif\r\n"
"\t\r\n\tgl_FragColor = color;\r\n}\r\n";
static const char *fallbackCalcLevels4xShader_vp =
"attribute vec4 attr_Position;\r\nattribute vec4 attr_TexCoord0;\r\n\r\nunif"
@ -658,20 +671,21 @@ static const char *fallbackCalcLevels4xShader_fp =
"clamp(log2(lumi), -10.0, 10.0);\r\n\tminAvgMax = vec3(loglumi * 0.05 + 0.5)"
";\r\n#endif\r\n\r\n\treturn vec3(min(current.x, minAvgMax.x), current.y + m"
"inAvgMax.y, max(current.z, minAvgMax.z));\r\n}\r\n\r\nvoid main()\r\n{\r\n"
"\tvec3 current = vec3(1.0, 0.0, 0.0);\r\n\r\n\tcurrent = GetValues(vec2(-1."
"5, -1.5), current);\r\n\tcurrent = GetValues(vec2(-0.5, -1.5), current);\r"
"\n\tcurrent = GetValues(vec2( 0.5, -1.5), current);\r\n\tcurrent = GetValue"
"s(vec2( 1.5, -1.5), current);\r\n\t\r\n\tcurrent = GetValues(vec2(-1.5, -0."
"5), current);\r\n\tcurrent = GetValues(vec2(-0.5, -0.5), current);\r\n\tcur"
"rent = GetValues(vec2( 0.5, -0.5), current);\r\n\tcurrent = GetValues(vec2("
" 1.5, -0.5), current);\r\n\t\r\n\tcurrent = GetValues(vec2(-1.5, 0.5), cur"
"rent);\r\n\tcurrent = GetValues(vec2(-0.5, 0.5), current);\r\n\tcurrent = "
"GetValues(vec2( 0.5, 0.5), current);\r\n\tcurrent = GetValues(vec2( 1.5, "
"0.5), current);\r\n\r\n\tcurrent = GetValues(vec2(-1.5, 1.5), current);\r"
"\n\tcurrent = GetValues(vec2(-0.5, 1.5), current);\r\n\tcurrent = GetValue"
"s(vec2( 0.5, 1.5), current);\r\n\tcurrent = GetValues(vec2( 1.5, 1.5), cu"
"rrent);\r\n\r\n\tcurrent.y *= 0.0625;\r\n\r\n\tgl_FragColor = vec4(current,"
" 1.0f);\r\n}\r\n";
"\tvec3 current = vec3(1.0, 0.0, 0.0);\r\n\r\n#ifdef FIRST_PASS\r\n\tcurrent"
" = GetValues(vec2( 0.0, 0.0), current);\r\n#else\r\n\tcurrent = GetValues("
"vec2(-1.5, -1.5), current);\r\n\tcurrent = GetValues(vec2(-0.5, -1.5), curr"
"ent);\r\n\tcurrent = GetValues(vec2( 0.5, -1.5), current);\r\n\tcurrent = G"
"etValues(vec2( 1.5, -1.5), current);\r\n\t\r\n\tcurrent = GetValues(vec2(-1"
".5, -0.5), current);\r\n\tcurrent = GetValues(vec2(-0.5, -0.5), current);\r"
"\n\tcurrent = GetValues(vec2( 0.5, -0.5), current);\r\n\tcurrent = GetValue"
"s(vec2( 1.5, -0.5), current);\r\n\t\r\n\tcurrent = GetValues(vec2(-1.5, 0."
"5), current);\r\n\tcurrent = GetValues(vec2(-0.5, 0.5), current);\r\n\tcur"
"rent = GetValues(vec2( 0.5, 0.5), current);\r\n\tcurrent = GetValues(vec2("
" 1.5, 0.5), current);\r\n\r\n\tcurrent = GetValues(vec2(-1.5, 1.5), curre"
"nt);\r\n\tcurrent = GetValues(vec2(-0.5, 1.5), current);\r\n\tcurrent = Ge"
"tValues(vec2( 0.5, 1.5), current);\r\n\tcurrent = GetValues(vec2( 1.5, 1."
"5), current);\r\n\r\n\tcurrent.y *= 0.0625;\r\n#endif\r\n\r\n\tgl_FragColor"
" = vec4(current, 1.0f);\r\n}\r\n";
@ -1746,6 +1760,9 @@ void GLSL_InitGPUShaders(void)
{
Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
if (r_normalMapping->integer == 0 && r_specularMapping->integer == 0)
Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
switch (i & LIGHTDEF_LIGHTTYPE_MASK)
{
case LIGHTDEF_USE_LIGHTMAP:

View File

@ -2825,8 +2825,9 @@ void R_CreateBuiltinImages( void ) {
p = data;
}
tr.calcLevelsImage = R_CreateImage("*calcLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.fixedLevelsImage = R_CreateImage("*fixedLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.calcLevelsImage = R_CreateImage("*calcLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.targetLevelsImage = R_CreateImage("*targetLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.fixedLevelsImage = R_CreateImage("*fixedLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
}
for (x = 0; x < 2; x++)

View File

@ -1739,6 +1739,7 @@ typedef struct {
image_t *screenScratchImage;
image_t *quarterImage[2];
image_t *calcLevelsImage;
image_t *targetLevelsImage;
image_t *fixedLevelsImage;
image_t *textureDepthImage;
@ -1752,6 +1753,7 @@ typedef struct {
FBO_t *screenScratchFbo;
FBO_t *quarterFbo[2];
FBO_t *calcLevelsFbo;
FBO_t *targetLevelsFbo;
shader_t *defaultShader;
shader_t *shadowShader;

View File

@ -26,43 +26,49 @@ void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
{
vec4i_t srcBox, dstBox;
vec4_t color;
vec4_t white;
vec2_t texScale;
static int lastFrameCount = 0;
texScale[0] =
texScale[1] = 1.0f;
VectorSet4(white, 1, 1, 1, 1);
if (glRefConfig.framebufferObject && autoExposure)
if (autoExposure)
{
// determine average log luminance
int size = 256, currentScratch, nextScratch, tmp;
VectorSet4(srcBox, 0, 0, hdrFbo->width, hdrFbo->height);
VectorSet4(dstBox, 0, 0, 256, 256);
FBO_Blit(hdrFbo, srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.calclevels4xShader[0], white, 0);
currentScratch = 0;
nextScratch = 1;
// downscale to 1x1 texture
while (size > 1)
if (lastFrameCount == 0 || tr.frameCount < lastFrameCount || tr.frameCount - lastFrameCount > 5)
{
VectorSet4(srcBox, 0, 0, size, size);
size >>= 2;
VectorSet4(dstBox, 0, 0, size, size);
FBO_Blit(tr.textureScratchFbo[currentScratch], srcBox, texScale, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], white, 0);
// determine average log luminance
FBO_t *srcFbo, *dstFbo, *tmp;
int size = 256;
tmp = currentScratch;
currentScratch = nextScratch;
nextScratch = tmp;
lastFrameCount = tr.frameCount;
VectorSet4(dstBox, 0, 0, size, size);
srcFbo = hdrFbo;
dstFbo = tr.textureScratchFbo[0];
FBO_Blit(srcFbo, NULL, NULL, dstFbo, dstBox, &tr.calclevels4xShader[0], NULL, 0);
srcFbo = tr.textureScratchFbo[0];
dstFbo = tr.textureScratchFbo[1];
// downscale to 1x1 texture
while (size > 1)
{
VectorSet4(srcBox, 0, 0, size, size);
//size >>= 2;
size >>= 1;
VectorSet4(dstBox, 0, 0, size, size);
if (size == 1)
dstFbo = tr.targetLevelsFbo;
//FBO_Blit(targetFbo, srcBox, NULL, tr.textureScratchFbo[nextScratch], dstBox, &tr.calclevels4xShader[1], NULL, 0);
FBO_FastBlit(srcFbo, srcBox, dstFbo, dstBox, GL_COLOR_BUFFER_BIT, GL_LINEAR);
tmp = srcFbo;
srcFbo = dstFbo;
dstFbo = tmp;
}
}
// blend with old log luminance for gradual change
VectorSet4(srcBox, 0, 0, 0, 0);
VectorSet4(dstBox, 0, 0, 1, 1);
color[0] =
color[1] =
@ -72,27 +78,21 @@ void RB_ToneMap(FBO_t *hdrFbo, int autoExposure)
else
color[3] = 0.1f;
FBO_Blit(tr.textureScratchFbo[currentScratch], srcBox, texScale, tr.calcLevelsFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
FBO_Blit(tr.targetLevelsFbo, srcBox, NULL, tr.calcLevelsFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
if (glRefConfig.framebufferObject)
{
// tonemap
VectorSet4(srcBox, 0, 0, hdrFbo->width, hdrFbo->height);
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
// tonemap
color[0] =
color[1] =
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
color[0] =
color[1] =
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
color[3] = 1.0f;
if (autoExposure)
GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP);
else
GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
if (autoExposure)
GL_BindToTMU(tr.calcLevelsImage, TB_LEVELSMAP);
else
GL_BindToTMU(tr.fixedLevelsImage, TB_LEVELSMAP);
FBO_Blit(hdrFbo, srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.tonemapShader, color, 0);
}
FBO_Blit(hdrFbo, NULL, NULL, tr.screenScratchFbo, NULL, &tr.tonemapShader, color, 0);
}
@ -100,13 +100,6 @@ void RB_BokehBlur(float blur)
{
vec4i_t srcBox, dstBox;
vec4_t color;
vec4_t white;
vec2_t texScale;
texScale[0] =
texScale[1] = 1.0f;
VectorSet4(white, 1, 1, 1, 1);
blur *= 10.0f;
@ -119,58 +112,40 @@ void RB_BokehBlur(float blur)
if (blur > 0.0f)
{
// create a quarter texture
VectorSet4(srcBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
VectorSet4(dstBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
FBO_Blit(tr.screenScratchFbo, srcBox, texScale, tr.quarterFbo[0], dstBox, &tr.textureColorShader, white, 0);
FBO_Blit(tr.screenScratchFbo, NULL, NULL, tr.quarterFbo[0], NULL, NULL, NULL, 0);
}
#ifndef HQ_BLUR
if (blur > 1.0f)
{
// create a 1/16th texture
VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.textureScratchFbo[0], dstBox, &tr.textureColorShader, white, 0);
FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.textureScratchFbo[0], NULL, NULL, NULL, 0);
}
#endif
if (blur > 0.0f && blur <= 1.0f)
{
// Crossfade original with quarter texture
VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
VectorSet4(color, 1, 1, 1, blur);
FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
#ifndef HQ_BLUR
// ok blur, but can see some pixelization
else if (blur > 1.0f && blur <= 2.0f)
{
// crossfade quarter texture with 1/16th texture
VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
FBO_Blit(tr.quarterFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, white, 0);
VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
FBO_Blit(tr.quarterFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, NULL, 0);
VectorSet4(color, 1, 1, 1, blur - 1.0f);
FBO_Blit(tr.textureScratchFbo[0], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
FBO_Blit(tr.textureScratchFbo[0], NULL, NULL, tr.screenScratchFbo, NULL, NULL, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
else if (blur > 2.0f)
{
// blur 1/16th texture then replace
int i;
VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[0]->width, tr.textureScratchFbo[0]->height);
VectorSet4(dstBox, 0, 0, tr.textureScratchFbo[1]->width, tr.textureScratchFbo[1]->height);
for (i = 0; i < 2; i++)
{
vec2_t blurTexScale;
@ -187,15 +162,12 @@ void RB_BokehBlur(float blur)
color[3] = 1.0f;
if (i != 0)
FBO_Blit(tr.textureScratchFbo[0], srcBox, blurTexScale, tr.textureScratchFbo[1], dstBox, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
else
FBO_Blit(tr.textureScratchFbo[0], srcBox, blurTexScale, tr.textureScratchFbo[1], dstBox, &tr.bokehShader, color, 0);
FBO_Blit(tr.textureScratchFbo[0], NULL, blurTexScale, tr.textureScratchFbo[1], NULL, &tr.bokehShader, color, 0);
}
VectorSet4(srcBox, 0, 0, tr.textureScratchFbo[1]->width, tr.textureScratchFbo[1]->height);
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
FBO_Blit(tr.textureScratchFbo[1], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, white, 0);
FBO_Blit(tr.textureScratchFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
}
#else // higher quality blur, but slower
else if (blur > 1.0f)
@ -203,9 +175,6 @@ void RB_BokehBlur(float blur)
// blur quarter texture then replace
int i;
VectorSet4(srcBox, 0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
VectorSet4(dstBox, 0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
src = tr.quarterFbo[0];
dst = tr.quarterFbo[1];
@ -229,13 +198,10 @@ void RB_BokehBlur(float blur)
else
color[3] = 0.5f;
FBO_Blit(tr.quarterFbo[0], srcBox, blurTexScale, tr.quarterFbo[1], dstBox, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
FBO_Blit(tr.quarterFbo[0], NULL, blurTexScale, tr.quarterFbo[1], NULL, &tr.bokehShader, color, GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
VectorSet4(srcBox, 0, 0, 512, 512);
VectorSet4(dstBox, 0, 0, tr.screenScratchFbo->width, tr.screenScratchFbo->height);
FBO_Blit(tr.quarterFbo[1], srcBox, texScale, tr.screenScratchFbo, dstBox, &tr.textureColorShader, white, 0);
FBO_Blit(tr.quarterFbo[1], NULL, NULL, tr.screenScratchFbo, NULL, &tr.textureColorShader, NULL, 0);
}
#endif
}
@ -354,7 +320,7 @@ void RB_GodRays(void)
hpos[3] = 0.5f / hpos[3];
pos[0] = 0.5f + hpos[0] * hpos[3];
pos[1] = 0.5f + hpos[1] * hpos[3];
pos[1] = 0.5f - hpos[1] * hpos[3];
// viewport dimensions
w = glConfig.vidWidth;