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OpenGL2: Add support for parallax occlusion mapping.
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3 changed files with 19 additions and 2 deletions
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@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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// best match found (starts with last position 1.0)
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float bestDepth = 1.0;
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// texture depth at best depth
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float texDepth = 0.0;
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// search front to back for first point inside object
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for(int i = 0; i < linearSearchSteps - 1; ++i)
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{
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@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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if(bestDepth > 0.996) // if no depth found yet
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if(depth >= t)
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{
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bestDepth = depth; // store best depth
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texDepth = t;
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}
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}
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depth = bestDepth;
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#if !defined (USE_RELIEFMAP)
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float prevDepth = depth - size;
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float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
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bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + prevTexDepth);
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#else
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// recurse around first point (depth) for closest match
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for(int i = 0; i < binarySearchSteps; ++i)
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{
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@ -129,6 +140,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
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depth += size;
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}
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#endif
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return bestDepth;
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}
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@ -1079,7 +1079,11 @@ void GLSL_InitGPUShaders(void)
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#endif
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if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
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{
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Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
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if (r_parallaxMapping->integer > 1)
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Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
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}
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}
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if (r_specularMapping->integer)
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@ -187,7 +187,8 @@ Cvars for advanced material usage:
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r_parallaxMapping - Enable parallax mapping for materials that
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support it.
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0 - No. (default)
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1 - Yes.
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1 - Use parallax occlusion mapping.
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2 - Use relief mapping. (slower)
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r_baseSpecular - Set the specular reflectance of materials
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which don't include a specular map or
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