OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.

This commit is contained in:
SmileTheory 2014-02-13 18:04:23 -08:00
parent 6beab9cf58
commit 79e9baedf8
3 changed files with 44 additions and 47 deletions

View File

@ -21,7 +21,7 @@ void main()
#if defined(USE_LIGHTMAP) #if defined(USE_LIGHTMAP)
vec4 color2 = texture2D(u_LightMap, var_LightTex); vec4 color2 = texture2D(u_LightMap, var_LightTex);
#if defined(RGBM_LIGHTMAP) #if defined(RGBM_LIGHTMAP)
color2.rgb *= 32.0 * color2.a; color2.rgb *= color2.a;
color2.a = 1.0; color2.a = 1.0;
#endif #endif

View File

@ -346,7 +346,7 @@ void main()
vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw); vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw);
vec3 lightColor = lightSample.rgb; vec3 lightColor = lightSample.rgb;
#if defined(RGBM_LIGHTMAP) #if defined(RGBM_LIGHTMAP)
lightColor *= 32.0 * lightSample.a; lightColor *= lightSample.a;
#endif #endif
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) #elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist); vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);

View File

@ -165,8 +165,6 @@ void ColorToRGBM(const vec3_t color, unsigned char rgbm[4])
vec3_t sample; vec3_t sample;
float maxComponent; float maxComponent;
VectorScale(color, 1.0f / 32.0f, sample);
maxComponent = MAX(sample[0], sample[1]); maxComponent = MAX(sample[0], sample[1]);
maxComponent = MAX(maxComponent, sample[2]); maxComponent = MAX(maxComponent, sample[2]);
maxComponent = CLAMP(maxComponent, 1.0f/255.0f, 1.0f); maxComponent = CLAMP(maxComponent, 1.0f/255.0f, 1.0f);
@ -326,7 +324,6 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
{ {
char filename[MAX_QPATH]; char filename[MAX_QPATH];
byte *hdrLightmap = NULL; byte *hdrLightmap = NULL;
float lightScale = 1.0f;
int size = 0; int size = 0;
// look for hdr lightmaps // look for hdr lightmaps
@ -383,16 +380,12 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
buf_p = buf + i * tr.lightmapSize * tr.lightmapSize * 3; buf_p = buf + i * tr.lightmapSize * tr.lightmapSize * 3;
} }
lightScale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8); //exp2(r_mapOverBrightBits->integer - tr.overbrightBits - 8);
for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ )
{ {
if (r_hdr->integer) if (hdrLightmap)
{ {
float color[3]; float color[3];
if (hdrLightmap)
{
#if 0 // HDRFILE_RGBE #if 0 // HDRFILE_RGBE
float exponent = exp2(buf_p[j*4+3] - 128); float exponent = exp2(buf_p[j*4+3] - 128);
@ -406,13 +399,21 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
color[1] = LittleFloat(color[1]); color[1] = LittleFloat(color[1]);
color[2] = LittleFloat(color[2]); color[2] = LittleFloat(color[2]);
#endif #endif
} R_ColorShiftLightingFloats(color, color, 1.0f/255.0f);
if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer)
ColorToRGBA16F(color, (unsigned short *)(&image[j*8]));
else else
ColorToRGBM(color, &image[j*4]);
}
else if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer)
{ {
float color[3];
//hack: convert LDR lightmap to HDR one //hack: convert LDR lightmap to HDR one
color[0] = (buf_p[j*3+0] + 1.0f); color[0] = MAX(buf_p[j*3+0], 0.499f);
color[1] = (buf_p[j*3+1] + 1.0f); color[1] = MAX(buf_p[j*3+1], 0.499f);
color[2] = (buf_p[j*3+2] + 1.0f); color[2] = MAX(buf_p[j*3+2], 0.499f);
// if under an arbitrary value (say 12) grey it out // if under an arbitrary value (say 12) grey it out
// this prevents weird splotches in dimly lit areas // this prevents weird splotches in dimly lit areas
@ -423,14 +424,10 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
color[1] = avg; color[1] = avg;
color[2] = avg; color[2] = avg;
} }
}
VectorScale(color, lightScale, color); R_ColorShiftLightingFloats(color, color, 1.0f/255.0f);
if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer)
ColorToRGBA16F(color, (unsigned short *)(&image[j*8])); ColorToRGBA16F(color, (unsigned short *)(&image[j*8]));
else
ColorToRGBM(color, &image[j*4]);
} }
else else
{ {
@ -737,9 +734,9 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
//hack: convert LDR vertex colors to HDR //hack: convert LDR vertex colors to HDR
if (r_hdr->integer) if (r_hdr->integer)
{ {
color[0] = verts[i].color[0] + 1.0f; color[0] = MAX(verts[i].color[0], 0.499f);
color[1] = verts[i].color[1] + 1.0f; color[1] = MAX(verts[i].color[1], 0.499f);
color[2] = verts[i].color[2] + 1.0f; color[2] = MAX(verts[i].color[2], 0.499f);
} }
else else
{ {
@ -881,9 +878,9 @@ static void ParseMesh ( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors,
//hack: convert LDR vertex colors to HDR //hack: convert LDR vertex colors to HDR
if (r_hdr->integer) if (r_hdr->integer)
{ {
color[0] = verts[i].color[0] + 1.0f; color[0] = MAX(verts[i].color[0], 0.499f);
color[1] = verts[i].color[1] + 1.0f; color[1] = MAX(verts[i].color[1], 0.499f);
color[2] = verts[i].color[2] + 1.0f; color[2] = MAX(verts[i].color[2], 0.499f);
} }
else else
{ {
@ -982,9 +979,9 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor
//hack: convert LDR vertex colors to HDR //hack: convert LDR vertex colors to HDR
if (r_hdr->integer) if (r_hdr->integer)
{ {
color[0] = verts[i].color[0] + 1.0f; color[0] = MAX(verts[i].color[0], 0.499f);
color[1] = verts[i].color[1] + 1.0f; color[1] = MAX(verts[i].color[1], 0.499f);
color[2] = verts[i].color[2] + 1.0f; color[2] = MAX(verts[i].color[2], 0.499f);
} }
else else
{ {