mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-23 04:12:39 +00:00
Merge branch 'master' into sdl2
This commit is contained in:
commit
76e49b668e
31 changed files with 1353 additions and 568 deletions
|
@ -36,12 +36,12 @@ void CG_TargetCommand_f( void ) {
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|||
char test[4];
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||||
|
||||
targetNum = CG_CrosshairPlayer();
|
||||
if (!targetNum ) {
|
||||
if ( targetNum == -1 ) {
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||||
return;
|
||||
}
|
||||
|
||||
trap_Argv( 1, test, 4 );
|
||||
trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
|
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trap_SendClientCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
|
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}
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|
||||
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||||
|
|
|
@ -185,7 +185,7 @@ static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci )
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text_p = prev; // unget the token
|
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break;
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}
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||||
Com_Printf( "unknown token '%s' is %s\n", token, filename );
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Com_Printf( "unknown token '%s' in %s\n", token, filename );
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}
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// read information for each frame
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||||
|
|
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@ -580,6 +580,7 @@ static void G_AddBot( const char *name, float skill, const char *team, int delay
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botinfo = G_GetBotInfoByName( name );
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if ( !botinfo ) {
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G_Printf( S_COLOR_RED "Error: Bot '%s' not defined\n", name );
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trap_BotFreeClient( clientNum );
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return;
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}
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@ -651,6 +652,7 @@ static void G_AddBot( const char *name, float skill, const char *team, int delay
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s = Info_ValueForKey(botinfo, "aifile");
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if (!*s ) {
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trap_Print( S_COLOR_RED "Error: bot has no aifile specified\n" );
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trap_BotFreeClient( clientNum );
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return;
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}
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Info_SetValueForKey( userinfo, "characterfile", s );
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|
|
|
@ -1001,7 +1001,7 @@ static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animat
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break;
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}
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Com_Printf( "unknown token '%s' is %s\n", token, filename );
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Com_Printf( "unknown token '%s' in %s\n", token, filename );
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}
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// read information for each frame
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|
|
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@ -721,6 +721,11 @@ extern void (APIENTRY * qglDrawBuffersARB)(GLsizei n, const GLenum *bufs);
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#define GL_DEPTH_CLAMP 0x864F
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#endif
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#ifndef GL_ARB_seamless_cube_map
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#define GL_ARB_seamless_cube_map
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#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
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#endif
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#if defined(WIN32)
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// WGL_ARB_create_context
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#ifndef WGL_ARB_create_context
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|
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@ -1602,6 +1602,11 @@ qhandle_t RE_RegisterSkin( const char *name ) {
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// parse the shader name
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token = CommaParse( &text_p );
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if ( skin->numSurfaces >= MD3_MAX_SURFACES ) {
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ri.Printf( PRINT_WARNING, "WARNING: Ignoring surfaces in '%s', the max is %d surfaces!\n", name, MD3_MAX_SURFACES );
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break;
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}
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surf = skin->surfaces[ skin->numSurfaces ] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
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Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
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surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
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|
|
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@ -20,8 +20,8 @@ void main()
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vec4 color = texture2D(u_DiffuseMap, var_DiffuseTex);
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#if defined(USE_LIGHTMAP)
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vec4 color2 = texture2D(u_LightMap, var_LightTex);
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#if defined(RGBE_LIGHTMAP)
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color2.rgb *= exp2(color2.a * 255.0 - 128.0);
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#if defined(RGBM_LIGHTMAP)
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color2.rgb *= 32.0 * color2.a;
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color2.a = 1.0;
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#endif
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|
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|
|
|
@ -20,14 +20,11 @@ uniform sampler2D u_SpecularMap;
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uniform sampler2D u_ShadowMap;
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#endif
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uniform vec3 u_ViewOrigin;
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#if defined(USE_TCGEN)
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uniform int u_TCGen0;
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#if defined(USE_CUBEMAP)
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uniform samplerCube u_CubeMap;
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#endif
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|
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#if defined(USE_LIGHT_VECTOR)
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uniform vec4 u_LightOrigin;
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uniform vec3 u_DirectedLight;
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uniform vec3 u_AmbientLight;
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uniform float u_LightRadius;
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|
@ -39,7 +36,6 @@ uniform vec3 u_PrimaryLightAmbient;
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uniform float u_PrimaryLightRadius;
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#endif
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#if defined(USE_LIGHT)
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uniform vec2 u_MaterialInfo;
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#endif
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|
@ -50,43 +46,35 @@ varying vec2 var_LightTex;
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#endif
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varying vec4 var_Color;
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#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Position;
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#endif
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|
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
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varying vec3 var_SampleToView;
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#endif
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|
||||
#if !defined(USE_FAST_LIGHT)
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#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
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varying vec3 var_ViewDir;
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varying vec3 var_Normal;
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#endif
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||||
|
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#if defined(USE_VERT_TANGENT_SPACE)
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varying vec3 var_Tangent;
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varying vec3 var_Bitangent;
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#endif
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|
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varying vec3 var_VertLight;
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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varying vec3 var_lightColor;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
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varying vec3 var_LightDirection;
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varying vec4 var_LightDir;
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#endif
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|
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#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
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varying vec3 var_PrimaryLightDirection;
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varying vec3 var_PrimaryLightDir;
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#endif
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|
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|
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#define EPSILON 0.00000001
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|
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#if defined(USE_PARALLAXMAP)
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float SampleHeight(sampler2D normalMap, vec2 t)
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float SampleDepth(sampler2D normalMap, vec2 t)
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{
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#if defined(SWIZZLE_NORMALMAP)
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return texture2D(normalMap, t).r;
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return 1.0 - texture2D(normalMap, t).r;
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#else
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return texture2D(normalMap, t).a;
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return 1.0 - texture2D(normalMap, t).a;
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#endif
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}
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@ -95,10 +83,8 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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const int linearSearchSteps = 16;
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const int binarySearchSteps = 6;
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float depthStep = 1.0 / float(linearSearchSteps);
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// current size of search window
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float size = depthStep;
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float size = 1.0 / float(linearSearchSteps);
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// current depth position
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float depth = 0.0;
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|
@ -111,7 +97,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
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depth += size;
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float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
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float t = SampleDepth(normalMap, dp + ds * depth);
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if(bestDepth > 0.996) // if no depth found yet
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if(depth >= t)
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|
@ -125,7 +111,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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{
|
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size *= 0.5;
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||||
|
||||
float t = 1.0 - SampleHeight(normalMap, dp + ds * depth);
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float t = SampleDepth(normalMap, dp + ds * depth);
|
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|
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if(depth >= t)
|
||||
{
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||||
|
@ -157,7 +143,7 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL,
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if (gamma >= 0.0)
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#endif
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{
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B *= max(max(NL, NE), EPSILON);
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B = max(B * max(NL, NE), EPSILON);
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}
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return diffuseAlbedo * (A + gamma / B);
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|
@ -166,157 +152,218 @@ vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL,
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#endif
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}
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#if defined(USE_SPECULARMAP)
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vec3 CalcSpecular(vec3 specularReflectance, float NH, float NL, float NE, float EH, float shininess)
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vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
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{
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#if defined(USE_BLINN) || defined(USE_TRIACE) || defined(USE_TORRANCE_SPARROW)
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float blinn = pow(NH, shininess);
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#endif
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|
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#if defined(USE_BLINN)
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return specularReflectance * blinn;
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#endif
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#if defined(USE_COOK_TORRANCE) || defined (USE_TRIACE) || defined (USE_TORRANCE_SPARROW)
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vec3 fresnel = specularReflectance + (vec3(1.0) - specularReflectance) * pow(1.0 - EH, 5);
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#endif
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#if defined(USE_COOK_TORRANCE) || defined(USE_TORRANCE_SPARROW)
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float geo = 2.0 * NH * min(NE, NL);
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geo /= max(EH, geo);
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#endif
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|
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#if defined(USE_COOK_TORRANCE)
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float m_sq = 2.0 / max(shininess, EPSILON);
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float NH_sq = NH * NH;
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float m_NH_sq = m_sq * NH_sq;
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float beckmann = exp((NH_sq - 1.0) / max(m_NH_sq, EPSILON)) / max(4.0 * m_NH_sq * NH_sq, EPSILON);
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return fresnel * geo * beckmann / max(NE, EPSILON);
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#endif
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|
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#if defined(USE_TRIACE)
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float scale = 0.1248582 * shininess + 0.2691817;
|
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|
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return fresnel * scale * blinn / max(max(NL, NE), EPSILON);
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#endif
|
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|
||||
#if defined(USE_TORRANCE_SPARROW)
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float scale = 0.125 * shininess + 1.0;
|
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|
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return fresnel * geo * scale * blinn / max(NE, EPSILON);
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#if 1
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// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
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vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
|
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t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
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float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
|
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float a1 = t.w;
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return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
|
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#elif 0
|
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// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
|
||||
return mix(specular.rgb, max(specular.rgb, vec3(gloss)), CalcFresnel(NE));
|
||||
#else
|
||||
// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
|
||||
return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
|
||||
#endif
|
||||
}
|
||||
|
||||
float CalcBlinn(float NH, float shininess)
|
||||
{
|
||||
#if 0
|
||||
// from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
|
||||
float a = shininess + 0.775;
|
||||
return exp(a * NH - a);
|
||||
#else
|
||||
return pow(NH, shininess);
|
||||
#endif
|
||||
}
|
||||
|
||||
float CalcGGX(float NH, float shininess)
|
||||
{
|
||||
// from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
|
||||
float m_sq = 2.0 / shininess;
|
||||
float d = ((NH * NH) * (m_sq - 1.0) + 1.0);
|
||||
return m_sq / (d * d);
|
||||
}
|
||||
|
||||
float CalcFresnel(float EH)
|
||||
{
|
||||
#if 1
|
||||
// From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
|
||||
return exp2((-5.55473 * EH - 6.98316) * EH);
|
||||
#elif 0
|
||||
float blend = 1.0 - EH;
|
||||
float blend2 = blend * blend;
|
||||
blend *= blend2 * blend2;
|
||||
|
||||
return blend;
|
||||
#else
|
||||
return pow(1.0 - NH, 5.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
float CalcVisibility(float NH, float NL, float NE, float EH, float shininess)
|
||||
{
|
||||
#if 0
|
||||
float geo = 2.0 * NH * min(NE, NL);
|
||||
geo /= max(EH, geo);
|
||||
|
||||
return geo;
|
||||
#else
|
||||
// Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes.pdf
|
||||
// NL, NE in numerator factored out from cook-torrance
|
||||
#if defined(USE_GGX)
|
||||
float roughness = sqrt(2.0 / (shininess + 2.0));
|
||||
float k = (roughness + 1.0);
|
||||
k *= k * 0.125;
|
||||
#else
|
||||
float k = 2.0 / sqrt(3.1415926535 * (shininess + 2.0));
|
||||
#endif
|
||||
float k2 = 1.0 - k;
|
||||
|
||||
float invGeo1 = NL * k2 + k;
|
||||
float invGeo2 = NE * k2 + k;
|
||||
|
||||
return 1.0 / (invGeo1 * invGeo2);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float shininess)
|
||||
{
|
||||
float blinn = CalcBlinn(NH, shininess);
|
||||
vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH));
|
||||
float vis = CalcVisibility(NH, NL, NE, EH, shininess);
|
||||
|
||||
#if defined(USE_BLINN)
|
||||
// Normalized Blinn-Phong
|
||||
return specular * blinn * (shininess * 0.125 + 1.0);
|
||||
#elif defined(USE_BLINN_FRESNEL)
|
||||
// Normalized Blinn-Phong with Fresnel
|
||||
return fSpecular * blinn * (shininess * 0.125 + 1.0);
|
||||
#elif defined(USE_MCAULEY)
|
||||
// Cook-Torrance as done by Stephen McAuley
|
||||
// http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf
|
||||
return fSpecular * blinn * (shininess * 0.25 + 0.125);
|
||||
#elif defined(USE_GOTANDA)
|
||||
// Neumann-Neumann as done by Yoshiharu Gotanda
|
||||
// http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
|
||||
return fSpecular * blinn * (shininess * 0.124858 + 0.269182) / max(max(NL, NE), EPSILON);
|
||||
#elif defined(USE_LAZAROV)
|
||||
// Cook-Torrance as done by Dimitar Lazarov
|
||||
// http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
|
||||
return fSpecular * blinn * (shininess * 0.125 + 0.25) * vis;
|
||||
#endif
|
||||
|
||||
return vec3(0.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP))
|
||||
vec3 surfN = normalize(var_Normal);
|
||||
vec3 L, N, E, H;
|
||||
float NL, NH, NE, EH;
|
||||
|
||||
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
|
||||
mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
|
||||
#endif
|
||||
|
||||
#if defined(USE_DELUXEMAP)
|
||||
vec3 L = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
|
||||
//L += var_LightDirection * 0.0001;
|
||||
#elif defined(USE_LIGHT)
|
||||
vec3 L = var_LightDirection;
|
||||
L = (2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0));
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
L = L * tangentToWorld;
|
||||
#endif
|
||||
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
|
||||
L = var_LightDir.xyz;
|
||||
#endif
|
||||
|
||||
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
|
||||
E = normalize(var_ViewDir);
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP)
|
||||
vec4 lightSample = texture2D(u_LightMap, var_LightTex).rgba;
|
||||
#if defined(RGBE_LIGHTMAP)
|
||||
lightSample.rgb *= exp2(lightSample.a * 255.0 - 128.0);
|
||||
#if defined(RGBM_LIGHTMAP)
|
||||
lightSample.rgb *= 32.0 * lightSample.a;
|
||||
#endif
|
||||
vec3 lightColor = lightSample.rgb;
|
||||
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
|
||||
#if defined(USE_INVSQRLIGHT)
|
||||
float intensity = 1.0 / dot(L, L);
|
||||
#else
|
||||
float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
|
||||
#endif
|
||||
// inverse square light
|
||||
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 * intensity;
|
||||
vec3 ambientColor = u_AmbientLight;
|
||||
vec3 lightColor = u_DirectedLight * attenuation;
|
||||
vec3 ambientColor = u_AmbientLight;
|
||||
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
|
||||
vec3 lightColor = var_VertLight;
|
||||
vec3 lightColor = var_lightColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
vec3 E = normalize(var_SampleToView);
|
||||
#endif
|
||||
vec2 texCoords = var_DiffuseTex;
|
||||
|
||||
float ambientDiff = 1.0;
|
||||
|
||||
#if defined(USE_NORMALMAP)
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
|
||||
#if defined(USE_PARALLAXMAP)
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
vec3 offsetDir = E;
|
||||
#else
|
||||
vec3 q0 = dFdx(var_Position);
|
||||
vec3 q1 = dFdy(var_Position);
|
||||
vec2 st0 = dFdx(texCoords);
|
||||
vec2 st1 = dFdy(texCoords);
|
||||
float dir = sign(st1.t * st0.s - st0.t * st1.s);
|
||||
|
||||
vec3 tangent = normalize(q0 * st1.t - q1 * st0.t) * dir;
|
||||
vec3 bitangent = -normalize(q0 * st1.s - q1 * st0.s) * dir;
|
||||
|
||||
mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal);
|
||||
vec3 offsetDir = E * tangentToWorld;
|
||||
#endif
|
||||
|
||||
#if defined(USE_PARALLAXMAP)
|
||||
vec3 offsetDir = normalize(E * tangentToWorld);
|
||||
offsetDir.xy *= -0.05 / offsetDir.z;
|
||||
|
||||
texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
|
||||
#endif
|
||||
|
||||
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
|
||||
|
||||
#if defined(USE_LINEAR_LIGHT)
|
||||
diffuse.rgb *= diffuse.rgb;
|
||||
#endif
|
||||
vec3 texN;
|
||||
#if defined(SWIZZLE_NORMALMAP)
|
||||
texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - 1.0;
|
||||
|
||||
#if defined(USE_NORMALMAP)
|
||||
#if defined(SWIZZLE_NORMALMAP)
|
||||
N.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - vec2(1.0);
|
||||
#else
|
||||
N.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - vec2(1.0);
|
||||
#endif
|
||||
N.z = sqrt(1.0 - clamp(dot(N.xy, N.xy), 0.0, 1.0));
|
||||
#if !defined(USE_TANGENT_SPACE_LIGHT)
|
||||
N = normalize(tangentToWorld * N);
|
||||
#endif
|
||||
#elif defined(USE_TANGENT_SPACE_LIGHT)
|
||||
N = vec3(0.0, 0.0, 1.0);
|
||||
#else
|
||||
texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - 1.0;
|
||||
N = normalize(var_Normal);
|
||||
#endif
|
||||
texN.z = sqrt(clamp(1.0 - dot(texN.xy, texN.xy), 0.0, 1.0));
|
||||
vec3 N = tangentToWorld * texN;
|
||||
#if defined(r_normalAmbient)
|
||||
ambientDiff = 0.781341 * texN.z + 0.218659;
|
||||
#endif
|
||||
#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
|
||||
vec3 N = surfN;
|
||||
#endif
|
||||
|
||||
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP))
|
||||
N = normalize(N);
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN) && defined(USE_NORMALMAP)
|
||||
if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)
|
||||
{
|
||||
texCoords = -reflect(E, N).yz * vec2(0.5, -0.5) + 0.5;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec4 diffuseAlbedo = texture2D(u_DiffuseMap, texCoords);
|
||||
#if defined(USE_LIGHT) && defined(USE_GAMMA2_TEXTURES)
|
||||
diffuseAlbedo.rgb *= diffuseAlbedo.rgb;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
|
||||
gl_FragColor = diffuse.rgb;
|
||||
#if defined(USE_LIGHTMAP)
|
||||
gl_FragColor *= lightColor;
|
||||
#endif
|
||||
#elif defined(USE_LIGHT)
|
||||
|
||||
L = normalize(L);
|
||||
|
||||
float surfNL = clamp(dot(surfN, L), 0.0, 1.0);
|
||||
|
||||
#if defined(USE_SHADOWMAP)
|
||||
vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
|
||||
float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
|
||||
|
||||
// surfaces not facing the light are always shadowed
|
||||
shadowValue *= step(0.0, dot(surfN, var_PrimaryLightDirection));
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
shadowValue *= step(0.0, var_PrimaryLightDir.z);
|
||||
#else
|
||||
shadowValue *= step(0.0, dot(var_Normal, var_PrimaryLightDir));
|
||||
#endif
|
||||
|
||||
#if defined(SHADOWMAP_MODULATE)
|
||||
//vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor);
|
||||
|
@ -324,106 +371,141 @@ void main()
|
|||
|
||||
#if 0
|
||||
// Only shadow when the world light is parallel to the primary light
|
||||
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDirection), 0.0, 1.0);
|
||||
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir), 0.0, 1.0);
|
||||
#endif
|
||||
lightColor = mix(shadowColor, lightColor, shadowValue);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
|
||||
#if defined(USE_STANDARD_DELUXEMAP)
|
||||
// Standard deluxe mapping treats the light sample as fully directed
|
||||
// and doesn't compensate for light angle attenuation.
|
||||
vec3 ambientColor = vec3(0.0);
|
||||
#else
|
||||
// Separate the light sample into directed and ambient parts.
|
||||
//
|
||||
// ambientMax - if the cosine of the angle between the surface
|
||||
// normal and the light is below this value, the light
|
||||
// is fully ambient.
|
||||
// directedMax - if the cosine of the angle between the surface
|
||||
// normal and the light is above this value, the light
|
||||
// is fully directed.
|
||||
const float ambientMax = 0.25;
|
||||
const float directedMax = 0.5;
|
||||
|
||||
float directedScale = clamp((surfNL - ambientMax) / (directedMax - ambientMax), 0.0, 1.0);
|
||||
|
||||
// Scale the directed portion to compensate for the baked-in
|
||||
// light angle attenuation.
|
||||
directedScale /= max(surfNL, ambientMax);
|
||||
|
||||
#if defined(r_normalAmbient)
|
||||
directedScale *= 1.0 - r_normalAmbient;
|
||||
#endif
|
||||
|
||||
// Recover any unused light as ambient
|
||||
vec3 ambientColor = lightColor;
|
||||
lightColor *= directedScale;
|
||||
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
float surfNL = L.z;
|
||||
#else
|
||||
float surfNL = clamp(dot(var_Normal, L), 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
// Scale the incoming light to compensate for the baked-in light angle
|
||||
// attenuation.
|
||||
lightColor /= max(surfNL, 0.25);
|
||||
|
||||
// Recover any unused light as ambient, in case attenuation is over 4x or
|
||||
// light is below the surface
|
||||
ambientColor -= lightColor * surfNL;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 reflectance;
|
||||
|
||||
float NL = clamp(dot(N, L), 0.0, 1.0);
|
||||
float NE = clamp(dot(N, E), 0.0, 1.0);
|
||||
|
||||
float maxReflectance = u_MaterialInfo.x;
|
||||
float shininess = u_MaterialInfo.y;
|
||||
NL = clamp(dot(N, L), 0.0, 1.0);
|
||||
NE = clamp(dot(N, E), 0.0, 1.0);
|
||||
|
||||
#if defined(USE_SPECULARMAP)
|
||||
vec4 specularReflectance = texture2D(u_SpecularMap, texCoords);
|
||||
specularReflectance.rgb *= maxReflectance;
|
||||
shininess *= specularReflectance.a;
|
||||
// adjust diffuse by specular reflectance, to maintain energy conservation
|
||||
diffuseAlbedo.rgb *= vec3(1.0) - specularReflectance.rgb;
|
||||
vec4 specular = texture2D(u_SpecularMap, texCoords);
|
||||
#if defined(USE_LINEAR_LIGHT)
|
||||
specular.rgb *= specular.rgb;
|
||||
#endif
|
||||
#else
|
||||
vec4 specular = vec4(1.0);
|
||||
#endif
|
||||
|
||||
specular *= u_MaterialInfo.xxxy;
|
||||
|
||||
float gloss = specular.a;
|
||||
float shininess = exp2(gloss * 13.0);
|
||||
float localOcclusion = clamp((diffuse.r + diffuse.g + diffuse.b) * 16.0f, 0.0, 1.0);
|
||||
|
||||
#if defined(SPECULAR_IS_METALLIC)
|
||||
// diffuse is actually base color, and red of specular is metallicness
|
||||
float metallic = specular.r;
|
||||
|
||||
specular.rgb = vec3(0.04) + 0.96 * diffuse.rgb * metallic;
|
||||
diffuse.rgb *= 1.0 - metallic;
|
||||
#else
|
||||
// adjust diffuse by specular reflectance, to maintain energy conservation
|
||||
diffuse.rgb *= vec3(1.0) - specular.rgb;
|
||||
#endif
|
||||
|
||||
|
||||
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
|
||||
|
||||
#if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR)
|
||||
float adjShininess = shininess;
|
||||
|
||||
#if !defined(USE_LIGHT_VECTOR)
|
||||
adjShininess = exp2(gloss * r_deluxeSpecular * 13.0);
|
||||
#endif
|
||||
|
||||
H = normalize(L + E);
|
||||
|
||||
EH = clamp(dot(E, H), 0.0, 1.0);
|
||||
NH = clamp(dot(N, H), 0.0, 1.0);
|
||||
|
||||
#if !defined(USE_LIGHT_VECTOR)
|
||||
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * r_deluxeSpecular * localOcclusion;
|
||||
#else
|
||||
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjShininess) * localOcclusion;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb = lightColor * reflectance * NL;
|
||||
gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
|
||||
|
||||
#if defined(USE_CUBEMAP)
|
||||
reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
|
||||
|
||||
vec3 R = reflect(E, N);
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
R = tangentToWorld * R;
|
||||
#endif
|
||||
|
||||
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb;
|
||||
|
||||
#if defined(USE_LINEAR_LIGHT)
|
||||
cubeLightColor *= cubeLightColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP)
|
||||
cubeLightColor *= lightSample.rgb;
|
||||
#elif defined (USE_LIGHT_VERTEX)
|
||||
cubeLightColor *= var_lightColor;
|
||||
#else
|
||||
cubeLightColor *= lightColor * NL + ambientColor;
|
||||
#endif
|
||||
|
||||
//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb;
|
||||
gl_FragColor.rgb += cubeLightColor * reflectance * localOcclusion;
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb = lightColor * NL * CalcDiffuse(diffuseAlbedo.rgb, N, L, E, NE, NL, shininess);
|
||||
gl_FragColor.rgb += ambientDiff * ambientColor * diffuseAlbedo.rgb;
|
||||
#if defined(USE_PRIMARY_LIGHT)
|
||||
vec3 L2 = var_PrimaryLightDirection;
|
||||
float NL2 = clamp(dot(N, L2), 0.0, 1.0);
|
||||
L = normalize(var_PrimaryLightDir);
|
||||
NL = clamp(dot(N, L), 0.0, 1.0);
|
||||
|
||||
H = normalize(L + E);
|
||||
EH = clamp(dot(E, H), 0.0, 1.0);
|
||||
NH = clamp(dot(N, H), 0.0, 1.0);
|
||||
|
||||
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
|
||||
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess);
|
||||
|
||||
#if defined(USE_SHADOWMAP)
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * shadowValue * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess);
|
||||
#else
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * NL2 * CalcDiffuse(diffuseAlbedo.rgb, N, L2, E, NE, NL2, shininess);
|
||||
reflectance *= shadowValue;
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * reflectance * NL;
|
||||
#endif
|
||||
|
||||
#if defined(USE_SPECULARMAP)
|
||||
vec3 H = normalize(L + E);
|
||||
#if defined(USE_LINEAR_LIGHT)
|
||||
gl_FragColor.rgb = sqrt(gl_FragColor.rgb);
|
||||
#endif
|
||||
|
||||
float EH = clamp(dot(E, H), 0.0, 1.0);
|
||||
float NH = clamp(dot(N, H), 0.0, 1.0);
|
||||
|
||||
gl_FragColor.rgb += lightColor * NL * CalcSpecular(specularReflectance.rgb, NH, NL, NE, EH, shininess);
|
||||
|
||||
#if defined(r_normalAmbient)
|
||||
vec3 ambientHalf = normalize(surfN + E);
|
||||
float ambientSpec = max(dot(ambientHalf, N) + 0.5, 0.0);
|
||||
ambientSpec *= ambientSpec * 0.44;
|
||||
gl_FragColor.rgb += specularReflectance.rgb * ambientSpec * ambientColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT)
|
||||
vec3 H2 = normalize(L2 + E);
|
||||
float EH2 = clamp(dot(E, H2), 0.0, 1.0);
|
||||
float NH2 = clamp(dot(N, H2), 0.0, 1.0);
|
||||
|
||||
|
||||
#if defined(USE_SHADOWMAP)
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * shadowValue * NL2 * CalcSpecular(specularReflectance.rgb, NH2, NL2, NE, EH2, shininess);
|
||||
#else
|
||||
gl_FragColor.rgb += u_PrimaryLightColor * NL2 * CalcSpecular(specularReflectance.rgb, NH2, NL2, NE, EH2, shininess);
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
gl_FragColor.a = diffuse.a;
|
||||
#else
|
||||
gl_FragColor.rgb = diffuseAlbedo.rgb;
|
||||
gl_FragColor = diffuse;
|
||||
#if defined(USE_LIGHTMAP)
|
||||
gl_FragColor.rgb *= lightColor;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_FragColor.a = diffuseAlbedo.a;
|
||||
|
||||
gl_FragColor *= var_Color;
|
||||
}
|
||||
|
|
|
@ -4,21 +4,16 @@ attribute vec4 attr_TexCoord1;
|
|||
#endif
|
||||
attribute vec4 attr_Color;
|
||||
|
||||
attribute vec4 attr_Position;
|
||||
attribute vec3 attr_Position;
|
||||
attribute vec3 attr_Normal;
|
||||
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
attribute vec3 attr_Tangent;
|
||||
attribute vec3 attr_Bitangent;
|
||||
#endif
|
||||
|
||||
#if defined(USE_VERTEX_ANIMATION)
|
||||
attribute vec4 attr_Position2;
|
||||
attribute vec3 attr_Position2;
|
||||
attribute vec3 attr_Normal2;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
attribute vec3 attr_Tangent2;
|
||||
attribute vec3 attr_Bitangent2;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
|
||||
|
@ -71,35 +66,28 @@ varying vec2 var_DiffuseTex;
|
|||
varying vec2 var_LightTex;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
varying vec3 var_SampleToView;
|
||||
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
varying vec3 var_ViewDir;
|
||||
#endif
|
||||
|
||||
varying vec4 var_Color;
|
||||
|
||||
#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
|
||||
varying vec3 var_Position;
|
||||
#endif
|
||||
|
||||
|
||||
#if !defined(USE_FAST_LIGHT)
|
||||
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
|
||||
varying vec3 var_Normal;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
varying vec3 var_Tangent;
|
||||
varying vec3 var_Bitangent;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
|
||||
varying vec3 var_VertLight;
|
||||
varying vec3 var_lightColor;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
varying vec3 var_LightDirection;
|
||||
varying vec4 var_LightDir;
|
||||
#endif
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
|
||||
varying vec3 var_PrimaryLightDirection;
|
||||
varying vec3 var_PrimaryLightDir;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN)
|
||||
|
@ -132,7 +120,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
|
|||
float phase = offTurb.w;
|
||||
vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
|
||||
|
||||
vec3 offsetPos = vec3(0); //position / 1024.0;
|
||||
vec3 offsetPos = position * 0.0009765625;
|
||||
offsetPos.x += offsetPos.z;
|
||||
|
||||
vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
|
||||
|
@ -145,83 +133,53 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
|
|||
void main()
|
||||
{
|
||||
#if defined(USE_VERTEX_ANIMATION)
|
||||
vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp);
|
||||
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
|
||||
vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp));
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
vec3 tangent = normalize(mix(attr_Tangent, attr_Tangent2, u_VertexLerp));
|
||||
vec3 bitangent = normalize(mix(attr_Bitangent, attr_Bitangent2, u_VertexLerp));
|
||||
#endif
|
||||
#else
|
||||
vec4 position = attr_Position;
|
||||
vec3 position = attr_Position;
|
||||
vec3 normal = attr_Normal;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
vec3 tangent = attr_Tangent;
|
||||
vec3 bitangent = attr_Bitangent;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_Position = u_ModelViewProjectionMatrix * position;
|
||||
|
||||
#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
vec3 L = attr_LightDirection;
|
||||
#endif
|
||||
|
||||
#if defined(USE_MODELMATRIX)
|
||||
position = u_ModelMatrix * position;
|
||||
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
|
||||
bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_NORMALMAP) && !defined(USE_VERT_TANGENT_SPACE)
|
||||
var_Position = position.xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
var_SampleToView = u_ViewOrigin - position.xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCGEN)
|
||||
vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
|
||||
vec2 texCoords = GenTexCoords(u_TCGen0, position, normal, u_TCGen0Vector0, u_TCGen0Vector1);
|
||||
#else
|
||||
vec2 texCoords = attr_TexCoord0.st;
|
||||
#endif
|
||||
|
||||
#if defined(USE_TCMOD)
|
||||
var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
|
||||
var_DiffuseTex = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
|
||||
#else
|
||||
var_DiffuseTex = texCoords;
|
||||
#endif
|
||||
|
||||
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
|
||||
|
||||
#if defined(USE_MODELMATRIX)
|
||||
position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
|
||||
normal = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
|
||||
tangent = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
|
||||
bitangent = (u_ModelMatrix * vec4(bitangent, 0.0)).xyz;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_VECTOR)
|
||||
vec3 L = u_LightOrigin.xyz - (position * u_LightOrigin.w);
|
||||
#elif defined(USE_LIGHT) && !defined(USE_LIGHT_VECTOR)
|
||||
vec3 L = attr_LightDirection;
|
||||
#if defined(USE_MODELMATRIX)
|
||||
L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHTMAP)
|
||||
var_LightTex = attr_TexCoord1.st;
|
||||
#endif
|
||||
|
||||
#if !defined(USE_FAST_LIGHT)
|
||||
var_Normal = normal;
|
||||
#if defined(USE_VERT_TANGENT_SPACE)
|
||||
var_Tangent = tangent;
|
||||
var_Bitangent = bitangent;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
|
||||
#if defined(USE_LIGHT_VECTOR)
|
||||
vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
|
||||
#endif
|
||||
#if !defined(USE_FAST_LIGHT)
|
||||
var_LightDirection = L;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
|
||||
var_VertLight = u_VertColor.rgb * attr_Color.rgb;
|
||||
var_lightColor = u_VertColor.rgb * attr_Color.rgb;
|
||||
var_Color.rgb = vec3(1.0);
|
||||
var_Color.a = u_VertColor.a * attr_Color.a + u_BaseColor.a;
|
||||
#else
|
||||
|
@ -229,17 +187,64 @@ void main()
|
|||
#endif
|
||||
|
||||
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
|
||||
#if defined(USE_INVSQRLIGHT)
|
||||
float intensity = 1.0 / dot(L, L);
|
||||
#else
|
||||
float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
|
||||
#endif
|
||||
// inverse square light
|
||||
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);
|
||||
|
||||
var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight;
|
||||
var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;
|
||||
#endif
|
||||
|
||||
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || defined(USE_PARALLAXMAP)
|
||||
var_Normal = normal;
|
||||
var_Tangent = tangent;
|
||||
var_Bitangent = bitangent;
|
||||
#endif
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
|
||||
var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w);
|
||||
#endif
|
||||
var_PrimaryLightDir = (u_PrimaryLightOrigin.xyz - (position * u_PrimaryLightOrigin.w));
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
#if defined(USE_LIGHT_VECTOR)
|
||||
var_LightDir = vec4(L, u_LightOrigin.w);
|
||||
#else
|
||||
var_LightDir = vec4(L, 0.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
var_ViewDir = (u_ViewOrigin - position);
|
||||
#endif
|
||||
|
||||
#if defined(USE_TANGENT_SPACE_LIGHT)
|
||||
mat3 tangentToWorld = mat3(tangent, bitangent, normal);
|
||||
|
||||
#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
|
||||
var_PrimaryLightDir = var_PrimaryLightDir * tangentToWorld;
|
||||
#endif
|
||||
|
||||
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
|
||||
var_LightDir.xyz = var_LightDir.xyz * tangentToWorld;
|
||||
#endif
|
||||
|
||||
#if defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
|
||||
var_ViewDir = var_ViewDir * tangentToWorld;
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -43,15 +43,17 @@ void R_AddAnimSurfaces( trRefEntity_t *ent ) {
|
|||
md4Surface_t *surface;
|
||||
md4LOD_t *lod;
|
||||
shader_t *shader;
|
||||
int cubemapIndex;
|
||||
int i;
|
||||
|
||||
header = (md4Header_t *) tr.currentModel->modelData;
|
||||
lod = (md4LOD_t *)( (byte *)header + header->ofsLODs );
|
||||
cubemapIndex = R_CubemapForPoint(ent->e.origin);
|
||||
|
||||
surface = (md4Surface_t *)( (byte *)lod + lod->ofsSurfaces );
|
||||
for ( i = 0 ; i < lod->numSurfaces ; i++ ) {
|
||||
shader = R_GetShaderByHandle( surface->shaderIndex );
|
||||
R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse, qfalse );
|
||||
R_AddDrawSurf( (void *)surface, shader, 0 /*fogNum*/, qfalse, qfalse, cubemapIndex );
|
||||
surface = (md4Surface_t *)( (byte *)surface + surface->ofsEnd );
|
||||
}
|
||||
}
|
||||
|
@ -323,6 +325,7 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
|
|||
int lodnum = 0;
|
||||
int fogNum = 0;
|
||||
int cull;
|
||||
int cubemapIndex;
|
||||
qboolean personalModel;
|
||||
|
||||
header = (mdrHeader_t *) tr.currentModel->modelData;
|
||||
|
@ -384,6 +387,8 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
|
|||
// fogNum?
|
||||
fogNum = R_MDRComputeFogNum( header, ent );
|
||||
|
||||
cubemapIndex = R_CubemapForPoint(ent->e.origin);
|
||||
|
||||
surface = (mdrSurface_t *)( (byte *)lod + lod->ofsSurfaces );
|
||||
|
||||
for ( i = 0 ; i < lod->numSurfaces ; i++ )
|
||||
|
@ -419,7 +424,7 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
|
|||
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
||||
&& shader->sort == SS_OPAQUE )
|
||||
{
|
||||
R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse, qfalse );
|
||||
R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, qfalse, qfalse, 0 );
|
||||
}
|
||||
|
||||
// projection shadows work fine with personal models
|
||||
|
@ -428,11 +433,11 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
|
|||
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
||||
&& shader->sort == SS_OPAQUE )
|
||||
{
|
||||
R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse );
|
||||
R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, qfalse, qfalse, 0 );
|
||||
}
|
||||
|
||||
if (!personalModel)
|
||||
R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse, qfalse );
|
||||
R_AddDrawSurf( (void *)surface, shader, fogNum, qfalse, qfalse, cubemapIndex );
|
||||
|
||||
surface = (mdrSurface_t *)( (byte *)surface + surface->ofsEnd );
|
||||
}
|
||||
|
|
|
@ -36,13 +36,13 @@ static float s_flipMatrix[16] = {
|
|||
|
||||
|
||||
/*
|
||||
** GL_Bind2
|
||||
** GL_Bind
|
||||
*/
|
||||
void GL_Bind2( image_t *image, GLenum type ) {
|
||||
void GL_Bind( image_t *image ) {
|
||||
int texnum;
|
||||
|
||||
if ( !image ) {
|
||||
ri.Printf( PRINT_WARNING, "GL_Bind2: NULL image\n" );
|
||||
ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
|
||||
texnum = tr.defaultImage->texnum;
|
||||
} else {
|
||||
texnum = image->texnum;
|
||||
|
@ -57,26 +57,13 @@ void GL_Bind2( image_t *image, GLenum type ) {
|
|||
image->frameUsed = tr.frameCount;
|
||||
}
|
||||
glState.currenttextures[glState.currenttmu] = texnum;
|
||||
qglBindTexture (type, texnum);
|
||||
if (image && image->flags & IMGFLAG_CUBEMAP)
|
||||
qglBindTexture( GL_TEXTURE_CUBE_MAP, texnum );
|
||||
else
|
||||
qglBindTexture( GL_TEXTURE_2D, texnum );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** GL_Bind2
|
||||
*/
|
||||
void GL_Bind( image_t *image )
|
||||
{
|
||||
GL_Bind2( image, GL_TEXTURE_2D );
|
||||
}
|
||||
|
||||
/*
|
||||
** GL_BindCubemap
|
||||
*/
|
||||
void GL_BindCubemap( image_t *image )
|
||||
{
|
||||
GL_Bind2( image, GL_TEXTURE_CUBE_MAP );
|
||||
}
|
||||
|
||||
/*
|
||||
** GL_SelectTexture
|
||||
*/
|
||||
|
@ -95,34 +82,6 @@ void GL_SelectTexture( int unit )
|
|||
glState.currenttmu = unit;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
** GL_BindMultitexture
|
||||
*/
|
||||
void GL_BindMultitexture( image_t *image0, GLuint env0, image_t *image1, GLuint env1 ) {
|
||||
int texnum0, texnum1;
|
||||
|
||||
texnum0 = image0->texnum;
|
||||
texnum1 = image1->texnum;
|
||||
|
||||
if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
|
||||
texnum0 = texnum1 = tr.dlightImage->texnum;
|
||||
}
|
||||
|
||||
if ( glState.currenttextures[1] != texnum1 ) {
|
||||
GL_SelectTexture( 1 );
|
||||
image1->frameUsed = tr.frameCount;
|
||||
glState.currenttextures[1] = texnum1;
|
||||
qglBindTexture( GL_TEXTURE_2D, texnum1 );
|
||||
}
|
||||
if ( glState.currenttextures[0] != texnum0 ) {
|
||||
GL_SelectTexture( 0 );
|
||||
image0->frameUsed = tr.frameCount;
|
||||
glState.currenttextures[0] = texnum0;
|
||||
qglBindTexture( GL_TEXTURE_2D, texnum0 );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
** GL_BindToTMU
|
||||
*/
|
||||
|
@ -141,7 +100,11 @@ void GL_BindToTMU( image_t *image, int tmu )
|
|||
if (image)
|
||||
image->frameUsed = tr.frameCount;
|
||||
glState.currenttextures[tmu] = texnum;
|
||||
qglBindTexture( GL_TEXTURE_2D, texnum );
|
||||
|
||||
if (image && (image->flags & IMGFLAG_CUBEMAP))
|
||||
qglBindTexture( GL_TEXTURE_CUBE_MAP, texnum );
|
||||
else
|
||||
qglBindTexture( GL_TEXTURE_2D, texnum );
|
||||
GL_SelectTexture( oldtmu );
|
||||
}
|
||||
}
|
||||
|
@ -496,6 +459,13 @@ void RB_BeginDrawingView (void) {
|
|||
else
|
||||
{
|
||||
FBO_Bind(backEnd.viewParms.targetFbo);
|
||||
|
||||
// FIXME: hack for cubemap testing
|
||||
if (backEnd.viewParms.targetFbo == tr.renderCubeFbo)
|
||||
{
|
||||
//qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, backEnd.viewParms.targetFbo->colorImage[0]->texnum, 0);
|
||||
qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + backEnd.viewParms.targetFboLayer, tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex]->texnum, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -530,6 +500,13 @@ void RB_BeginDrawingView (void) {
|
|||
qglClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
|
||||
}
|
||||
|
||||
// clear to black for cube maps
|
||||
if (backEnd.viewParms.targetFbo == tr.renderCubeFbo)
|
||||
{
|
||||
clearBits |= GL_COLOR_BUFFER_BIT;
|
||||
qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
|
||||
}
|
||||
|
||||
qglClear( clearBits );
|
||||
|
||||
if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
|
||||
|
@ -581,6 +558,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|||
int entityNum, oldEntityNum;
|
||||
int dlighted, oldDlighted;
|
||||
int pshadowed, oldPshadowed;
|
||||
int cubemapIndex, oldCubemapIndex;
|
||||
qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
|
||||
int i;
|
||||
drawSurf_t *drawSurf;
|
||||
|
@ -606,6 +584,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|||
wasCrosshair = qfalse;
|
||||
oldDlighted = qfalse;
|
||||
oldPshadowed = qfalse;
|
||||
oldCubemapIndex = -1;
|
||||
oldSort = -1;
|
||||
|
||||
depth[0] = 0.f;
|
||||
|
@ -614,7 +593,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|||
backEnd.pc.c_surfaces += numDrawSurfs;
|
||||
|
||||
for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
|
||||
if ( drawSurf->sort == oldSort ) {
|
||||
if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) {
|
||||
if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
|
||||
continue;
|
||||
|
||||
|
@ -624,22 +603,24 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|||
}
|
||||
oldSort = drawSurf->sort;
|
||||
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
|
||||
cubemapIndex = drawSurf->cubemapIndex;
|
||||
|
||||
//
|
||||
// change the tess parameters if needed
|
||||
// a "entityMergable" shader is a shader that can have surfaces from seperate
|
||||
// entities merged into a single batch, like smoke and blood puff sprites
|
||||
if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed
|
||||
if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted || pshadowed != oldPshadowed || cubemapIndex != oldCubemapIndex
|
||||
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
|
||||
if (oldShader != NULL) {
|
||||
RB_EndSurface();
|
||||
}
|
||||
RB_BeginSurface( shader, fogNum );
|
||||
RB_BeginSurface( shader, fogNum, cubemapIndex );
|
||||
backEnd.pc.c_surfBatches++;
|
||||
oldShader = shader;
|
||||
oldFogNum = fogNum;
|
||||
oldDlighted = dlighted;
|
||||
oldPshadowed = pshadowed;
|
||||
oldCubemapIndex = cubemapIndex;
|
||||
}
|
||||
|
||||
if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
|
||||
|
@ -981,7 +962,7 @@ const void *RB_StretchPic ( const void *data ) {
|
|||
RB_EndSurface();
|
||||
}
|
||||
backEnd.currentEntity = &backEnd.entity2D;
|
||||
RB_BeginSurface( shader, 0 );
|
||||
RB_BeginSurface( shader, 0, 0 );
|
||||
}
|
||||
|
||||
RB_CHECKOVERFLOW( 4, 6 );
|
||||
|
@ -1311,8 +1292,14 @@ const void *RB_DrawSurfs( const void *data ) {
|
|||
RB_RenderFlares();
|
||||
}
|
||||
|
||||
//if (glRefConfig.framebufferObject)
|
||||
//FBO_Bind(NULL);
|
||||
if (glRefConfig.framebufferObject && backEnd.viewParms.targetFbo == tr.renderCubeFbo)
|
||||
{
|
||||
FBO_Bind(NULL);
|
||||
GL_SelectTexture(TB_CUBEMAP);
|
||||
GL_BindToTMU(tr.cubemaps[backEnd.viewParms.targetFboCubemapIndex], TB_CUBEMAP);
|
||||
qglGenerateMipmapEXT(GL_TEXTURE_CUBE_MAP);
|
||||
GL_SelectTexture(0);
|
||||
}
|
||||
|
||||
return (const void *)(cmd + 1);
|
||||
}
|
||||
|
@ -1586,7 +1573,7 @@ const void *RB_CapShadowMap(const void *data)
|
|||
GL_SelectTexture(0);
|
||||
if (cmd->cubeSide != -1)
|
||||
{
|
||||
GL_BindCubemap(tr.shadowCubemaps[cmd->map]);
|
||||
GL_Bind(tr.shadowCubemaps[cmd->map]);
|
||||
qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + cmd->cubeSide, 0, GL_RGBA8, backEnd.refdef.x, glConfig.vidHeight - ( backEnd.refdef.y + PSHADOW_MAP_SIZE ), PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, 0);
|
||||
}
|
||||
else
|
||||
|
@ -1650,7 +1637,11 @@ const void *RB_PostProcess(const void *data)
|
|||
srcBox[2] = backEnd.viewParms.viewportWidth * tr.screenSsaoImage->width / (float)glConfig.vidWidth;
|
||||
srcBox[3] = backEnd.viewParms.viewportHeight * tr.screenSsaoImage->height / (float)glConfig.vidHeight;
|
||||
|
||||
FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
|
||||
//FBO_BlitFromTexture(tr.screenSsaoImage, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
|
||||
srcBox[1] = tr.screenSsaoImage->height - srcBox[1];
|
||||
srcBox[3] = -srcBox[3];
|
||||
|
||||
FBO_Blit(tr.screenSsaoFbo, srcBox, NULL, srcFbo, dstBox, NULL, NULL, GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO);
|
||||
}
|
||||
|
||||
srcBox[0] = backEnd.viewParms.viewportX;
|
||||
|
@ -1678,7 +1669,7 @@ const void *RB_PostProcess(const void *data)
|
|||
color[2] = pow(2, r_cameraExposure->value); //exp2(r_cameraExposure->value);
|
||||
color[3] = 1.0f;
|
||||
|
||||
FBO_Blit(srcFbo, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, color, 0);
|
||||
FBO_Blit(srcFbo, srcBox, NULL, tr.screenScratchFbo, dstBox, NULL, color, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1717,6 +1708,21 @@ const void *RB_PostProcess(const void *data)
|
|||
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, tr.screenScratchFbo, dstBox, NULL, NULL, 0);
|
||||
}
|
||||
|
||||
#if 0
|
||||
if (r_cubeMapping->integer && tr.numCubemaps)
|
||||
{
|
||||
vec4i_t dstBox;
|
||||
int cubemapIndex = R_CubemapForPoint( backEnd.viewParms.or.origin );
|
||||
|
||||
if (cubemapIndex)
|
||||
{
|
||||
VectorSet4(dstBox, 0, glConfig.vidHeight - 256, 256, 256);
|
||||
//FBO_BlitFromTexture(tr.renderCubeImage, NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
|
||||
FBO_BlitFromTexture(tr.cubemaps[cubemapIndex - 1], NULL, NULL, tr.screenScratchFbo, dstBox, &tr.testcubeShader, NULL, 0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
backEnd.framePostProcessed = qtrue;
|
||||
|
||||
return (const void *)(cmd + 1);
|
||||
|
|
|
@ -142,49 +142,28 @@ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
|
|||
out[3] = in[3];
|
||||
}
|
||||
|
||||
|
||||
void ColorToRGBE(const vec3_t color, unsigned char rgbe[4])
|
||||
// Modified from http://graphicrants.blogspot.jp/2009/04/rgbm-color-encoding.html
|
||||
void ColorToRGBM(const vec3_t color, unsigned char rgbm[4])
|
||||
{
|
||||
vec3_t sample;
|
||||
float maxComponent;
|
||||
int e;
|
||||
|
||||
VectorCopy(color, sample);
|
||||
VectorScale(color, 1.0f / 32.0f, sample);
|
||||
|
||||
maxComponent = sample[0];
|
||||
if(sample[1] > maxComponent)
|
||||
maxComponent = sample[1];
|
||||
if(sample[2] > maxComponent)
|
||||
maxComponent = sample[2];
|
||||
maxComponent = MAX(sample[0], sample[1]);
|
||||
maxComponent = MAX(maxComponent, sample[2]);
|
||||
maxComponent = CLAMP(maxComponent, 1.0f/255.0f, 1.0f);
|
||||
|
||||
if(maxComponent < 1e-32)
|
||||
{
|
||||
rgbe[0] = 0;
|
||||
rgbe[1] = 0;
|
||||
rgbe[2] = 0;
|
||||
rgbe[3] = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
#if 0
|
||||
maxComponent = frexp(maxComponent, &e) * 255.0 / maxComponent;
|
||||
rgbe[0] = (unsigned char) (sample[0] * maxComponent);
|
||||
rgbe[1] = (unsigned char) (sample[1] * maxComponent);
|
||||
rgbe[2] = (unsigned char) (sample[2] * maxComponent);
|
||||
rgbe[3] = (unsigned char) (e + 128);
|
||||
#else
|
||||
e = ceil(log(maxComponent) / log(2.0f));//ceil(log2(maxComponent));
|
||||
VectorScale(sample, 1.0 / pow(2.0f, e)/*exp2(e)*/, sample);
|
||||
rgbm[3] = (unsigned char) ceil(maxComponent * 255.0f);
|
||||
maxComponent = 255.0f / rgbm[3];
|
||||
|
||||
rgbe[0] = (unsigned char) (sample[0] * 255);
|
||||
rgbe[1] = (unsigned char) (sample[1] * 255);
|
||||
rgbe[2] = (unsigned char) (sample[2] * 255);
|
||||
rgbe[3] = (unsigned char) (e + 128);
|
||||
#endif
|
||||
}
|
||||
VectorScale(sample, maxComponent, sample);
|
||||
|
||||
rgbm[0] = (unsigned char) (sample[0] * 255);
|
||||
rgbm[1] = (unsigned char) (sample[1] * 255);
|
||||
rgbm[2] = (unsigned char) (sample[2] * 255);
|
||||
}
|
||||
|
||||
|
||||
void ColorToRGBA16F(const vec3_t color, unsigned short rgba16f[4])
|
||||
{
|
||||
rgba16f[0] = FloatToHalf(color[0]);
|
||||
|
@ -290,8 +269,13 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
|
|||
tr.deluxemaps = ri.Hunk_Alloc( tr.numLightmaps * sizeof(image_t *), h_low );
|
||||
}
|
||||
|
||||
if (r_hdr->integer && glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
|
||||
textureInternalFormat = GL_RGBA16F_ARB;
|
||||
if (r_hdr->integer)
|
||||
{
|
||||
if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
|
||||
textureInternalFormat = GL_RGBA16F_ARB;
|
||||
else
|
||||
textureInternalFormat = GL_RGBA8;
|
||||
}
|
||||
|
||||
if (r_mergeLightmaps->integer)
|
||||
{
|
||||
|
@ -429,7 +413,7 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
|
|||
if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
|
||||
ColorToRGBA16F(color, (unsigned short *)(&image[j*8]));
|
||||
else
|
||||
ColorToRGBE(color, &image[j*4]);
|
||||
ColorToRGBM(color, &image[j*4]);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1805,6 +1789,14 @@ static int BSPSurfaceCompare(const void *a, const void *b)
|
|||
else if(aa->fogIndex > bb->fogIndex)
|
||||
return 1;
|
||||
|
||||
// by cubemapIndex
|
||||
if(aa->cubemapIndex < bb->cubemapIndex)
|
||||
return -1;
|
||||
|
||||
else if(aa->cubemapIndex > bb->cubemapIndex)
|
||||
return 1;
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -2814,6 +2806,191 @@ qboolean R_GetEntityToken( char *buffer, int size ) {
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef MAX_SPAWN_VARS
|
||||
#define MAX_SPAWN_VARS 64
|
||||
#endif
|
||||
|
||||
// derived from G_ParseSpawnVars() in g_spawn.c
|
||||
qboolean R_ParseSpawnVars( char *spawnVarChars, int maxSpawnVarChars, int *numSpawnVars, char *spawnVars[MAX_SPAWN_VARS][2] )
|
||||
{
|
||||
char keyname[MAX_TOKEN_CHARS];
|
||||
char com_token[MAX_TOKEN_CHARS];
|
||||
int numSpawnVarChars = 0;
|
||||
|
||||
*numSpawnVars = 0;
|
||||
|
||||
// parse the opening brace
|
||||
if ( !R_GetEntityToken( com_token, sizeof( com_token ) ) ) {
|
||||
// end of spawn string
|
||||
return qfalse;
|
||||
}
|
||||
if ( com_token[0] != '{' ) {
|
||||
ri.Printf( PRINT_ALL, "R_ParseSpawnVars: found %s when expecting {",com_token );
|
||||
}
|
||||
|
||||
// go through all the key / value pairs
|
||||
while ( 1 ) {
|
||||
int keyLength, tokenLength;
|
||||
|
||||
// parse key
|
||||
if ( !R_GetEntityToken( keyname, sizeof( keyname ) ) ) {
|
||||
ri.Printf( PRINT_ALL, "R_ParseSpawnVars: EOF without closing brace" );
|
||||
}
|
||||
|
||||
if ( keyname[0] == '}' ) {
|
||||
break;
|
||||
}
|
||||
|
||||
// parse value
|
||||
if ( !R_GetEntityToken( com_token, sizeof( com_token ) ) ) {
|
||||
ri.Printf( PRINT_ALL, "R_ParseSpawnVars: EOF without closing brace" );
|
||||
break;
|
||||
}
|
||||
|
||||
if ( com_token[0] == '}' ) {
|
||||
ri.Printf( PRINT_ALL, "R_ParseSpawnVars: closing brace without data" );
|
||||
break;
|
||||
}
|
||||
|
||||
if ( *numSpawnVars == MAX_SPAWN_VARS ) {
|
||||
ri.Printf( PRINT_ALL, "R_ParseSpawnVars: MAX_SPAWN_VARS" );
|
||||
break;
|
||||
}
|
||||
|
||||
keyLength = strlen(keyname) + 1;
|
||||
tokenLength = strlen(com_token) + 1;
|
||||
|
||||
if (numSpawnVarChars + keyLength + tokenLength > maxSpawnVarChars)
|
||||
{
|
||||
ri.Printf( PRINT_ALL, "R_ParseSpawnVars: MAX_SPAWN_VAR_CHARS" );
|
||||
break;
|
||||
}
|
||||
|
||||
strcpy(spawnVarChars + numSpawnVarChars, keyname);
|
||||
spawnVars[ *numSpawnVars ][0] = spawnVarChars + numSpawnVarChars;
|
||||
numSpawnVarChars += keyLength;
|
||||
|
||||
strcpy(spawnVarChars + numSpawnVarChars, com_token);
|
||||
spawnVars[ *numSpawnVars ][1] = spawnVarChars + numSpawnVarChars;
|
||||
numSpawnVarChars += tokenLength;
|
||||
|
||||
(*numSpawnVars)++;
|
||||
}
|
||||
|
||||
return qtrue;
|
||||
}
|
||||
|
||||
void R_LoadCubemapEntities(char *cubemapEntityName)
|
||||
{
|
||||
char spawnVarChars[2048];
|
||||
int numSpawnVars;
|
||||
char *spawnVars[MAX_SPAWN_VARS][2];
|
||||
int numCubemaps = 0;
|
||||
|
||||
// count cubemaps
|
||||
numCubemaps = 0;
|
||||
while(R_ParseSpawnVars(spawnVarChars, sizeof(spawnVarChars), &numSpawnVars, spawnVars))
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < numSpawnVars; i++)
|
||||
{
|
||||
if (!Q_stricmp(spawnVars[i][0], "classname") && !Q_stricmp(spawnVars[i][1], cubemapEntityName))
|
||||
numCubemaps++;
|
||||
}
|
||||
}
|
||||
|
||||
if (!numCubemaps)
|
||||
return;
|
||||
|
||||
tr.numCubemaps = numCubemaps;
|
||||
tr.cubemapOrigins = ri.Hunk_Alloc( tr.numCubemaps * sizeof(*tr.cubemapOrigins), h_low);
|
||||
tr.cubemaps = ri.Hunk_Alloc( tr.numCubemaps * sizeof(*tr.cubemaps), h_low);
|
||||
|
||||
numCubemaps = 0;
|
||||
while(R_ParseSpawnVars(spawnVarChars, sizeof(spawnVarChars), &numSpawnVars, spawnVars))
|
||||
{
|
||||
int i;
|
||||
qboolean isCubemap = qfalse;
|
||||
qboolean positionSet = qfalse;
|
||||
vec3_t origin;
|
||||
|
||||
for (i = 0; i < numSpawnVars; i++)
|
||||
{
|
||||
if (!Q_stricmp(spawnVars[i][0], "classname") && !Q_stricmp(spawnVars[i][1], cubemapEntityName))
|
||||
isCubemap = qtrue;
|
||||
|
||||
if (!Q_stricmp(spawnVars[i][0], "origin"))
|
||||
{
|
||||
sscanf(spawnVars[i][1], "%f %f %f", &origin[0], &origin[1], &origin[2]);
|
||||
positionSet = qtrue;
|
||||
}
|
||||
}
|
||||
|
||||
if (isCubemap && positionSet)
|
||||
{
|
||||
//ri.Printf(PRINT_ALL, "cubemap at %f %f %f\n", origin[0], origin[1], origin[2]);
|
||||
VectorCopy(origin, tr.cubemapOrigins[numCubemaps]);
|
||||
numCubemaps++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void R_AssignCubemapsToWorldSurfaces(void)
|
||||
{
|
||||
world_t *w;
|
||||
int i;
|
||||
|
||||
w = &s_worldData;
|
||||
|
||||
for (i = 0; i < w->numsurfaces; i++)
|
||||
{
|
||||
msurface_t *surf = &w->surfaces[i];
|
||||
vec3_t surfOrigin;
|
||||
|
||||
if (surf->cullinfo.type & CULLINFO_SPHERE)
|
||||
{
|
||||
VectorCopy(surf->cullinfo.localOrigin, surfOrigin);
|
||||
}
|
||||
else if (surf->cullinfo.type & CULLINFO_BOX)
|
||||
{
|
||||
surfOrigin[0] = (surf->cullinfo.bounds[0][0] + surf->cullinfo.bounds[1][0]) * 0.5f;
|
||||
surfOrigin[1] = (surf->cullinfo.bounds[0][1] + surf->cullinfo.bounds[1][1]) * 0.5f;
|
||||
surfOrigin[2] = (surf->cullinfo.bounds[0][2] + surf->cullinfo.bounds[1][2]) * 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
//ri.Printf(PRINT_ALL, "surface %d has no cubemap\n", i);
|
||||
continue;
|
||||
}
|
||||
|
||||
surf->cubemapIndex = R_CubemapForPoint(surfOrigin);
|
||||
//ri.Printf(PRINT_ALL, "surface %d has cubemap %d\n", i, surf->cubemapIndex);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void R_RenderAllCubemaps(void)
|
||||
{
|
||||
int i, j;
|
||||
|
||||
for (i = 0; i < tr.numCubemaps; i++)
|
||||
{
|
||||
tr.cubemaps[i] = R_CreateImage(va("*cubeMap%d", i), NULL, CUBE_MAP_SIZE, CUBE_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, GL_RGBA8);
|
||||
}
|
||||
|
||||
for (i = 0; i < tr.numCubemaps; i++)
|
||||
{
|
||||
for (j = 0; j < 6; j++)
|
||||
{
|
||||
RE_ClearScene();
|
||||
R_RenderCubemapSide(i, j, qfalse);
|
||||
R_IssuePendingRenderCommands();
|
||||
R_InitNextFrame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
|
@ -2866,6 +3043,7 @@ void R_MergeLeafSurfaces(void)
|
|||
msurface_t *surf1;
|
||||
shader_t *shader1;
|
||||
int fogIndex1;
|
||||
int cubemapIndex1;
|
||||
int surfNum1;
|
||||
|
||||
surfNum1 = *(s_worldData.marksurfaces + leaf->firstmarksurface + j);
|
||||
|
@ -2890,6 +3068,7 @@ void R_MergeLeafSurfaces(void)
|
|||
continue;
|
||||
|
||||
fogIndex1 = surf1->fogIndex;
|
||||
cubemapIndex1 = surf1->cubemapIndex;
|
||||
|
||||
s_worldData.surfacesViewCount[surfNum1] = surfNum1;
|
||||
|
||||
|
@ -2898,6 +3077,7 @@ void R_MergeLeafSurfaces(void)
|
|||
msurface_t *surf2;
|
||||
shader_t *shader2;
|
||||
int fogIndex2;
|
||||
int cubemapIndex2;
|
||||
int surfNum2;
|
||||
|
||||
surfNum2 = *(s_worldData.marksurfaces + leaf->firstmarksurface + k);
|
||||
|
@ -2920,6 +3100,11 @@ void R_MergeLeafSurfaces(void)
|
|||
if (fogIndex1 != fogIndex2)
|
||||
continue;
|
||||
|
||||
cubemapIndex2 = surf2->cubemapIndex;
|
||||
|
||||
if (cubemapIndex1 != cubemapIndex2)
|
||||
continue;
|
||||
|
||||
s_worldData.surfacesViewCount[surfNum2] = surfNum1;
|
||||
}
|
||||
}
|
||||
|
@ -3153,6 +3338,7 @@ void R_MergeLeafSurfaces(void)
|
|||
|
||||
vboSurf->shader = surf1->shader;
|
||||
vboSurf->fogIndex = surf1->fogIndex;
|
||||
vboSurf->cubemapIndex = surf1->cubemapIndex;
|
||||
|
||||
VectorCopy(bounds[0], vboSurf->bounds[0]);
|
||||
VectorCopy(bounds[1], vboSurf->bounds[1]);
|
||||
|
@ -3163,6 +3349,7 @@ void R_MergeLeafSurfaces(void)
|
|||
mergedSurf->cullinfo.type = CULLINFO_BOX;
|
||||
mergedSurf->data = (surfaceType_t *)vboSurf;
|
||||
mergedSurf->fogIndex = surf1->fogIndex;
|
||||
mergedSurf->cubemapIndex = surf1->cubemapIndex;
|
||||
mergedSurf->shader = surf1->shader;
|
||||
|
||||
// redirect view surfaces to this surf
|
||||
|
@ -3539,6 +3726,22 @@ void RE_LoadWorldMap( const char *name ) {
|
|||
ri.Free(primaryLightGrid);
|
||||
}
|
||||
|
||||
// load cubemaps
|
||||
if (r_cubeMapping->integer)
|
||||
{
|
||||
R_LoadCubemapEntities("misc_cubemap");
|
||||
if (!tr.numCubemaps)
|
||||
{
|
||||
// use deathmatch spawn points as cubemaps
|
||||
R_LoadCubemapEntities("info_player_deathmatch");
|
||||
}
|
||||
|
||||
if (tr.numCubemaps)
|
||||
{
|
||||
R_AssignCubemapsToWorldSurfaces();
|
||||
}
|
||||
}
|
||||
|
||||
// create static VBOS from the world
|
||||
R_CreateWorldVBO();
|
||||
if (r_mergeLeafSurfaces->integer)
|
||||
|
@ -3555,5 +3758,11 @@ void RE_LoadWorldMap( const char *name ) {
|
|||
R_BindNullVBO();
|
||||
R_BindNullIBO();
|
||||
|
||||
// Render all cubemaps
|
||||
if (r_cubeMapping->integer && tr.numCubemaps)
|
||||
{
|
||||
R_RenderAllCubemaps();
|
||||
}
|
||||
|
||||
ri.FS_FreeFile( buffer.v );
|
||||
}
|
||||
|
|
|
@ -595,19 +595,50 @@ void GLimp_InitExtraExtensions()
|
|||
|
||||
// GL_EXT_texture_sRGB
|
||||
extension = "GL_EXT_texture_sRGB";
|
||||
glRefConfig.texture_srgb = qfalse;
|
||||
glRefConfig.textureSrgb = qfalse;
|
||||
if (GLimp_HaveExtension(extension))
|
||||
{
|
||||
if (r_srgb->integer)
|
||||
glRefConfig.texture_srgb = qtrue;
|
||||
glRefConfig.textureSrgb = qtrue;
|
||||
|
||||
ri.Printf(PRINT_ALL, result[glRefConfig.texture_srgb], extension);
|
||||
ri.Printf(PRINT_ALL, result[glRefConfig.textureSrgb], extension);
|
||||
}
|
||||
else
|
||||
{
|
||||
ri.Printf(PRINT_ALL, result[2], extension);
|
||||
}
|
||||
|
||||
// GL_EXT_framebuffer_sRGB
|
||||
extension = "GL_EXT_framebuffer_sRGB";
|
||||
glRefConfig.framebufferSrgb = qfalse;
|
||||
if (GLimp_HaveExtension(extension))
|
||||
{
|
||||
if (r_srgb->integer)
|
||||
glRefConfig.framebufferSrgb = qtrue;
|
||||
|
||||
ri.Printf(PRINT_ALL, result[glRefConfig.framebufferSrgb], extension);
|
||||
}
|
||||
else
|
||||
{
|
||||
ri.Printf(PRINT_ALL, result[2], extension);
|
||||
}
|
||||
|
||||
// GL_EXT_texture_sRGB_decode
|
||||
extension = "GL_EXT_texture_sRGB_decode";
|
||||
glRefConfig.textureSrgbDecode = qfalse;
|
||||
if (GLimp_HaveExtension(extension))
|
||||
{
|
||||
if (r_srgb->integer)
|
||||
glRefConfig.textureSrgbDecode = qtrue;
|
||||
|
||||
ri.Printf(PRINT_ALL, result[glRefConfig.textureSrgbDecode], extension);
|
||||
}
|
||||
else
|
||||
{
|
||||
ri.Printf(PRINT_ALL, result[2], extension);
|
||||
}
|
||||
|
||||
|
||||
glRefConfig.textureCompression = TCR_NONE;
|
||||
|
||||
// GL_EXT_texture_compression_latc
|
||||
|
@ -664,4 +695,17 @@ void GLimp_InitExtraExtensions()
|
|||
{
|
||||
ri.Printf(PRINT_ALL, result[2], extension);
|
||||
}
|
||||
|
||||
// GL_ARB_seamless_cube_map
|
||||
extension = "GL_ARB_seamless_cube_map";
|
||||
glRefConfig.seamlessCubeMap = qfalse;
|
||||
if( GLimp_HaveExtension( extension ) )
|
||||
{
|
||||
glRefConfig.seamlessCubeMap = qtrue;
|
||||
ri.Printf(PRINT_ALL, result[1], extension);
|
||||
}
|
||||
else
|
||||
{
|
||||
ri.Printf(PRINT_ALL, result[2], extension);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -579,6 +579,19 @@ void FBO_Init(void)
|
|||
R_CheckFBO(tr.screenSsaoFbo);
|
||||
}
|
||||
|
||||
{
|
||||
tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
|
||||
FBO_Bind(tr.renderCubeFbo);
|
||||
|
||||
//FBO_AttachTextureImage(tr.renderCubeImage, 0);
|
||||
R_AttachFBOTexture2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, tr.renderCubeImage->texnum, 0);
|
||||
glState.currentFBO->colorImage[0] = tr.renderCubeImage;
|
||||
|
||||
FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
|
||||
|
||||
R_CheckFBO(tr.renderCubeFbo);
|
||||
}
|
||||
|
||||
GL_CheckErrors();
|
||||
|
||||
FBO_Bind(NULL);
|
||||
|
@ -783,7 +796,10 @@ void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4
|
|||
vec4i_t srcBox;
|
||||
|
||||
if (!src)
|
||||
{
|
||||
ri.Printf(PRINT_WARNING, "Tried to blit from a NULL FBO!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
// framebuffers are 0 bottom, Y up.
|
||||
if (inSrcBox)
|
||||
|
|
|
@ -370,7 +370,7 @@ void RB_RenderFlare( flare_t *f ) {
|
|||
iColor[1] = color[1] * fogFactors[1];
|
||||
iColor[2] = color[2] * fogFactors[2];
|
||||
|
||||
RB_BeginSurface( tr.flareShader, f->fogNum );
|
||||
RB_BeginSurface( tr.flareShader, f->fogNum, 0 );
|
||||
|
||||
// FIXME: use quadstamp?
|
||||
tess.xyz[tess.numVertexes][0] = f->windowX - size;
|
||||
|
|
|
@ -71,6 +71,7 @@ static uniformInfo_t uniformsInfo[] =
|
|||
|
||||
{ "u_TextureMap", GLSL_INT },
|
||||
{ "u_LevelsMap", GLSL_INT },
|
||||
{ "u_CubeMap", GLSL_INT },
|
||||
|
||||
{ "u_ScreenImageMap", GLSL_INT },
|
||||
{ "u_ScreenDepthMap", GLSL_INT },
|
||||
|
@ -907,7 +908,7 @@ void GLSL_InitGPUShaders(void)
|
|||
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
|
||||
|
||||
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
|
||||
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
|
||||
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
|
||||
{
|
||||
|
@ -997,37 +998,35 @@ void GLSL_InitGPUShaders(void)
|
|||
for (i = 0; i < LIGHTDEF_COUNT; i++)
|
||||
{
|
||||
// skip impossible combos
|
||||
if ((i & LIGHTDEF_USE_NORMALMAP) && !r_normalMapping->integer)
|
||||
continue;
|
||||
|
||||
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
|
||||
continue;
|
||||
|
||||
if ((i & LIGHTDEF_USE_SPECULARMAP) && !r_specularMapping->integer)
|
||||
continue;
|
||||
|
||||
if ((i & LIGHTDEF_USE_DELUXEMAP) && !r_deluxeMapping->integer)
|
||||
continue;
|
||||
|
||||
if ((i & LIGHTDEF_USE_CUBEMAP) && !r_cubeMapping->integer)
|
||||
continue;
|
||||
|
||||
if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP) && (i & LIGHTDEF_USE_DELUXEMAP))
|
||||
continue;
|
||||
|
||||
if (!(i & LIGHTDEF_USE_NORMALMAP) && (i & LIGHTDEF_USE_PARALLAXMAP))
|
||||
continue;
|
||||
|
||||
//if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHT_VECTOR))
|
||||
if (!(i & LIGHTDEF_LIGHTTYPE_MASK))
|
||||
{
|
||||
if (i & LIGHTDEF_USE_SHADOWMAP)
|
||||
continue;
|
||||
if (i & LIGHTDEF_USE_CUBEMAP)
|
||||
continue;
|
||||
}
|
||||
|
||||
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
|
||||
|
||||
extradefines[0] = '\0';
|
||||
|
||||
if (r_normalAmbient->value > 0.003f)
|
||||
Q_strcat(extradefines, 1024, va("#define r_normalAmbient %f\n", r_normalAmbient->value));
|
||||
if (r_deluxeSpecular->value > 0.000001f)
|
||||
Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
|
||||
|
||||
if (r_specularIsMetallic->value)
|
||||
Q_strcat(extradefines, 1024, va("#define SPECULAR_IS_METALLIC\n"));
|
||||
|
||||
if (r_dlightMode->integer >= 2)
|
||||
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
|
||||
|
@ -1038,7 +1037,7 @@ void GLSL_InitGPUShaders(void)
|
|||
}
|
||||
|
||||
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
|
||||
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
|
||||
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
|
||||
|
||||
if (i & LIGHTDEF_LIGHTTYPE_MASK)
|
||||
{
|
||||
|
@ -1065,7 +1064,7 @@ void GLSL_InitGPUShaders(void)
|
|||
}
|
||||
}
|
||||
|
||||
if ((i & LIGHTDEF_USE_NORMALMAP) && r_normalMapping->integer)
|
||||
if (r_normalMapping->integer)
|
||||
{
|
||||
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
|
||||
|
||||
|
@ -1081,7 +1080,7 @@ void GLSL_InitGPUShaders(void)
|
|||
#endif
|
||||
}
|
||||
|
||||
if ((i & LIGHTDEF_USE_SPECULARMAP) && r_specularMapping->integer)
|
||||
if (r_specularMapping->integer)
|
||||
{
|
||||
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
|
||||
|
||||
|
@ -1089,19 +1088,23 @@ void GLSL_InitGPUShaders(void)
|
|||
{
|
||||
case 1:
|
||||
default:
|
||||
Q_strcat(extradefines, 1024, "#define USE_TRIACE\n");
|
||||
break;
|
||||
|
||||
case 2:
|
||||
Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
|
||||
break;
|
||||
|
||||
case 2:
|
||||
Q_strcat(extradefines, 1024, "#define USE_BLINN_FRESNEL\n");
|
||||
break;
|
||||
|
||||
case 3:
|
||||
Q_strcat(extradefines, 1024, "#define USE_COOK_TORRANCE\n");
|
||||
Q_strcat(extradefines, 1024, "#define USE_MCAULEY\n");
|
||||
break;
|
||||
|
||||
case 4:
|
||||
Q_strcat(extradefines, 1024, "#define USE_TORRANCE_SPARROW\n");
|
||||
Q_strcat(extradefines, 1024, "#define USE_GOTANDA\n");
|
||||
break;
|
||||
|
||||
case 5:
|
||||
Q_strcat(extradefines, 1024, "#define USE_LAZAROV\n");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1112,6 +1115,9 @@ void GLSL_InitGPUShaders(void)
|
|||
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
|
||||
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
|
||||
|
||||
if ((i & LIGHTDEF_USE_CUBEMAP))
|
||||
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
|
||||
|
||||
if (i & LIGHTDEF_USE_SHADOWMAP)
|
||||
{
|
||||
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
|
||||
|
@ -1134,7 +1140,7 @@ void GLSL_InitGPUShaders(void)
|
|||
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
|
||||
|
||||
#ifdef USE_VERT_TANGENT_SPACE
|
||||
if (i & LIGHTDEF_USE_NORMALMAP && r_normalMapping->integer)
|
||||
if (r_normalMapping->integer)
|
||||
{
|
||||
attribs |= ATTR_TANGENT2 | ATTR_BITANGENT2;
|
||||
}
|
||||
|
@ -1155,6 +1161,7 @@ void GLSL_InitGPUShaders(void)
|
|||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DELUXEMAP, TB_DELUXEMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
||||
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.lightallShader[i]);
|
||||
|
@ -1361,6 +1368,26 @@ void GLSL_InitGPUShaders(void)
|
|||
numEtcShaders++;
|
||||
}
|
||||
|
||||
#if 0
|
||||
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
||||
extradefines[0] = '\0';
|
||||
|
||||
if (!GLSL_InitGPUShader(&tr.testcubeShader, "testcube", attribs, qtrue, extradefines, qtrue, NULL, NULL))
|
||||
{
|
||||
ri.Error(ERR_FATAL, "Could not load testcube shader!");
|
||||
}
|
||||
|
||||
GLSL_InitUniforms(&tr.testcubeShader);
|
||||
|
||||
qglUseProgramObjectARB(tr.testcubeShader.program);
|
||||
GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
|
||||
qglUseProgramObjectARB(0);
|
||||
|
||||
GLSL_FinishGPUShader(&tr.testcubeShader);
|
||||
|
||||
numEtcShaders++;
|
||||
#endif
|
||||
|
||||
|
||||
endTime = ri.Milliseconds();
|
||||
|
||||
|
|
|
@ -408,7 +408,9 @@ static void RGBAtoNormal(const byte *in, byte *out, int width, int height, qbool
|
|||
|
||||
for (x = 0; x < width; x++)
|
||||
{
|
||||
*outbyte = (inbyte[0] >> 2) + (inbyte[1] >> 1) + (inbyte[2] >> 2);
|
||||
byte result = (inbyte[0] >> 2) + (inbyte[1] >> 1) + (inbyte[2] >> 2);
|
||||
result = result * result / 255; // Make linear
|
||||
*outbyte = result;
|
||||
max = MAX(max, *outbyte);
|
||||
outbyte += 4;
|
||||
inbyte += 4;
|
||||
|
@ -1856,7 +1858,7 @@ static GLenum RawImage_GetFormat(const byte *data, int numPixels, qboolean light
|
|||
}
|
||||
}
|
||||
|
||||
if (glRefConfig.texture_srgb && (flags & IMGFLAG_SRGB))
|
||||
if (glRefConfig.textureSrgb && (flags & IMGFLAG_SRGB))
|
||||
{
|
||||
switch(internalFormat)
|
||||
{
|
||||
|
@ -2049,7 +2051,7 @@ static void Upload32( byte *data, int width, int height, imgType_t type, imgFlag
|
|||
}
|
||||
|
||||
// Convert to RGB if sRGB textures aren't supported in hardware
|
||||
if (!glRefConfig.texture_srgb && (flags & IMGFLAG_SRGB))
|
||||
if (!glRefConfig.textureSrgb && (flags & IMGFLAG_SRGB))
|
||||
{
|
||||
byte *in = data;
|
||||
int c = width * height;
|
||||
|
@ -2278,12 +2280,21 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgT
|
|||
|
||||
if (image->flags & IMGFLAG_CUBEMAP)
|
||||
{
|
||||
GL_BindCubemap(image);
|
||||
GL_Bind(image);
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
if (image->flags & IMGFLAG_MIPMAP)
|
||||
{
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
else
|
||||
{
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
}
|
||||
|
||||
qglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
|
||||
qglTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
|
||||
|
@ -2599,6 +2610,7 @@ image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags )
|
|||
normalPic = ri.Malloc(width * height * 4);
|
||||
RGBAtoNormal(pic, normalPic, width, height, flags & IMGFLAG_CLAMPTOEDGE);
|
||||
|
||||
#if 1
|
||||
// Brighten up the original image to work with the normal map
|
||||
RGBAtoYCoCgA(pic, pic, width, height);
|
||||
for (y = 0; y < height; y++)
|
||||
|
@ -2614,6 +2626,61 @@ image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags )
|
|||
}
|
||||
}
|
||||
YCoCgAtoRGBA(pic, pic, width, height);
|
||||
#else
|
||||
// Blur original image's luma to work with the normal map
|
||||
{
|
||||
byte *blurPic;
|
||||
|
||||
RGBAtoYCoCgA(pic, pic, width, height);
|
||||
blurPic = ri.Malloc(width * height);
|
||||
|
||||
for (y = 1; y < height - 1; y++)
|
||||
{
|
||||
byte *picbyte = pic + y * width * 4;
|
||||
byte *blurbyte = blurPic + y * width;
|
||||
|
||||
picbyte += 4;
|
||||
blurbyte += 1;
|
||||
|
||||
for (x = 1; x < width - 1; x++)
|
||||
{
|
||||
int result;
|
||||
|
||||
result = *(picbyte - (width + 1) * 4) + *(picbyte - width * 4) + *(picbyte - (width - 1) * 4) +
|
||||
*(picbyte - 1 * 4) + *(picbyte ) + *(picbyte + 1 * 4) +
|
||||
*(picbyte + (width - 1) * 4) + *(picbyte + width * 4) + *(picbyte + (width + 1) * 4);
|
||||
|
||||
result /= 9;
|
||||
|
||||
*blurbyte = result;
|
||||
picbyte += 4;
|
||||
blurbyte += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME: do borders
|
||||
|
||||
for (y = 1; y < height - 1; y++)
|
||||
{
|
||||
byte *picbyte = pic + y * width * 4;
|
||||
byte *blurbyte = blurPic + y * width;
|
||||
|
||||
picbyte += 4;
|
||||
blurbyte += 1;
|
||||
|
||||
for (x = 1; x < width - 1; x++)
|
||||
{
|
||||
picbyte[0] = *blurbyte;
|
||||
picbyte += 4;
|
||||
blurbyte += 1;
|
||||
}
|
||||
}
|
||||
|
||||
ri.Free(blurPic);
|
||||
|
||||
YCoCgAtoRGBA(pic, pic, width, height);
|
||||
}
|
||||
#endif
|
||||
|
||||
R_CreateImage( normalName, normalPic, normalWidth, normalHeight, IMGTYPE_NORMAL, normalFlags, 0 );
|
||||
ri.Free( normalPic );
|
||||
|
@ -2805,6 +2872,9 @@ void R_CreateBuiltinImages( void ) {
|
|||
Com_Memset( data, 255, sizeof( data ) );
|
||||
tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
|
||||
|
||||
Com_Memset( data, 128, sizeof( data ) );
|
||||
tr.greyImage = R_CreateImage("*grey", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, GL_RGBA8);
|
||||
|
||||
if (r_dlightMode->integer >= 2)
|
||||
{
|
||||
for( x = 0; x < MAX_DLIGHTS; x++)
|
||||
|
@ -2837,7 +2907,7 @@ void R_CreateBuiltinImages( void ) {
|
|||
|
||||
if (glRefConfig.framebufferObject)
|
||||
{
|
||||
int width, height, hdrFormat;
|
||||
int width, height, hdrFormat, rgbFormat;
|
||||
|
||||
if(glRefConfig.textureNonPowerOfTwo)
|
||||
{
|
||||
|
@ -2854,19 +2924,15 @@ void R_CreateBuiltinImages( void ) {
|
|||
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
|
||||
hdrFormat = GL_RGB16F_ARB;
|
||||
|
||||
rgbFormat = GL_RGBA8;
|
||||
|
||||
tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
|
||||
|
||||
if (r_drawSunRays->integer)
|
||||
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
|
||||
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
|
||||
|
||||
if (r_softOverbright->integer)
|
||||
{
|
||||
int format;
|
||||
|
||||
format = GL_RGBA8;
|
||||
|
||||
tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, format);
|
||||
}
|
||||
tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
|
||||
|
||||
if (glRefConfig.framebufferObject)
|
||||
{
|
||||
|
@ -2926,6 +2992,8 @@ void R_CreateBuiltinImages( void ) {
|
|||
{
|
||||
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
|
||||
}
|
||||
|
||||
tr.renderCubeImage = R_CreateImage("*renderCube", NULL, CUBE_MAP_SIZE, CUBE_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, rgbFormat);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3284,6 +3352,11 @@ qhandle_t RE_RegisterSkin( const char *name ) {
|
|||
// parse the shader name
|
||||
token = CommaParse( &text_p );
|
||||
|
||||
if ( skin->numSurfaces >= MD3_MAX_SURFACES ) {
|
||||
ri.Printf( PRINT_WARNING, "WARNING: Ignoring surfaces in '%s', the max is %d surfaces!\n", name, MD3_MAX_SURFACES );
|
||||
break;
|
||||
}
|
||||
|
||||
surf = skin->surfaces[ skin->numSurfaces ] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
|
||||
Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
|
||||
surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
|
||||
|
|
|
@ -133,7 +133,11 @@ cvar_t *r_normalMapping;
|
|||
cvar_t *r_specularMapping;
|
||||
cvar_t *r_deluxeMapping;
|
||||
cvar_t *r_parallaxMapping;
|
||||
cvar_t *r_normalAmbient;
|
||||
cvar_t *r_cubeMapping;
|
||||
cvar_t *r_deluxeSpecular;
|
||||
cvar_t *r_specularIsMetallic;
|
||||
cvar_t *r_baseSpecular;
|
||||
cvar_t *r_baseGloss;
|
||||
cvar_t *r_recalcMD3Normals;
|
||||
cvar_t *r_mergeLightmaps;
|
||||
cvar_t *r_dlightMode;
|
||||
|
@ -957,6 +961,9 @@ void GL_SetDefaultState( void )
|
|||
|
||||
qglDrawBuffer( GL_BACK );
|
||||
qglClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_ACCUM_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
|
||||
|
||||
if (glRefConfig.seamlessCubeMap)
|
||||
qglEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1187,7 +1194,11 @@ void R_Register( void )
|
|||
r_specularMapping = ri.Cvar_Get( "r_specularMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_normalAmbient = ri.Cvar_Get( "r_normalAmbient", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_deluxeSpecular = ri.Cvar_Get( "r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_specularIsMetallic = ri.Cvar_Get( "r_specularIsMetallic", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_baseSpecular = ri.Cvar_Get( "r_baseSpecular", "0.04", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_baseGloss = ri.Cvar_Get( "r_baseGloss", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_dlightMode = ri.Cvar_Get( "r_dlightMode", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_pshadowDist = ri.Cvar_Get( "r_pshadowDist", "128", CVAR_ARCHIVE );
|
||||
r_recalcMD3Normals = ri.Cvar_Get( "r_recalcMD3Normals", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
|
|
|
@ -449,3 +449,32 @@ int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *w
|
|||
|
||||
return qtrue;
|
||||
}
|
||||
|
||||
|
||||
int R_CubemapForPoint( vec3_t point )
|
||||
{
|
||||
int cubemapIndex = -1;
|
||||
|
||||
if (r_cubeMapping->integer && tr.numCubemaps)
|
||||
{
|
||||
int i;
|
||||
vec_t shortest = (float)WORLD_SIZE * (float)WORLD_SIZE;
|
||||
|
||||
for (i = 0; i < tr.numCubemaps; i++)
|
||||
{
|
||||
vec3_t diff;
|
||||
vec_t length;
|
||||
|
||||
VectorSubtract(point, tr.cubemapOrigins[i], diff);
|
||||
length = DotProduct(diff, diff);
|
||||
|
||||
if (shortest > length)
|
||||
{
|
||||
shortest = length;
|
||||
cubemapIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return cubemapIndex + 1;
|
||||
}
|
||||
|
|
|
@ -59,6 +59,8 @@ typedef unsigned int glIndex_t;
|
|||
#define MAX_CALC_PSHADOWS 64
|
||||
#define MAX_DRAWN_PSHADOWS 16 // do not increase past 32, because bit flags are used on surfaces
|
||||
#define PSHADOW_MAP_SIZE 512
|
||||
#define CUBE_MAP_MIPS 7
|
||||
#define CUBE_MAP_SIZE (1 << CUBE_MAP_MIPS)
|
||||
|
||||
#define USE_VERT_TANGENT_SPACE
|
||||
|
||||
|
@ -368,7 +370,8 @@ enum
|
|||
TB_SHADOWMAP2 = 3,
|
||||
TB_SPECULARMAP = 4,
|
||||
TB_SHADOWMAP = 5,
|
||||
NUM_TEXTURE_BUNDLES = 6
|
||||
TB_CUBEMAP = 6,
|
||||
NUM_TEXTURE_BUNDLES = 7
|
||||
};
|
||||
|
||||
typedef enum
|
||||
|
@ -698,13 +701,12 @@ enum
|
|||
LIGHTDEF_LIGHTTYPE_MASK = 0x0003,
|
||||
LIGHTDEF_ENTITY = 0x0004,
|
||||
LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
|
||||
LIGHTDEF_USE_NORMALMAP = 0x0010,
|
||||
LIGHTDEF_USE_SPECULARMAP = 0x0020,
|
||||
LIGHTDEF_USE_DELUXEMAP = 0x0040,
|
||||
LIGHTDEF_USE_PARALLAXMAP = 0x0080,
|
||||
LIGHTDEF_USE_SHADOWMAP = 0x0100,
|
||||
LIGHTDEF_ALL = 0x01FF,
|
||||
LIGHTDEF_COUNT = 0x0200
|
||||
LIGHTDEF_USE_DELUXEMAP = 0x0010,
|
||||
LIGHTDEF_USE_PARALLAXMAP = 0x0020,
|
||||
LIGHTDEF_USE_SHADOWMAP = 0x0040,
|
||||
LIGHTDEF_USE_CUBEMAP = 0x0080,
|
||||
LIGHTDEF_ALL = 0x00FF,
|
||||
LIGHTDEF_COUNT = 0x0100
|
||||
};
|
||||
|
||||
enum
|
||||
|
@ -728,6 +730,7 @@ typedef enum
|
|||
|
||||
UNIFORM_TEXTUREMAP,
|
||||
UNIFORM_LEVELSMAP,
|
||||
UNIFORM_CUBEMAP,
|
||||
|
||||
UNIFORM_SCREENIMAGEMAP,
|
||||
UNIFORM_SCREENDEPTHMAP,
|
||||
|
@ -896,12 +899,14 @@ typedef struct {
|
|||
|
||||
typedef enum {
|
||||
VPF_NONE = 0x00,
|
||||
VPF_SHADOWMAP = 0x01,
|
||||
VPF_DEPTHSHADOW = 0x02,
|
||||
VPF_DEPTHCLAMP = 0x04,
|
||||
VPF_ORTHOGRAPHIC = 0x08,
|
||||
VPF_USESUNLIGHT = 0x10,
|
||||
VPF_FARPLANEFRUSTUM = 0x20
|
||||
VPF_NOVIEWMODEL = 0x01,
|
||||
VPF_SHADOWMAP = 0x02,
|
||||
VPF_DEPTHSHADOW = 0x04,
|
||||
VPF_DEPTHCLAMP = 0x08,
|
||||
VPF_ORTHOGRAPHIC = 0x10,
|
||||
VPF_USESUNLIGHT = 0x20,
|
||||
VPF_FARPLANEFRUSTUM = 0x40,
|
||||
VPF_NOCUBEMAPS = 0x80
|
||||
} viewParmFlags_t;
|
||||
|
||||
typedef struct {
|
||||
|
@ -916,6 +921,8 @@ typedef struct {
|
|||
cplane_t portalPlane; // clip anything behind this if mirroring
|
||||
int viewportX, viewportY, viewportWidth, viewportHeight;
|
||||
FBO_t *targetFbo;
|
||||
int targetFboLayer;
|
||||
int targetFboCubemapIndex;
|
||||
float fovX, fovY;
|
||||
float projectionMatrix[16];
|
||||
cplane_t frustum[5];
|
||||
|
@ -958,7 +965,8 @@ typedef enum {
|
|||
} surfaceType_t;
|
||||
|
||||
typedef struct drawSurf_s {
|
||||
unsigned sort; // bit combination for fast compares
|
||||
unsigned int sort; // bit combination for fast compares
|
||||
int cubemapIndex;
|
||||
surfaceType_t *surface; // any of surface*_t
|
||||
} drawSurf_t;
|
||||
|
||||
|
@ -1170,6 +1178,7 @@ typedef struct srfVBOMesh_s
|
|||
|
||||
struct shader_s *shader; // FIXME move this to somewhere else
|
||||
int fogIndex;
|
||||
int cubemapIndex;
|
||||
|
||||
// dynamic lighting information
|
||||
int dlightBits;
|
||||
|
@ -1271,6 +1280,7 @@ typedef struct msurface_s {
|
|||
//int viewCount; // if == tr.viewCount, already added
|
||||
struct shader_s *shader;
|
||||
int fogIndex;
|
||||
int cubemapIndex;
|
||||
cullinfo_t cullinfo;
|
||||
|
||||
surfaceType_t *data; // any of srf*_t
|
||||
|
@ -1600,9 +1610,12 @@ typedef struct {
|
|||
qboolean framebufferMultisample;
|
||||
qboolean framebufferBlit;
|
||||
|
||||
qboolean texture_srgb;
|
||||
qboolean textureSrgb;
|
||||
qboolean framebufferSrgb;
|
||||
qboolean textureSrgbDecode;
|
||||
|
||||
qboolean depthClamp;
|
||||
qboolean seamlessCubeMap;
|
||||
} glRefConfig_t;
|
||||
|
||||
|
||||
|
@ -1695,6 +1708,7 @@ typedef struct {
|
|||
image_t *fogImage;
|
||||
image_t *dlightImage; // inverse-quare highlight for projective adding
|
||||
image_t *flareImage;
|
||||
image_t *greyImage; // full of 0x80
|
||||
image_t *whiteImage; // full of 0xff
|
||||
image_t *identityLightImage; // full of tr.identityLightByte
|
||||
|
||||
|
@ -1715,6 +1729,7 @@ typedef struct {
|
|||
image_t *screenShadowImage;
|
||||
image_t *screenSsaoImage;
|
||||
image_t *hdrDepthImage;
|
||||
image_t *renderCubeImage;
|
||||
|
||||
image_t *textureDepthImage;
|
||||
|
||||
|
@ -1732,6 +1747,7 @@ typedef struct {
|
|||
FBO_t *screenShadowFbo;
|
||||
FBO_t *screenSsaoFbo;
|
||||
FBO_t *hdrDepthFbo;
|
||||
FBO_t *renderCubeFbo;
|
||||
|
||||
shader_t *defaultShader;
|
||||
shader_t *shadowShader;
|
||||
|
@ -1749,6 +1765,10 @@ typedef struct {
|
|||
int fatLightmapSize;
|
||||
int fatLightmapStep;
|
||||
|
||||
int numCubemaps;
|
||||
vec3_t *cubemapOrigins;
|
||||
image_t **cubemaps;
|
||||
|
||||
trRefEntity_t *currentEntity;
|
||||
trRefEntity_t worldEntity; // point currentEntity at this when rendering world
|
||||
int currentEntityNum;
|
||||
|
@ -1772,6 +1792,7 @@ typedef struct {
|
|||
shaderProgram_t shadowmaskShader;
|
||||
shaderProgram_t ssaoShader;
|
||||
shaderProgram_t depthBlurShader[2];
|
||||
shaderProgram_t testcubeShader;
|
||||
|
||||
|
||||
// -----------------------------------------
|
||||
|
@ -1962,7 +1983,11 @@ extern cvar_t *r_normalMapping;
|
|||
extern cvar_t *r_specularMapping;
|
||||
extern cvar_t *r_deluxeMapping;
|
||||
extern cvar_t *r_parallaxMapping;
|
||||
extern cvar_t *r_normalAmbient;
|
||||
extern cvar_t *r_cubeMapping;
|
||||
extern cvar_t *r_deluxeSpecular;
|
||||
extern cvar_t *r_specularIsMetallic;
|
||||
extern cvar_t *r_baseSpecular;
|
||||
extern cvar_t *r_baseGloss;
|
||||
extern cvar_t *r_dlightMode;
|
||||
extern cvar_t *r_pshadowDist;
|
||||
extern cvar_t *r_recalcMD3Normals;
|
||||
|
@ -2009,6 +2034,7 @@ void R_RenderView( viewParms_t *parms );
|
|||
void R_RenderDlightCubemaps(const refdef_t *fd);
|
||||
void R_RenderPshadowMaps(const refdef_t *fd);
|
||||
void R_RenderSunShadowMaps(const refdef_t *fd, int level);
|
||||
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene );
|
||||
|
||||
void R_AddMD3Surfaces( trRefEntity_t *e );
|
||||
void R_AddNullModelSurfaces( trRefEntity_t *e );
|
||||
|
@ -2022,7 +2048,7 @@ void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
|
|||
int *fogNum, int *dlightMap, int *pshadowMap );
|
||||
|
||||
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
|
||||
int fogIndex, int dlightMap, int pshadowMap );
|
||||
int fogIndex, int dlightMap, int pshadowMap, int cubemap );
|
||||
|
||||
void R_CalcTangentSpace(vec3_t tangent, vec3_t bitangent, vec3_t normal,
|
||||
const vec3_t v0, const vec3_t v1, const vec3_t v2, const vec2_t t0, const vec2_t t1, const vec2_t t2);
|
||||
|
@ -2048,7 +2074,6 @@ void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
|
|||
** GL wrapper/helper functions
|
||||
*/
|
||||
void GL_Bind( image_t *image );
|
||||
void GL_BindCubemap( image_t *image );
|
||||
void GL_BindToTMU( image_t *image, int tmu );
|
||||
void GL_SetDefaultState (void);
|
||||
void GL_SelectTexture( int unit );
|
||||
|
@ -2199,6 +2224,7 @@ typedef struct shaderCommands_s
|
|||
shader_t *shader;
|
||||
float shaderTime;
|
||||
int fogNum;
|
||||
int cubemapIndex;
|
||||
|
||||
int dlightBits; // or together of all vertexDlightBits
|
||||
int pshadowBits;
|
||||
|
@ -2224,7 +2250,7 @@ typedef struct shaderCommands_s
|
|||
|
||||
extern shaderCommands_t tess;
|
||||
|
||||
void RB_BeginSurface(shader_t *shader, int fogNum );
|
||||
void RB_BeginSurface(shader_t *shader, int fogNum, int cubemapIndex );
|
||||
void RB_EndSurface(void);
|
||||
void RB_CheckOverflow( int verts, int indexes );
|
||||
#define RB_CHECKOVERFLOW(v,i) if (tess.numVertexes + (v) >= SHADER_MAX_VERTEXES || tess.numIndexes + (i) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow(v,i);}
|
||||
|
@ -2284,6 +2310,7 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
|
|||
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *or );
|
||||
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
|
||||
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world );
|
||||
int R_CubemapForPoint( vec3_t point );
|
||||
|
||||
|
||||
/*
|
||||
|
@ -2406,7 +2433,9 @@ void RE_AddRefEntityToScene( const refEntity_t *ent );
|
|||
void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
|
||||
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
|
||||
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
|
||||
void RE_BeginScene( const refdef_t *fd );
|
||||
void RE_RenderScene( const refdef_t *fd );
|
||||
void RE_EndScene( void );
|
||||
|
||||
/*
|
||||
=============================================================
|
||||
|
|
|
@ -1607,7 +1607,7 @@ static qboolean SurfIsOffscreen( const drawSurf_t *drawSurf, vec4_t clipDest[128
|
|||
R_RotateForViewer();
|
||||
|
||||
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted, &pshadowed );
|
||||
RB_BeginSurface( shader, fogNum );
|
||||
RB_BeginSurface( shader, fogNum, drawSurf->cubemapIndex);
|
||||
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
||||
|
||||
assert( tess.numVertexes < 128 );
|
||||
|
@ -1725,6 +1725,9 @@ qboolean R_MirrorViewBySurface (drawSurf_t *drawSurf, int entityNum) {
|
|||
return qfalse; // bad portal, no portalentity
|
||||
}
|
||||
|
||||
if (newParms.isMirror)
|
||||
newParms.flags |= VPF_NOVIEWMODEL;
|
||||
|
||||
R_MirrorPoint (oldParms.or.origin, &surface, &camera, newParms.or.origin );
|
||||
|
||||
VectorSubtract( vec3_origin, camera.axis[0], newParms.portalPlane.normal );
|
||||
|
@ -1844,7 +1847,7 @@ R_AddDrawSurf
|
|||
=================
|
||||
*/
|
||||
void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
|
||||
int fogIndex, int dlightMap, int pshadowMap ) {
|
||||
int fogIndex, int dlightMap, int pshadowMap, int cubemap ) {
|
||||
int index;
|
||||
|
||||
// instead of checking for overflow, we just mask the index
|
||||
|
@ -1855,6 +1858,7 @@ void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader,
|
|||
tr.refdef.drawSurfs[index].sort = (shader->sortedIndex << QSORT_SHADERNUM_SHIFT)
|
||||
| tr.shiftedEntityNum | ( fogIndex << QSORT_FOGNUM_SHIFT )
|
||||
| ((int)pshadowMap << QSORT_PSHADOW_SHIFT) | (int)dlightMap;
|
||||
tr.refdef.drawSurfs[index].cubemapIndex = cubemap;
|
||||
tr.refdef.drawSurfs[index].surface = surface;
|
||||
tr.refdef.numDrawSurfs++;
|
||||
}
|
||||
|
@ -1958,8 +1962,7 @@ static void R_AddEntitySurface (int entityNum)
|
|||
// we don't want the hacked weapon position showing in
|
||||
// mirrors, because the true body position will already be drawn
|
||||
//
|
||||
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.isPortal
|
||||
|| (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW))) ) {
|
||||
if ( (ent->e.renderfx & RF_FIRST_PERSON) && (tr.viewParms.flags & VPF_NOVIEWMODEL)) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1979,7 +1982,7 @@ static void R_AddEntitySurface (int entityNum)
|
|||
return;
|
||||
}
|
||||
shader = R_GetShaderByHandle( ent->e.customShader );
|
||||
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0 );
|
||||
R_AddDrawSurf( &entitySurface, shader, R_SpriteFogNum( ent ), 0, 0, 0 /*cubeMap*/ );
|
||||
break;
|
||||
|
||||
case RT_MODEL:
|
||||
|
@ -1988,7 +1991,7 @@ static void R_AddEntitySurface (int entityNum)
|
|||
|
||||
tr.currentModel = R_GetModelByHandle( ent->e.hModel );
|
||||
if (!tr.currentModel) {
|
||||
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 );
|
||||
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 /*cubeMap*/ );
|
||||
} else {
|
||||
switch ( tr.currentModel->type ) {
|
||||
case MOD_MESH:
|
||||
|
@ -2010,7 +2013,7 @@ static void R_AddEntitySurface (int entityNum)
|
|||
if ( (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal) {
|
||||
break;
|
||||
}
|
||||
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0 );
|
||||
R_AddDrawSurf( &entitySurface, tr.defaultShader, 0, 0, 0, 0 );
|
||||
break;
|
||||
default:
|
||||
ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad modeltype" );
|
||||
|
@ -2186,7 +2189,7 @@ void R_RenderDlightCubemaps(const refdef_t *fd)
|
|||
shadowParms.fovX = 90;
|
||||
shadowParms.fovY = 90;
|
||||
|
||||
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW;
|
||||
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
|
||||
shadowParms.zFar = tr.refdef.dlights[i].radius;
|
||||
|
||||
VectorCopy( tr.refdef.dlights[i].origin, shadowParms.or.origin );
|
||||
|
@ -2490,7 +2493,7 @@ void R_RenderPshadowMaps(const refdef_t *fd)
|
|||
if (glRefConfig.framebufferObject)
|
||||
shadowParms.targetFbo = tr.pshadowFbos[i];
|
||||
|
||||
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW;
|
||||
shadowParms.flags = VPF_SHADOWMAP | VPF_DEPTHSHADOW | VPF_NOVIEWMODEL;
|
||||
shadowParms.zFar = shadow->lightRadius;
|
||||
|
||||
VectorCopy(shadow->lightOrigin, shadowParms.or.origin);
|
||||
|
@ -2835,7 +2838,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
if (glRefConfig.framebufferObject)
|
||||
shadowParms.targetFbo = tr.sunShadowFbo[level];
|
||||
|
||||
shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC;
|
||||
shadowParms.flags = VPF_DEPTHSHADOW | VPF_DEPTHCLAMP | VPF_ORTHOGRAPHIC | VPF_NOVIEWMODEL;
|
||||
shadowParms.zFar = lightviewBounds[1][0];
|
||||
|
||||
VectorCopy(lightOrigin, shadowParms.or.origin);
|
||||
|
@ -2874,3 +2877,130 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
Matrix16Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
|
||||
}
|
||||
}
|
||||
|
||||
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
|
||||
{
|
||||
refdef_t refdef;
|
||||
viewParms_t parms;
|
||||
float oldColorScale = tr.refdef.colorScale;
|
||||
|
||||
memset( &refdef, 0, sizeof( refdef ) );
|
||||
refdef.rdflags = 0;
|
||||
VectorCopy(tr.cubemapOrigins[cubemapIndex], refdef.vieworg);
|
||||
|
||||
switch(cubemapSide)
|
||||
{
|
||||
case 0:
|
||||
// -X
|
||||
VectorSet( refdef.viewaxis[0], -1, 0, 0);
|
||||
VectorSet( refdef.viewaxis[1], 0, 0, -1);
|
||||
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
||||
break;
|
||||
case 1:
|
||||
// +X
|
||||
VectorSet( refdef.viewaxis[0], 1, 0, 0);
|
||||
VectorSet( refdef.viewaxis[1], 0, 0, 1);
|
||||
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
||||
break;
|
||||
case 2:
|
||||
// -Y
|
||||
VectorSet( refdef.viewaxis[0], 0, -1, 0);
|
||||
VectorSet( refdef.viewaxis[1], 1, 0, 0);
|
||||
VectorSet( refdef.viewaxis[2], 0, 0, -1);
|
||||
break;
|
||||
case 3:
|
||||
// +Y
|
||||
VectorSet( refdef.viewaxis[0], 0, 1, 0);
|
||||
VectorSet( refdef.viewaxis[1], 1, 0, 0);
|
||||
VectorSet( refdef.viewaxis[2], 0, 0, 1);
|
||||
break;
|
||||
case 4:
|
||||
// -Z
|
||||
VectorSet( refdef.viewaxis[0], 0, 0, -1);
|
||||
VectorSet( refdef.viewaxis[1], 1, 0, 0);
|
||||
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
||||
break;
|
||||
case 5:
|
||||
// +Z
|
||||
VectorSet( refdef.viewaxis[0], 0, 0, 1);
|
||||
VectorSet( refdef.viewaxis[1], -1, 0, 0);
|
||||
VectorSet( refdef.viewaxis[2], 0, 1, 0);
|
||||
break;
|
||||
}
|
||||
|
||||
refdef.fov_x = 90;
|
||||
refdef.fov_y = 90;
|
||||
|
||||
refdef.x = 0;
|
||||
refdef.y = 0;
|
||||
refdef.width = tr.renderCubeFbo->width;
|
||||
refdef.height = tr.renderCubeFbo->height;
|
||||
|
||||
refdef.time = 0;
|
||||
|
||||
if (!subscene)
|
||||
{
|
||||
RE_BeginScene(&refdef);
|
||||
|
||||
// FIXME: sun shadows aren't rendered correctly in cubemaps
|
||||
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
|
||||
if(0) //(glRefConfig.framebufferObject && (r_forceSun->integer || tr.sunShadows))
|
||||
{
|
||||
R_RenderSunShadowMaps(&refdef, 0);
|
||||
R_RenderSunShadowMaps(&refdef, 1);
|
||||
R_RenderSunShadowMaps(&refdef, 2);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
vec3_t ambient, directed, lightDir;
|
||||
R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
|
||||
tr.refdef.colorScale = 766.0f / (directed[0] + directed[1] + directed[2] + 1.0f);
|
||||
if (directed[0] + directed[1] + directed[2] == 0)
|
||||
{
|
||||
ri.Printf(PRINT_ALL, "cubemap %d (%f, %f, %f) is outside the lightgrid!\n", cubemapIndex, tr.refdef.vieworg[0], tr.refdef.vieworg[1], tr.refdef.vieworg[2]);
|
||||
}
|
||||
}
|
||||
|
||||
Com_Memset( &parms, 0, sizeof( parms ) );
|
||||
|
||||
parms.viewportX = 0;
|
||||
parms.viewportY = 0;
|
||||
parms.viewportWidth = tr.renderCubeFbo->width;
|
||||
parms.viewportHeight = tr.renderCubeFbo->height;
|
||||
parms.isPortal = qfalse;
|
||||
parms.isMirror = qtrue;
|
||||
parms.flags = VPF_NOVIEWMODEL | VPF_NOCUBEMAPS;
|
||||
|
||||
parms.fovX = 90;
|
||||
parms.fovY = 90;
|
||||
|
||||
VectorCopy( refdef.vieworg, parms.or.origin );
|
||||
VectorCopy( refdef.viewaxis[0], parms.or.axis[0] );
|
||||
VectorCopy( refdef.viewaxis[1], parms.or.axis[1] );
|
||||
VectorCopy( refdef.viewaxis[2], parms.or.axis[2] );
|
||||
|
||||
VectorCopy( refdef.vieworg, parms.pvsOrigin );
|
||||
|
||||
// FIXME: sun shadows aren't rendered correctly in cubemaps
|
||||
// fix involves changing r_FBufScale to fit smaller cubemap image size, or rendering cubemap to framebuffer first
|
||||
if (0) //(r_depthPrepass->value && ((r_forceSun->integer) || tr.sunShadows))
|
||||
{
|
||||
parms.flags = VPF_USESUNLIGHT;
|
||||
}
|
||||
|
||||
parms.targetFbo = tr.renderCubeFbo;
|
||||
parms.targetFboLayer = cubemapSide;
|
||||
parms.targetFboCubemapIndex = cubemapIndex;
|
||||
|
||||
R_RenderView(&parms);
|
||||
|
||||
if (subscene)
|
||||
{
|
||||
tr.refdef.colorScale = oldColorScale;
|
||||
}
|
||||
else
|
||||
{
|
||||
RE_EndScene();
|
||||
}
|
||||
}
|
|
@ -288,6 +288,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
|||
int cull;
|
||||
int lod;
|
||||
int fogNum;
|
||||
int cubemapIndex;
|
||||
qboolean personalModel;
|
||||
|
||||
// don't add third_person objects if not in a portal
|
||||
|
@ -344,6 +345,8 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
|||
//
|
||||
fogNum = R_ComputeFogNum( model, ent );
|
||||
|
||||
cubemapIndex = R_CubemapForPoint(ent->e.origin);
|
||||
|
||||
//
|
||||
// draw all surfaces
|
||||
//
|
||||
|
@ -387,7 +390,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
|||
{
|
||||
srfVBOMDVMesh_t *vboSurface = &model->vboSurfaces[i];
|
||||
|
||||
R_AddDrawSurf((void *)vboSurface, shader, fogNum, qfalse, qfalse );
|
||||
R_AddDrawSurf((void *)vboSurface, shader, fogNum, qfalse, qfalse, cubemapIndex );
|
||||
}
|
||||
|
||||
surface++;
|
||||
|
|
|
@ -786,6 +786,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
|
|||
qboolean personalModel;
|
||||
int cull;
|
||||
int fogNum;
|
||||
int cubemapIndex;
|
||||
shader_t *shader;
|
||||
skin_t *skin;
|
||||
|
||||
|
@ -838,6 +839,8 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
|
|||
//
|
||||
fogNum = R_ComputeIQMFogNum( data, ent );
|
||||
|
||||
cubemapIndex = R_CubemapForPoint(ent->e.origin);
|
||||
|
||||
for ( i = 0 ; i < data->num_surfaces ; i++ ) {
|
||||
if(ent->e.customShader)
|
||||
shader = R_GetShaderByHandle( ent->e.customShader );
|
||||
|
@ -866,7 +869,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
|
|||
&& fogNum == 0
|
||||
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
||||
&& shader->sort == SS_OPAQUE ) {
|
||||
R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, 0, 0 );
|
||||
R_AddDrawSurf( (void *)surface, tr.shadowShader, 0, 0, 0, 0 );
|
||||
}
|
||||
|
||||
// projection shadows work fine with personal models
|
||||
|
@ -874,11 +877,11 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
|
|||
&& fogNum == 0
|
||||
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
||||
&& shader->sort == SS_OPAQUE ) {
|
||||
R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, 0, 0 );
|
||||
R_AddDrawSurf( (void *)surface, tr.projectionShadowShader, 0, 0, 0, 0 );
|
||||
}
|
||||
|
||||
if( !personalModel ) {
|
||||
R_AddDrawSurf( (void *)surface, shader, fogNum, 0, 0 );
|
||||
R_AddDrawSurf( (void *)surface, shader, fogNum, 0, 0, cubemapIndex );
|
||||
}
|
||||
|
||||
surface++;
|
||||
|
|
|
@ -99,7 +99,7 @@ void R_AddPolygonSurfaces( void ) {
|
|||
|
||||
for ( i = 0, poly = tr.refdef.polys; i < tr.refdef.numPolys ; i++, poly++ ) {
|
||||
sh = R_GetShaderByHandle( poly->hShader );
|
||||
R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex & fogMask, qfalse, qfalse );
|
||||
R_AddDrawSurf( ( void * )poly, sh, poly->fogIndex & fogMask, qfalse, qfalse, 0 /*cubeMap*/ );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -283,36 +283,9 @@ void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, flo
|
|||
RE_AddDynamicLightToScene( org, intensity, r, g, b, qtrue );
|
||||
}
|
||||
|
||||
/*
|
||||
@@@@@@@@@@@@@@@@@@@@@
|
||||
RE_RenderScene
|
||||
|
||||
Draw a 3D view into a part of the window, then return
|
||||
to 2D drawing.
|
||||
|
||||
Rendering a scene may require multiple views to be rendered
|
||||
to handle mirrors,
|
||||
@@@@@@@@@@@@@@@@@@@@@
|
||||
*/
|
||||
void RE_RenderScene( const refdef_t *fd ) {
|
||||
viewParms_t parms;
|
||||
int startTime;
|
||||
|
||||
if ( !tr.registered ) {
|
||||
return;
|
||||
}
|
||||
GLimp_LogComment( "====== RE_RenderScene =====\n" );
|
||||
|
||||
if ( r_norefresh->integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
startTime = ri.Milliseconds();
|
||||
|
||||
if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
|
||||
ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
|
||||
}
|
||||
|
||||
void RE_BeginScene(const refdef_t *fd)
|
||||
{
|
||||
Com_Memcpy( tr.refdef.text, fd->text, sizeof( tr.refdef.text ) );
|
||||
|
||||
tr.refdef.x = fd->x;
|
||||
|
@ -466,6 +439,49 @@ void RE_RenderScene( const refdef_t *fd ) {
|
|||
// each scene / view.
|
||||
tr.frameSceneNum++;
|
||||
tr.sceneCount++;
|
||||
}
|
||||
|
||||
|
||||
void RE_EndScene()
|
||||
{
|
||||
// the next scene rendered in this frame will tack on after this one
|
||||
r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
|
||||
r_firstSceneEntity = r_numentities;
|
||||
r_firstSceneDlight = r_numdlights;
|
||||
r_firstScenePoly = r_numpolys;
|
||||
}
|
||||
|
||||
/*
|
||||
@@@@@@@@@@@@@@@@@@@@@
|
||||
RE_RenderScene
|
||||
|
||||
Draw a 3D view into a part of the window, then return
|
||||
to 2D drawing.
|
||||
|
||||
Rendering a scene may require multiple views to be rendered
|
||||
to handle mirrors,
|
||||
@@@@@@@@@@@@@@@@@@@@@
|
||||
*/
|
||||
void RE_RenderScene( const refdef_t *fd ) {
|
||||
viewParms_t parms;
|
||||
int startTime;
|
||||
|
||||
if ( !tr.registered ) {
|
||||
return;
|
||||
}
|
||||
GLimp_LogComment( "====== RE_RenderScene =====\n" );
|
||||
|
||||
if ( r_norefresh->integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
startTime = ri.Milliseconds();
|
||||
|
||||
if (!tr.world && !( fd->rdflags & RDF_NOWORLDMODEL ) ) {
|
||||
ri.Error (ERR_DROP, "R_RenderScene: NULL worldmodel");
|
||||
}
|
||||
|
||||
RE_BeginScene(fd);
|
||||
|
||||
// SmileTheory: playing with shadow mapping
|
||||
if (!( fd->rdflags & RDF_NOWORLDMODEL ) && tr.refdef.num_dlights && r_dlightMode->integer >= 2)
|
||||
|
@ -487,6 +503,21 @@ void RE_RenderScene( const refdef_t *fd ) {
|
|||
R_RenderSunShadowMaps(fd, 2);
|
||||
}
|
||||
|
||||
// playing with cube maps
|
||||
// this is where dynamic cubemaps would be rendered
|
||||
if (0) //(glRefConfig.framebufferObject && !( fd->rdflags & RDF_NOWORLDMODEL ))
|
||||
{
|
||||
int i, j;
|
||||
|
||||
for (i = 0; i < tr.numCubemaps; i++)
|
||||
{
|
||||
for (j = 0; j < 6; j++)
|
||||
{
|
||||
R_RenderCubemapSide(i, j, qtrue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// setup view parms for the initial view
|
||||
//
|
||||
// set up viewport
|
||||
|
@ -522,11 +553,7 @@ void RE_RenderScene( const refdef_t *fd ) {
|
|||
if(!( fd->rdflags & RDF_NOWORLDMODEL ))
|
||||
R_AddPostProcessCmd();
|
||||
|
||||
// the next scene rendered in this frame will tack on after this one
|
||||
r_firstSceneDrawSurf = tr.refdef.numDrawSurfs;
|
||||
r_firstSceneEntity = r_numentities;
|
||||
r_firstSceneDlight = r_numdlights;
|
||||
r_firstScenePoly = r_numpolys;
|
||||
RE_EndScene();
|
||||
|
||||
tr.frontEndMsec += ri.Milliseconds() - startTime;
|
||||
}
|
||||
|
|
|
@ -186,7 +186,7 @@ because a surface may be forced to perform a RB_End due
|
|||
to overflow.
|
||||
==============
|
||||
*/
|
||||
void RB_BeginSurface( shader_t *shader, int fogNum ) {
|
||||
void RB_BeginSurface( shader_t *shader, int fogNum, int cubemapIndex ) {
|
||||
|
||||
shader_t *state = (shader->remappedShader) ? shader->remappedShader : shader;
|
||||
|
||||
|
@ -196,6 +196,7 @@ void RB_BeginSurface( shader_t *shader, int fogNum ) {
|
|||
tess.multiDrawPrimitives = 0;
|
||||
tess.shader = state;
|
||||
tess.fogNum = fogNum;
|
||||
tess.cubemapIndex = cubemapIndex;
|
||||
tess.dlightBits = 0; // will be OR'd in by surface functions
|
||||
tess.pshadowBits = 0; // will be OR'd in by surface functions
|
||||
tess.xstages = state->stages;
|
||||
|
@ -846,7 +847,7 @@ static void ForwardDlight( void ) {
|
|||
if (r_dlightMode->integer >= 2)
|
||||
{
|
||||
GL_SelectTexture(TB_SHADOWMAP);
|
||||
GL_BindCubemap(tr.shadowCubemaps[l]);
|
||||
GL_Bind(tr.shadowCubemaps[l]);
|
||||
GL_SelectTexture(0);
|
||||
}
|
||||
|
||||
|
@ -1133,6 +1134,11 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
index |= LIGHTDEF_USE_SHADOWMAP;
|
||||
}
|
||||
|
||||
if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && (index & LIGHTDEF_LIGHTTYPE_MASK) && input->cubemapIndex)
|
||||
{
|
||||
index |= LIGHTDEF_USE_CUBEMAP;
|
||||
}
|
||||
|
||||
if (r_lightmap->integer && index & LIGHTDEF_USE_LIGHTMAP)
|
||||
{
|
||||
index = LIGHTDEF_USE_LIGHTMAP;
|
||||
|
@ -1177,39 +1183,10 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
{
|
||||
vec4_t baseColor;
|
||||
vec4_t vertColor;
|
||||
qboolean tint = qtrue;
|
||||
int stage2;
|
||||
|
||||
ComputeShaderColors(pStage, baseColor, vertColor);
|
||||
|
||||
for ( stage2 = stage + 1; stage2 < MAX_SHADER_STAGES; stage2++ )
|
||||
{
|
||||
shaderStage_t *pStage2 = input->xstages[stage2];
|
||||
unsigned int srcBlendBits;
|
||||
//unsigned int dstBlendBits;
|
||||
|
||||
if ( !pStage2 )
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
srcBlendBits = pStage2->stateBits & GLS_SRCBLEND_BITS;
|
||||
//dstBlendBits = pStage2->stateBits & GLS_DSTBLEND_BITS;
|
||||
|
||||
if (srcBlendBits == GLS_SRCBLEND_DST_COLOR)
|
||||
{
|
||||
tint = qfalse;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!((tr.sunShadows || r_forceSun->integer) && tess.shader->sort <= SS_OPAQUE
|
||||
&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) && tess.xstages[0]->glslShaderGroup == tr.lightallShader))
|
||||
{
|
||||
tint = qfalse;
|
||||
}
|
||||
|
||||
if (tint)
|
||||
if ((backEnd.refdef.colorScale != 1.0f) && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL))
|
||||
{
|
||||
// use VectorScale to only scale first three values, not alpha
|
||||
VectorScale(baseColor, backEnd.refdef.colorScale, baseColor);
|
||||
|
@ -1373,6 +1350,12 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
GLSL_SetUniformInt(sp, UNIFORM_TEXTURE1ENV, 0);
|
||||
}
|
||||
|
||||
//
|
||||
// testing cube map
|
||||
//
|
||||
if (!(tr.viewParms.flags & VPF_NOCUBEMAPS) && input->cubemapIndex && r_cubeMapping->integer)
|
||||
GL_BindToTMU( tr.cubemaps[input->cubemapIndex - 1], TB_CUBEMAP);
|
||||
|
||||
//
|
||||
// draw
|
||||
//
|
||||
|
|
|
@ -910,8 +910,8 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
|
|||
else if(!Q_stricmp(token, "specularMap"))
|
||||
{
|
||||
stage->type = ST_SPECULARMAP;
|
||||
stage->materialInfo[0] = 0.04f;
|
||||
stage->materialInfo[1] = 256.0f;
|
||||
stage->materialInfo[0] = 1.0f;
|
||||
stage->materialInfo[1] = 1.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -937,12 +937,35 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
|
|||
//
|
||||
else if (!Q_stricmp(token, "specularexponent"))
|
||||
{
|
||||
float exponent;
|
||||
|
||||
token = COM_ParseExt(text, qfalse);
|
||||
if ( token[0] == 0 )
|
||||
{
|
||||
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular exponent in shader '%s'\n", shader.name );
|
||||
continue;
|
||||
}
|
||||
|
||||
exponent = atof( token );
|
||||
|
||||
// Change shininess to gloss
|
||||
// FIXME: assumes max exponent of 8192 and min of 1, must change here if altered in lightall_fp.glsl
|
||||
exponent = CLAMP(exponent, 1.0, 8192.0);
|
||||
|
||||
stage->materialInfo[1] = log(exponent) / log(8192.0);
|
||||
}
|
||||
//
|
||||
// gloss <value>
|
||||
//
|
||||
else if (!Q_stricmp(token, "gloss"))
|
||||
{
|
||||
token = COM_ParseExt(text, qfalse);
|
||||
if ( token[0] == 0 )
|
||||
{
|
||||
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for gloss in shader '%s'\n", shader.name );
|
||||
continue;
|
||||
}
|
||||
|
||||
stage->materialInfo[1] = atof( token );
|
||||
}
|
||||
//
|
||||
|
@ -1926,7 +1949,7 @@ static void ComputeVertexAttribs(void)
|
|||
shader.vertexAttribs |= ATTR_NORMAL;
|
||||
|
||||
#ifdef USE_VERT_TANGENT_SPACE
|
||||
if (pStage->glslShaderIndex & LIGHTDEF_USE_NORMALMAP)
|
||||
if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && !(r_normalMapping->integer == 0 && r_specularMapping->integer == 0))
|
||||
{
|
||||
shader.vertexAttribs |= ATTR_BITANGENT | ATTR_TANGENT;
|
||||
}
|
||||
|
@ -2200,7 +2223,6 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
|
|||
{
|
||||
//ri.Printf(PRINT_ALL, ", normalmap %s", normal->bundle[0].image[0]->imgName);
|
||||
diffuse->bundle[TB_NORMALMAP] = normal->bundle[0];
|
||||
defs |= LIGHTDEF_USE_NORMALMAP;
|
||||
if (parallax && r_parallaxMapping->integer)
|
||||
defs |= LIGHTDEF_USE_PARALLAXMAP;
|
||||
}
|
||||
|
@ -2218,13 +2240,22 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
|
|||
if (normalImg)
|
||||
{
|
||||
diffuse->bundle[TB_NORMALMAP] = diffuse->bundle[0];
|
||||
diffuse->bundle[TB_NORMALMAP].numImageAnimations = 0;
|
||||
diffuse->bundle[TB_NORMALMAP].image[0] = normalImg;
|
||||
|
||||
defs |= LIGHTDEF_USE_NORMALMAP;
|
||||
if (parallax && r_parallaxMapping->integer)
|
||||
defs |= LIGHTDEF_USE_PARALLAXMAP;
|
||||
}
|
||||
}
|
||||
|
||||
if (!diffuse->bundle[TB_NORMALMAP].image[0])
|
||||
{
|
||||
// use 0x80 image, shader will interpret as (0,0,1)
|
||||
diffuse->bundle[TB_NORMALMAP] = diffuse->bundle[0];
|
||||
diffuse->bundle[TB_NORMALMAP].numImageAnimations = 0;
|
||||
diffuse->bundle[TB_NORMALMAP].image[0] = tr.greyImage;
|
||||
//ri.Printf(PRINT_ALL, ", normalmap %s", diffuse->bundle[TB_NORMALMAP].image[0]->imgName);
|
||||
}
|
||||
}
|
||||
|
||||
if (r_specularMapping->integer)
|
||||
|
@ -2235,7 +2266,18 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
|
|||
diffuse->bundle[TB_SPECULARMAP] = specular->bundle[0];
|
||||
diffuse->materialInfo[0] = specular->materialInfo[0];
|
||||
diffuse->materialInfo[1] = specular->materialInfo[1];
|
||||
defs |= LIGHTDEF_USE_SPECULARMAP;
|
||||
}
|
||||
else if (lightmap || useLightVector || useLightVertex)
|
||||
{
|
||||
// use a white image, materialinfo will do the rest
|
||||
diffuse->bundle[TB_SPECULARMAP] = diffuse->bundle[0];
|
||||
diffuse->bundle[TB_SPECULARMAP].numImageAnimations = 0;
|
||||
diffuse->bundle[TB_SPECULARMAP].image[0] = tr.whiteImage;
|
||||
if (!diffuse->materialInfo[0])
|
||||
diffuse->materialInfo[0] = r_baseSpecular->value;
|
||||
if (!diffuse->materialInfo[1])
|
||||
diffuse->materialInfo[1] = r_baseGloss->value;
|
||||
//ri.Printf(PRINT_ALL, ", specularmap %s", diffuse->bundle[TB_SPECULARMAP].image[0]->imgName);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2493,7 +2535,7 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
|
||||
// convert any remaining lightmap stages to a lighting pass with a white texture
|
||||
// only do this with r_sunlightMode non-zero, as it's only for correct shadows.
|
||||
if (r_sunlightMode->integer)
|
||||
if (r_sunlightMode->integer && shader.numDeforms == 0)
|
||||
{
|
||||
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
||||
{
|
||||
|
@ -2502,6 +2544,9 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
if (!pStage->active)
|
||||
continue;
|
||||
|
||||
if (pStage->adjustColorsForFog)
|
||||
continue;
|
||||
|
||||
if (pStage->bundle[TB_DIFFUSEMAP].isLightmap)
|
||||
{
|
||||
pStage->glslShaderGroup = tr.lightallShader;
|
||||
|
@ -2515,6 +2560,43 @@ static qboolean CollapseStagesToGLSL(void)
|
|||
}
|
||||
}
|
||||
|
||||
// convert any remaining lightingdiffuse stages to a lighting pass
|
||||
if (shader.numDeforms == 0)
|
||||
{
|
||||
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
||||
{
|
||||
shaderStage_t *pStage = &stages[i];
|
||||
|
||||
if (!pStage->active)
|
||||
continue;
|
||||
|
||||
if (pStage->adjustColorsForFog)
|
||||
continue;
|
||||
|
||||
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
|
||||
{
|
||||
pStage->glslShaderGroup = tr.lightallShader;
|
||||
pStage->glslShaderIndex = LIGHTDEF_USE_LIGHT_VECTOR;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// convert any remaining lightingdiffuse stages to a lighting pass
|
||||
for (i = 0; i < MAX_SHADER_STAGES; i++)
|
||||
{
|
||||
shaderStage_t *pStage = &stages[i];
|
||||
|
||||
if (!pStage->active)
|
||||
continue;
|
||||
|
||||
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
|
||||
{
|
||||
pStage->glslShaderGroup = tr.lightallShader;
|
||||
pStage->glslShaderIndex = LIGHTDEF_USE_LIGHT_VECTOR;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return numStages;
|
||||
}
|
||||
|
||||
|
|
|
@ -449,7 +449,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
|
|||
|
||||
color[0] =
|
||||
color[1] =
|
||||
color[2] = tr.identityLight;
|
||||
color[2] = tr.identityLight * backEnd.refdef.colorScale;
|
||||
color[3] = 1.0f;
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
|
||||
|
||||
|
@ -826,7 +826,7 @@ void RB_DrawSun( float scale, shader_t *shader ) {
|
|||
// farthest depth range
|
||||
qglDepthRange( 1.0, 1.0 );
|
||||
|
||||
RB_BeginSurface( shader, 0 );
|
||||
RB_BeginSurface( shader, 0, 0 );
|
||||
|
||||
RB_AddQuadStamp(origin, vec1, vec2, colorWhite);
|
||||
|
||||
|
|
|
@ -63,7 +63,7 @@ void RB_CheckOverflow( int verts, int indexes ) {
|
|||
ri.Error(ERR_DROP, "RB_CheckOverflow: indices > MAX (%d > %d)", indexes, SHADER_MAX_INDEXES );
|
||||
}
|
||||
|
||||
RB_BeginSurface(tess.shader, tess.fogNum );
|
||||
RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex );
|
||||
}
|
||||
|
||||
void RB_CheckVBOandIBO(VBO_t *vbo, IBO_t *ibo)
|
||||
|
@ -71,7 +71,7 @@ void RB_CheckVBOandIBO(VBO_t *vbo, IBO_t *ibo)
|
|||
if (!(vbo == glState.currentVBO && ibo == glState.currentIBO) || tess.multiDrawPrimitives >= MAX_MULTIDRAW_PRIMITIVES)
|
||||
{
|
||||
RB_EndSurface();
|
||||
RB_BeginSurface(tess.shader, tess.fogNum);
|
||||
RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex);
|
||||
|
||||
R_BindVBO(vbo);
|
||||
R_BindIBO(ibo);
|
||||
|
@ -1370,7 +1370,7 @@ static void RB_SurfaceGrid( srfGridMesh_t *srf ) {
|
|||
// if we don't have enough space for at least one strip, flush the buffer
|
||||
if ( vrows < 2 || irows < 1 ) {
|
||||
RB_EndSurface();
|
||||
RB_BeginSurface(tess.shader, tess.fogNum );
|
||||
RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex );
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
|
@ -1593,7 +1593,7 @@ void RB_SurfaceVBOMDVMesh(srfVBOMDVMesh_t * surface)
|
|||
|
||||
//RB_CheckVBOandIBO(surface->vbo, surface->ibo);
|
||||
RB_EndSurface();
|
||||
RB_BeginSurface(tess.shader, tess.fogNum);
|
||||
RB_BeginSurface(tess.shader, tess.fogNum, tess.cubemapIndex);
|
||||
|
||||
R_BindVBO(surface->vbo);
|
||||
R_BindIBO(surface->ibo);
|
||||
|
|
|
@ -337,7 +337,7 @@ static void R_AddWorldSurface( msurface_t *surf, int dlightBits, int pshadowBits
|
|||
pshadowBits = ( pshadowBits != 0 );
|
||||
}
|
||||
|
||||
R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits, pshadowBits );
|
||||
R_AddDrawSurf( surf->data, surf->shader, surf->fogIndex, dlightBits, pshadowBits, surf->cubemapIndex );
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -513,6 +513,7 @@ void Sys_ErrorDialog( const char *error )
|
|||
const char *homepath = Cvar_VariableString( "fs_homepath" );
|
||||
const char *gamedir = Cvar_VariableString( "fs_game" );
|
||||
const char *fileName = "crashlog.txt";
|
||||
char *dirpath = FS_BuildOSPath( homepath, gamedir, "");
|
||||
char *ospath = FS_BuildOSPath( homepath, gamedir, fileName );
|
||||
|
||||
Sys_Print( va( "%s\n", error ) );
|
||||
|
@ -522,8 +523,16 @@ void Sys_ErrorDialog( const char *error )
|
|||
#endif
|
||||
|
||||
// Make sure the write path for the crashlog exists...
|
||||
if( FS_CreatePath( ospath ) ) {
|
||||
Com_Printf( "ERROR: couldn't create path '%s' for crash log.\n", ospath );
|
||||
|
||||
if(!Sys_Mkdir(homepath))
|
||||
{
|
||||
Com_Printf("ERROR: couldn't create path '%s' for crash log.\n", homepath);
|
||||
return;
|
||||
}
|
||||
|
||||
if(!Sys_Mkdir(dirpath))
|
||||
{
|
||||
Com_Printf("ERROR: couldn't create path '%s' for crash log.\n", dirpath);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -1088,7 +1088,7 @@ static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animat
|
|||
break;
|
||||
}
|
||||
|
||||
Com_Printf( "unknown token '%s' is %s\n", token, filename );
|
||||
Com_Printf( "unknown token '%s' in %s\n", token, filename );
|
||||
}
|
||||
|
||||
// read information for each frame
|
||||
|
|
Loading…
Reference in a new issue