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https://github.com/UberGames/lilium-voyager.git
synced 2025-03-04 23:30:56 +00:00
Merge branch 'master' into game/eliteforce
This commit is contained in:
commit
939020fb0e
5 changed files with 23 additions and 11 deletions
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@ -309,6 +309,9 @@ void main()
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NL = clamp(dot(N, L), 0.0, 1.0);
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NE = clamp(dot(N, E), 0.0, 1.0);
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H = normalize(L + E);
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EH = clamp(dot(E, H), 0.0, 1.0);
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NH = clamp(dot(N, H), 0.0, 1.0);
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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@ -351,6 +354,14 @@ void main()
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reflectance = CalcDiffuse(diffuse.rgb, NH, EH, roughness);
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#if defined(r_deluxeSpecular)
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#if defined(USE_LIGHT_VECTOR)
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reflectance += CalcSpecular(specular.rgb, NH, EH, roughness) * r_deluxeSpecular;
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#else
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reflectance += CalcSpecular(specular.rgb, NH, EH, pow(roughness, r_deluxeSpecular));
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#endif
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#endif
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gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
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gl_FragColor.rgb += ambientColor * diffuse.rgb;
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@ -1067,6 +1067,8 @@ void GLSL_InitGPUShaders(void)
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if (r_cubeMapping->integer)
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Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
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else if (r_deluxeSpecular->value > 0.000001f)
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Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
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switch (r_glossType->integer)
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{
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@ -136,6 +136,7 @@ cvar_t *r_deluxeMapping;
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cvar_t *r_parallaxMapping;
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cvar_t *r_cubeMapping;
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cvar_t *r_cubemapSize;
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cvar_t *r_deluxeSpecular;
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cvar_t *r_pbr;
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cvar_t *r_baseNormalX;
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cvar_t *r_baseNormalY;
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@ -1240,6 +1241,7 @@ void R_Register( void )
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r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_cubemapSize = ri.Cvar_Get( "r_cubemapSize", "128", CVAR_ARCHIVE | CVAR_LATCH );
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r_deluxeSpecular = ri.Cvar_Get("r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH);
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r_pbr = ri.Cvar_Get("r_pbr", "0", CVAR_ARCHIVE | CVAR_LATCH);
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r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
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r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
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@ -1718,6 +1718,7 @@ extern cvar_t *r_deluxeMapping;
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extern cvar_t *r_parallaxMapping;
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extern cvar_t *r_cubeMapping;
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extern cvar_t *r_cubemapSize;
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extern cvar_t *r_deluxeSpecular;
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extern cvar_t *r_pbr;
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extern cvar_t *r_baseNormalX;
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extern cvar_t *r_baseNormalY;
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@ -374,16 +374,12 @@ static void SV_ClearServer(void) {
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/*
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================
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SV_TouchCGame
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touch the cgame.vm so that a pure client can load it if it's in a separate pk3
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SV_TouchFile
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================
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*/
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static void SV_TouchCGame(void) {
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static void SV_TouchFile( const char *filename ) {
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fileHandle_t f;
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char filename[MAX_QPATH];
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Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
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FS_FOpenFileRead( filename, &f, qfalse );
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if ( f ) {
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FS_FCloseFile( f );
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@ -574,11 +570,11 @@ void SV_SpawnServer( char *server, qboolean killBots ) {
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p = FS_LoadedPakNames();
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Cvar_Set( "sv_pakNames", p );
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// if a dedicated pure server we need to touch the cgame because it could be in a
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// separate pk3 file and the client will need to load the latest cgame.qvm
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if ( com_dedicated->integer ) {
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SV_TouchCGame();
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}
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// we need to touch the cgame and ui qvm because they could be in
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// separate pk3 files and the client will need to download the pk3
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// files with the latest cgame and ui qvm to pass the pure check
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SV_TouchFile( "vm/cgame.qvm" );
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SV_TouchFile( "vm/ui.qvm" );
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}
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else {
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Cvar_Set( "sv_paks", "" );
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