mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
Merge branch 'master' (early part 2) into sdl2
This commit is contained in:
commit
b12a9acf4d
12 changed files with 214 additions and 230 deletions
|
@ -9,10 +9,15 @@ const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.5
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vec3 GetValues(vec2 offset, vec3 current)
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{
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vec3 minAvgMax;
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vec2 tc = var_TexCoords + u_InvTexRes * offset; minAvgMax = texture2D(u_TextureMap, tc).rgb;
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vec2 tc = var_TexCoords + u_InvTexRes * offset;
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vec3 minAvgMax = texture2D(u_TextureMap, tc).rgb;
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#ifdef FIRST_PASS
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#if defined(r_framebufferGamma)
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minAvgMax = pow(minAvgMax, vec3(r_framebufferGamma));
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#endif
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float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
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float loglumi = clamp(log2(lumi), -10.0, 10.0);
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minAvgMax = vec3(loglumi * 0.05 + 0.5);
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@ -65,10 +65,6 @@ varying vec3 var_ViewDir;
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#endif
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#endif
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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_FAST_LIGHT)
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varying vec4 var_LightDir;
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#endif
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@ -329,9 +325,9 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
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void main()
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{
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vec3 viewDir;
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vec3 viewDir, lightColor, ambientColor;
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vec3 L, N, E, H;
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float NL, NH, NE, EH;
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float NL, NH, NE, EH, attenuation;
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_VERT_TANGENT_SPACE)
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@ -352,16 +348,10 @@ void main()
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#endif
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#if defined(USE_LIGHTMAP)
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vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw);
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vec3 lightColor = lightSample.rgb;
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vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
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#if defined(RGBM_LIGHTMAP)
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lightColor *= lightSample.a;
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lightmapColor.rgb *= lightmapColor.a;
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#endif
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#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
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vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
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vec3 ambientColor = u_AmbientLight;
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#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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vec3 lightColor = var_LightColor;
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#endif
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vec2 texCoords = var_TexCoords.xy;
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@ -375,12 +365,22 @@ void main()
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#endif
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vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
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#if defined(USE_GAMMA2_TEXTURES)
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diffuse.rgb *= diffuse.rgb;
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#endif
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#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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#if defined(USE_LIGHTMAP)
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lightColor = lightmapColor.rgb * var_Color.rgb;
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ambientColor = vec3(0.0);
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attenuation = 1.0;
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#elif defined(USE_LIGHT_VECTOR)
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lightColor = u_DirectedLight * var_Color.rgb;
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ambientColor = u_AmbientLight * var_Color.rgb;
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attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
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#elif defined(USE_LIGHT_VERTEX)
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lightColor = var_Color.rgb;
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ambientColor = vec3(0.0);
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attenuation = 1.0;
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#endif
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#if defined(USE_NORMALMAP)
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#if defined(SWIZZLE_NORMALMAP)
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N.xy = texture2D(u_NormalMap, texCoords).ag - vec2(0.5);
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@ -416,8 +416,13 @@ void main()
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#endif
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#endif
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#if defined(r_lightGamma)
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lightColor = pow(lightColor, vec3(r_lightGamma));
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ambientColor = pow(ambientColor, vec3(r_lightGamma));
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#endif
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#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
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vec3 ambientColor = lightColor;
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ambientColor = lightColor;
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float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
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// Scale the incoming light to compensate for the baked-in light angle
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@ -426,7 +431,7 @@ void main()
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// Recover any unused light as ambient, in case attenuation is over 4x or
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// light is below the surface
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ambientColor -= lightColor * surfNL;
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ambientColor = clamp(ambientColor - lightColor * surfNL, 0.0, 1.0);
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#endif
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vec3 reflectance;
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@ -436,15 +441,17 @@ void main()
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#if defined(USE_SPECULARMAP)
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vec4 specular = texture2D(u_SpecularMap, texCoords);
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#if defined(USE_GAMMA2_TEXTURES)
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specular.rgb *= specular.rgb;
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#endif
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#else
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vec4 specular = vec4(1.0);
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#endif
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specular *= u_SpecularScale;
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#if defined(r_materialGamma)
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diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
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specular.rgb = pow(specular.rgb, vec3(r_materialGamma));
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#endif
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float gloss = specular.a;
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float shininess = exp2(gloss * 13.0);
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@ -482,7 +489,7 @@ void main()
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#endif
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#endif
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gl_FragColor.rgb = lightColor * reflectance * NL;
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gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
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#if 0
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vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
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@ -506,19 +513,23 @@ void main()
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// parallax corrected cubemap (cheaper trick)
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// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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R += u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
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vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
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vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
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#if defined(USE_LIGHTMAP)
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cubeLightColor *= lightSample.rgb;
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#elif defined (USE_LIGHT_VERTEX)
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cubeLightColor *= var_LightColor;
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#else
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cubeLightColor *= lightColor * NL + ambientColor;
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#endif
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// normalize cubemap based on lowest mip (~diffuse)
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// multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
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//vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 6.0).rgb, 0.5 / 255.0);
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//cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
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#if defined(r_framebufferGamma)
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cubeLightColor = pow(cubeLightColor, vec3(r_framebufferGamma));
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#endif
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// multiply cubemap values by lighting
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// not technically correct, but helps make reflections look less unnatural
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//cubeLightColor *= lightColor * (attenuation * NL) + ambientColor;
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//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb * u_EnableTextures.w;
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gl_FragColor.rgb += cubeLightColor * reflectance;
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#endif
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@ -541,25 +552,43 @@ void main()
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reflectance = CalcDiffuse(diffuse.rgb, N, L2, E, NE, NL2, shininess);
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reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess);
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lightColor = u_PrimaryLightColor;
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lightColor = u_PrimaryLightColor * var_Color.rgb;
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// enable when point lights are supported as primary lights
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//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
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#if defined(r_lightGamma)
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lightColor = pow(lightColor, vec3(r_lightGamma));
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#endif
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#if defined(USE_SHADOWMAP)
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lightColor *= shadowValue;
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#endif
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// enable when point lights are supported as primary lights
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//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
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gl_FragColor.rgb += lightColor * reflectance * NL2;
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#endif
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gl_FragColor.a = diffuse.a;
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#else
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gl_FragColor = diffuse;
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lightColor = var_Color.rgb;
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#if defined(USE_LIGHTMAP)
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gl_FragColor.rgb *= lightColor;
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lightColor *= lightmapColor.rgb;
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#endif
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#if defined(r_lightGamma)
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lightColor = pow(lightColor, vec3(r_lightGamma));
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#endif
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#if defined(r_materialGamma)
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diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
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#endif
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gl_FragColor.rgb = diffuse.rgb * lightColor;
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#endif
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gl_FragColor *= var_Color;
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#if defined(r_framebufferGamma)
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gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / r_framebufferGamma));
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#endif
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gl_FragColor.a = diffuse.a * var_Color.a;
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}
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@ -83,10 +83,6 @@ varying vec3 var_ViewDir;
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#endif
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#endif
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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_FAST_LIGHT)
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varying vec4 var_LightDir;
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#endif
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@ -216,10 +212,6 @@ void main()
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#endif
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var_Color = u_VertColor * attr_Color + u_BaseColor;
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#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
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var_LightColor = var_Color.rgb;
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var_Color.rgb = vec3(1.0);
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#endif
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#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
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float sqrLightDist = dot(L, L);
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@ -32,6 +32,11 @@ vec3 FilmicTonemap(vec3 x)
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void main()
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{
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vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
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#if defined(r_framebufferGamma)
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color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
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#endif
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vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
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vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
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|
@ -44,5 +49,9 @@ void main()
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vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
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color.rgb = FilmicTonemap(color.rgb) * fWhite;
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#if defined(r_tonemapGamma)
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color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
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#endif
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gl_FragColor = clamp(color, 0.0, 1.0);
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}
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|
|
|
@ -593,52 +593,6 @@ void GLimp_InitExtraExtensions()
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ri.Printf(PRINT_ALL, result[2], extension);
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}
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// GL_EXT_texture_sRGB
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extension = "GL_EXT_texture_sRGB";
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glRefConfig.textureSrgb = qfalse;
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if (GLimp_HaveExtension(extension))
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{
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if (r_srgb->integer)
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glRefConfig.textureSrgb = qtrue;
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ri.Printf(PRINT_ALL, result[glRefConfig.textureSrgb], extension);
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}
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else
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{
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ri.Printf(PRINT_ALL, result[2], extension);
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}
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// GL_EXT_framebuffer_sRGB
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extension = "GL_EXT_framebuffer_sRGB";
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glRefConfig.framebufferSrgb = qfalse;
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if (GLimp_HaveExtension(extension))
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{
|
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if (r_srgb->integer)
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glRefConfig.framebufferSrgb = qtrue;
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|
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ri.Printf(PRINT_ALL, result[glRefConfig.framebufferSrgb], extension);
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}
|
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else
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{
|
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ri.Printf(PRINT_ALL, result[2], extension);
|
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}
|
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|
||||
// GL_EXT_texture_sRGB_decode
|
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extension = "GL_EXT_texture_sRGB_decode";
|
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glRefConfig.textureSrgbDecode = qfalse;
|
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if (GLimp_HaveExtension(extension))
|
||||
{
|
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if (r_srgb->integer)
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glRefConfig.textureSrgbDecode = qtrue;
|
||||
|
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ri.Printf(PRINT_ALL, result[glRefConfig.textureSrgbDecode], extension);
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}
|
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else
|
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{
|
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ri.Printf(PRINT_ALL, result[2], extension);
|
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}
|
||||
|
||||
|
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glRefConfig.textureCompression = TCR_NONE;
|
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|
||||
// GL_EXT_texture_compression_latc
|
||||
|
|
|
@ -321,6 +321,18 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, cha
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Q_strcat(dest, size,
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va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale));
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if (r_materialGamma->value != 1.0f)
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Q_strcat(dest, size, va("#ifndef r_materialGamma\n#define r_materialGamma %f\n#endif\n", r_materialGamma->value));
|
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|
||||
if (r_lightGamma->value != 1.0f)
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Q_strcat(dest, size, va("#ifndef r_lightGamma\n#define r_lightGamma %f\n#endif\n", r_lightGamma->value));
|
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|
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if (r_framebufferGamma->value != 1.0f)
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Q_strcat(dest, size, va("#ifndef r_framebufferGamma\n#define r_framebufferGamma %f\n#endif\n", r_framebufferGamma->value));
|
||||
|
||||
if (r_tonemapGamma->value != 1.0f)
|
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Q_strcat(dest, size, va("#ifndef r_tonemapGamma\n#define r_tonemapGamma %f\n#endif\n", r_tonemapGamma->value));
|
||||
|
||||
if (extra)
|
||||
{
|
||||
Q_strcat(dest, size, extra);
|
||||
|
|
|
@ -1857,61 +1857,6 @@ static GLenum RawImage_GetFormat(const byte *data, int numPixels, qboolean light
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (glRefConfig.textureSrgb && (flags & IMGFLAG_SRGB))
|
||||
{
|
||||
switch(internalFormat)
|
||||
{
|
||||
case GL_RGB:
|
||||
internalFormat = GL_SRGB_EXT;
|
||||
break;
|
||||
|
||||
case GL_RGB4:
|
||||
case GL_RGB5:
|
||||
case GL_RGB8:
|
||||
internalFormat = GL_SRGB8_EXT;
|
||||
break;
|
||||
|
||||
case GL_RGBA:
|
||||
internalFormat = GL_SRGB_ALPHA_EXT;
|
||||
break;
|
||||
|
||||
case GL_RGBA4:
|
||||
case GL_RGBA8:
|
||||
internalFormat = GL_SRGB8_ALPHA8_EXT;
|
||||
break;
|
||||
|
||||
case GL_LUMINANCE:
|
||||
internalFormat = GL_SLUMINANCE_EXT;
|
||||
break;
|
||||
|
||||
case GL_LUMINANCE8:
|
||||
case GL_LUMINANCE16:
|
||||
internalFormat = GL_SLUMINANCE8_EXT;
|
||||
break;
|
||||
|
||||
case GL_LUMINANCE_ALPHA:
|
||||
internalFormat = GL_SLUMINANCE_ALPHA_EXT;
|
||||
break;
|
||||
|
||||
case GL_LUMINANCE8_ALPHA8:
|
||||
case GL_LUMINANCE16_ALPHA16:
|
||||
internalFormat = GL_SLUMINANCE8_ALPHA8_EXT;
|
||||
break;
|
||||
|
||||
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
|
||||
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
|
||||
break;
|
||||
|
||||
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
|
||||
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
|
||||
break;
|
||||
|
||||
case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
|
||||
internalFormat = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return internalFormat;
|
||||
|
@ -1966,13 +1911,9 @@ static void RawImage_UploadTexture( byte *data, int x, int y, int width, int hei
|
|||
R_MipMapNormalHeight( data, data, width, height, qtrue);
|
||||
}
|
||||
}
|
||||
else if (flags & IMGFLAG_SRGB)
|
||||
{
|
||||
R_MipMapsRGB( data, width, height );
|
||||
}
|
||||
else
|
||||
{
|
||||
R_MipMap( data, width, height );
|
||||
R_MipMapsRGB( data, width, height );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2049,26 +1990,6 @@ 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.textureSrgb && (flags & IMGFLAG_SRGB))
|
||||
{
|
||||
byte *in = data;
|
||||
int c = width * height;
|
||||
while (c--)
|
||||
{
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
float x = ByteToFloat(in[i]);
|
||||
x = sRGBtoRGB(x);
|
||||
in[i] = FloatToByte(x);
|
||||
}
|
||||
in += 4;
|
||||
}
|
||||
|
||||
// FIXME: Probably should mark the image as non-sRGB as well
|
||||
flags &= ~IMGFLAG_SRGB;
|
||||
}
|
||||
|
||||
// normals are always swizzled
|
||||
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
|
||||
{
|
||||
|
@ -2107,13 +2028,20 @@ static void Upload32( byte *data, int width, int height, imgType_t type, imgFlag
|
|||
// use the normal mip-mapping function to go down from here
|
||||
while ( width > scaled_width || height > scaled_height ) {
|
||||
|
||||
if (flags & IMGFLAG_SRGB)
|
||||
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
|
||||
{
|
||||
R_MipMapsRGB( (byte *)data, width, height );
|
||||
if (internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
|
||||
{
|
||||
R_MipMapLuminanceAlpha( data, data, width, height );
|
||||
}
|
||||
else
|
||||
{
|
||||
R_MipMapNormalHeight( data, data, width, height, qtrue);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
R_MipMap( (byte *)data, width, height );
|
||||
R_MipMapsRGB( data, width, height );
|
||||
}
|
||||
|
||||
width >>= 1;
|
||||
|
@ -2395,13 +2323,20 @@ void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int h
|
|||
// use the normal mip-mapping function to go down from here
|
||||
while ( width > scaled_width || height > scaled_height ) {
|
||||
|
||||
if (image->flags & IMGFLAG_SRGB)
|
||||
if (image->type == IMGTYPE_NORMAL || image->type == IMGTYPE_NORMALHEIGHT)
|
||||
{
|
||||
R_MipMapsRGB( (byte *)data, width, height );
|
||||
if (image->internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
|
||||
{
|
||||
R_MipMapLuminanceAlpha( data, data, width, height );
|
||||
}
|
||||
else
|
||||
{
|
||||
R_MipMapNormalHeight( data, data, width, height, qtrue);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
R_MipMap( (byte *)data, width, height );
|
||||
R_MipMapsRGB( data, width, height );
|
||||
}
|
||||
|
||||
width >>= 1;
|
||||
|
@ -2593,7 +2528,7 @@ image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags )
|
|||
int normalWidth, normalHeight;
|
||||
imgFlags_t normalFlags;
|
||||
|
||||
normalFlags = (flags & ~(IMGFLAG_GENNORMALMAP | IMGFLAG_SRGB)) | IMGFLAG_NOLIGHTSCALE;
|
||||
normalFlags = (flags & ~IMGFLAG_GENNORMALMAP) | IMGFLAG_NOLIGHTSCALE;
|
||||
|
||||
COM_StripExtension(name, normalName, MAX_QPATH);
|
||||
Q_strcat(normalName, MAX_QPATH, "_n");
|
||||
|
@ -3040,21 +2975,10 @@ void R_SetColorMappings( void ) {
|
|||
g = r_gamma->value;
|
||||
|
||||
for ( i = 0; i < 256; i++ ) {
|
||||
int i2;
|
||||
|
||||
if (r_srgb->integer)
|
||||
{
|
||||
i2 = 255 * RGBtosRGB(i/255.0f) + 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
i2 = i;
|
||||
}
|
||||
|
||||
if ( g == 1 ) {
|
||||
inf = i2;
|
||||
inf = i;
|
||||
} else {
|
||||
inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f;
|
||||
inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
|
||||
}
|
||||
|
||||
if (inf < 0) {
|
||||
|
|
|
@ -125,7 +125,10 @@ cvar_t *r_forceAutoExposure;
|
|||
cvar_t *r_forceAutoExposureMin;
|
||||
cvar_t *r_forceAutoExposureMax;
|
||||
|
||||
cvar_t *r_srgb;
|
||||
cvar_t *r_materialGamma;
|
||||
cvar_t *r_lightGamma;
|
||||
cvar_t *r_framebufferGamma;
|
||||
cvar_t *r_tonemapGamma;
|
||||
|
||||
cvar_t *r_depthPrepass;
|
||||
cvar_t *r_ssao;
|
||||
|
@ -1181,7 +1184,10 @@ void R_Register( void )
|
|||
|
||||
r_cameraExposure = ri.Cvar_Get( "r_cameraExposure", "0", CVAR_CHEAT );
|
||||
|
||||
r_srgb = ri.Cvar_Get( "r_srgb", "0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_materialGamma = ri.Cvar_Get( "r_materialGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_lightGamma = ri.Cvar_Get( "r_lightGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_framebufferGamma = ri.Cvar_Get( "r_framebufferGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
r_tonemapGamma = ri.Cvar_Get( "r_tonemapGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
|
||||
|
||||
r_depthPrepass = ri.Cvar_Get( "r_depthPrepass", "1", CVAR_ARCHIVE );
|
||||
r_ssao = ri.Cvar_Get( "r_ssao", "0", CVAR_LATCH | CVAR_ARCHIVE );
|
||||
|
|
|
@ -1421,10 +1421,6 @@ typedef struct {
|
|||
qboolean framebufferMultisample;
|
||||
qboolean framebufferBlit;
|
||||
|
||||
qboolean textureSrgb;
|
||||
qboolean framebufferSrgb;
|
||||
qboolean textureSrgbDecode;
|
||||
|
||||
qboolean depthClamp;
|
||||
qboolean seamlessCubeMap;
|
||||
|
||||
|
@ -1787,7 +1783,10 @@ extern cvar_t *r_forceAutoExposureMax;
|
|||
|
||||
extern cvar_t *r_cameraExposure;
|
||||
|
||||
extern cvar_t *r_srgb;
|
||||
extern cvar_t *r_materialGamma;
|
||||
extern cvar_t *r_lightGamma;
|
||||
extern cvar_t *r_framebufferGamma;
|
||||
extern cvar_t *r_tonemapGamma;
|
||||
|
||||
extern cvar_t *r_depthPrepass;
|
||||
extern cvar_t *r_ssao;
|
||||
|
|
|
@ -2862,7 +2862,7 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
|
|||
{
|
||||
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);
|
||||
tr.refdef.colorScale = 1.0f; //766.0f / (directed[0] + directed[1] + directed[2] + 1.0f);
|
||||
// only print message for first side
|
||||
if (directed[0] + directed[1] + directed[2] == 0 && cubemapSide == 0)
|
||||
{
|
||||
|
|
|
@ -685,9 +685,6 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
|
|||
{
|
||||
if (r_genNormalMaps->integer)
|
||||
flags |= IMGFLAG_GENNORMALMAP;
|
||||
|
||||
if (r_srgb->integer)
|
||||
flags |= IMGFLAG_SRGB;
|
||||
}
|
||||
|
||||
stage->bundle[0].image[0] = R_FindImageFile( token, type, flags );
|
||||
|
@ -732,9 +729,6 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
|
|||
{
|
||||
if (r_genNormalMaps->integer)
|
||||
flags |= IMGFLAG_GENNORMALMAP;
|
||||
|
||||
if (r_srgb->integer)
|
||||
flags |= IMGFLAG_SRGB;
|
||||
}
|
||||
|
||||
|
||||
|
@ -776,9 +770,6 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
|
|||
if (!shader.noPicMip)
|
||||
flags |= IMGFLAG_PICMIP;
|
||||
|
||||
if (r_srgb->integer)
|
||||
flags |= IMGFLAG_SRGB;
|
||||
|
||||
stage->bundle[0].image[num] = R_FindImageFile( token, IMGTYPE_COLORALPHA, flags );
|
||||
if ( !stage->bundle[0].image[num] )
|
||||
{
|
||||
|
@ -1511,9 +1502,6 @@ static void ParseSkyParms( char **text ) {
|
|||
int i;
|
||||
imgFlags_t imgFlags = IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
|
||||
|
||||
if (r_srgb->integer)
|
||||
imgFlags |= IMGFLAG_SRGB;
|
||||
|
||||
// outerbox
|
||||
token = COM_ParseExt( text, qfalse );
|
||||
if ( token[0] == 0 ) {
|
||||
|
@ -3333,9 +3321,6 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
|
|||
|
||||
flags = IMGFLAG_NONE;
|
||||
|
||||
if (r_srgb->integer)
|
||||
flags |= IMGFLAG_SRGB;
|
||||
|
||||
if (mipRawImage)
|
||||
{
|
||||
flags |= IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
|
||||
|
|
|
@ -18,7 +18,7 @@ compatibility with existing Quake 3 mods.
|
|||
- Texture upsampling.
|
||||
- Advanced materials support.
|
||||
- Advanced shading and specular methods.
|
||||
- sRGB support.
|
||||
- Separate material/light/framebuffer/tonemap gamma.
|
||||
- LATC and BPTC texture compression support.
|
||||
- Screen-space ambient occlusion.
|
||||
|
||||
|
@ -163,13 +163,6 @@ Cvars for HDR and tonemapping:
|
|||
2.0 - Normal. (default)
|
||||
3.0 - Brighter.
|
||||
|
||||
r_srgb - Treat all input textures as sRGB, and do
|
||||
final rendering in a sRGB framebuffer. Only
|
||||
required if assets were created with it in
|
||||
mind.
|
||||
0 - No. (default)
|
||||
1 - Yes.
|
||||
|
||||
Cvars for advanced material usage:
|
||||
r_normalMapping - Enable normal mapping for materials that
|
||||
support it, and also specify advanced
|
||||
|
@ -318,6 +311,29 @@ Cvars for the sunlight and cascaded shadow maps:
|
|||
4096 - 4096x4096, indistinguishable from
|
||||
2048.
|
||||
|
||||
Cvars for adjusting gamma values:
|
||||
r_materialGamma - Gamma level for material textures.
|
||||
(diffuse, specular)
|
||||
1.0 - Quake 3, fastest. (default)
|
||||
2.0 - More accurate, slower.
|
||||
2.2 - Most accurate, slowest.
|
||||
|
||||
r_lightGamma - Gamma level for light.
|
||||
(lightmap, lightgrid, vertex lights)
|
||||
1.0 - Quake 3, fastest. (default)
|
||||
2.0 - More accurate, slower.
|
||||
2.2 - Most accurate, slowest.
|
||||
|
||||
r_framebufferGamma - Gamma level for framebuffers.
|
||||
1.0 - Quake 3, fastest. (default)
|
||||
2.0 - More accurate, slower.
|
||||
2.2 - Most accurate, slowest.
|
||||
|
||||
r_tonemapGamma - Gamma applied after tonemapping.
|
||||
1.0 - Quake 3, fastest. (default)
|
||||
2.0 - More accurate, slower.
|
||||
2.2 - Most accurate, slowest.
|
||||
|
||||
Cvars that you probably don't care about or shouldn't mess with:
|
||||
r_mergeMultidraws - Optimize number of calls to
|
||||
glMultiDrawElements().
|
||||
|
@ -599,6 +615,59 @@ Each of these settings corresponds to a matching cvar, so you can view and
|
|||
adjust the effect before settling on fixed settings.
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
MATERIAL/LIGHT/FRAMEBUFFER/TONEMAP GAMMA
|
||||
-------------------------------------------------------------------------------
|
||||
|
||||
This adds four cvars, r_materialGamma, r_lightGamma, r_framebufferGamma, and
|
||||
r_tonemapGamma. These adjust the gamma levels of their corresponding texture
|
||||
or color, allowing for more realistic lighting and shading.
|
||||
|
||||
These settings are fastest:
|
||||
|
||||
r_materialGamma 1
|
||||
r_lightGamma 1
|
||||
r_framebufferGamma 1
|
||||
r_tonemapGamma 1
|
||||
|
||||
This is the same as Quake 3 behaviour, where colors are not adjusted for gamma
|
||||
until presentation to the screen.
|
||||
|
||||
These settings are more accurate:
|
||||
|
||||
r_materialGamma 2
|
||||
r_lightGamma 2
|
||||
r_framebufferGamma 2
|
||||
r_tonemapGamma 2
|
||||
|
||||
This converts diffuse/specular from gamma 2 space to linear space
|
||||
(r_materialGamma 2), converts light values similarly (r_lightGamma 2),
|
||||
converts those to the gamma 2 of the framebuffer (r_framebufferGamma 2), and
|
||||
converts to a monitor gamma of 2 after tonemapping (r_tonemapGamma 2).
|
||||
|
||||
These settings are the most accurate:
|
||||
|
||||
r_materialGamma 2.2
|
||||
r_lightGamma 2.2
|
||||
r_framebufferGamma 2.2
|
||||
r_tonemapGamma 2.2
|
||||
|
||||
This is the same as the previous, except using a more correct gamma of 2.2,
|
||||
which approximates sRGB.
|
||||
|
||||
The only issue with these last two examples are that dlights aren't added
|
||||
linearly, since they are still performed as a straight add to a non-linear
|
||||
framebuffer. To fix this, these settings are possible:
|
||||
|
||||
r_materialGamma 2.2
|
||||
r_lightGamma 2.2
|
||||
r_framebufferGamma 1.0
|
||||
r_tonemapGamma 2.2
|
||||
|
||||
But these cause UI draws to have the wrong gamma, as these are rendered after
|
||||
tonemapping. I recommend the use of the second or third set of settings.
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
THANKS
|
||||
-------------------------------------------------------------------------------
|
||||
|
|
Loading…
Reference in a new issue