Merge branch 'master' into game/eliteforce

This commit is contained in:
Zack Middleton 2018-05-22 19:16:41 -05:00
commit 939020fb0e
5 changed files with 23 additions and 11 deletions

View file

@ -309,6 +309,9 @@ void main()
NL = clamp(dot(N, L), 0.0, 1.0);
NE = clamp(dot(N, E), 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);
#if defined(USE_SPECULARMAP)
vec4 specular = texture2D(u_SpecularMap, texCoords);
@ -351,6 +354,14 @@ void main()
reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness);
#if defined(r_deluxeSpecular)
#if defined(USE_LIGHT_VECTOR)
reflectance += CalcSpecular(specular.rgb, NH, EH, roughness) * r_deluxeSpecular;
#else
reflectance += CalcSpecular(specular.rgb, NH, EH, pow(roughness, r_deluxeSpecular));
#endif
#endif
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
gl_FragColor.rgb += ambientColor * diffuse.rgb;

View file

@ -1067,6 +1067,8 @@ void GLSL_InitGPUShaders(void)
if (r_cubeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
else if (r_deluxeSpecular->value > 0.000001f)
Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
switch (r_glossType->integer)
{

View file

@ -136,6 +136,7 @@ cvar_t *r_deluxeMapping;
cvar_t *r_parallaxMapping;
cvar_t *r_cubeMapping;
cvar_t *r_cubemapSize;
cvar_t *r_deluxeSpecular;
cvar_t *r_pbr;
cvar_t *r_baseNormalX;
cvar_t *r_baseNormalY;
@ -1240,6 +1241,7 @@ void R_Register( void )
r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_cubemapSize = ri.Cvar_Get( "r_cubemapSize", "128", CVAR_ARCHIVE | CVAR_LATCH );
r_deluxeSpecular = ri.Cvar_Get("r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH);
r_pbr = ri.Cvar_Get("r_pbr", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH );

View file

@ -1718,6 +1718,7 @@ extern cvar_t *r_deluxeMapping;
extern cvar_t *r_parallaxMapping;
extern cvar_t *r_cubeMapping;
extern cvar_t *r_cubemapSize;
extern cvar_t *r_deluxeSpecular;
extern cvar_t *r_pbr;
extern cvar_t *r_baseNormalX;
extern cvar_t *r_baseNormalY;

View file

@ -374,16 +374,12 @@ static void SV_ClearServer(void) {
/*
================
SV_TouchCGame
touch the cgame.vm so that a pure client can load it if it's in a separate pk3
SV_TouchFile
================
*/
static void SV_TouchCGame(void) {
static void SV_TouchFile( const char *filename ) {
fileHandle_t f;
char filename[MAX_QPATH];
Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
FS_FOpenFileRead( filename, &f, qfalse );
if ( f ) {
FS_FCloseFile( f );
@ -574,11 +570,11 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
p = FS_LoadedPakNames();
Cvar_Set( "sv_pakNames", p );
// if a dedicated pure server we need to touch the cgame because it could be in a
// separate pk3 file and the client will need to load the latest cgame.qvm
if ( com_dedicated->integer ) {
SV_TouchCGame();
}
// we need to touch the cgame and ui qvm because they could be in
// separate pk3 files and the client will need to download the pk3
// files with the latest cgame and ui qvm to pass the pure check
SV_TouchFile( "vm/cgame.qvm" );
SV_TouchFile( "vm/ui.qvm" );
}
else {
Cvar_Set( "sv_paks", "" );