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https://github.com/UberGames/lilium-voyager.git
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OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly.
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a836c2db89
commit
f8355ba2fb
7 changed files with 34 additions and 19 deletions
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@ -17,7 +17,7 @@ uniform vec4 u_DiffuseTexMatrix;
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uniform vec4 u_DiffuseTexOffTurb;
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#if defined(USE_TCGEN) || defined(USE_RGBAGEN)
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uniform vec3 u_ViewOrigin;
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCGEN)
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@ -48,7 +48,7 @@ uniform int u_ColorGen;
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uniform int u_AlphaGen;
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uniform vec3 u_AmbientLight;
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uniform vec3 u_DirectedLight;
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uniform vec4 u_LightOrigin;
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uniform vec3 u_ModelLightDir;
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uniform float u_PortalRange;
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#endif
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@ -123,7 +123,7 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
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}
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else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
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{
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vec3 viewer = normalize(u_ViewOrigin - position);
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vec3 viewer = normalize(u_LocalViewOrigin - position);
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tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5;
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}
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else if (TCGen == TCGEN_VECTOR)
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@ -158,12 +158,12 @@ vec4 CalcColor(vec3 position, vec3 normal)
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if (u_ColorGen == CGEN_LIGHTING_DIFFUSE)
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{
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float incoming = clamp(dot(normal, u_LightOrigin.xyz), 0.0, 1.0);
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float incoming = clamp(dot(normal, u_ModelLightDir), 0.0, 1.0);
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color.rgb = clamp(u_DirectedLight * incoming + u_AmbientLight, 0.0, 1.0);
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}
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vec3 viewer = u_ViewOrigin - position;
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vec3 viewer = u_LocalViewOrigin - position;
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if (u_AlphaGen == AGEN_LIGHTING_SPECULAR)
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{
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@ -22,6 +22,7 @@ attribute vec3 attr_LightDirection;
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#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
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uniform vec3 u_ViewOrigin;
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uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCGEN)
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@ -94,7 +95,7 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
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}
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else if (TCGen == TCGEN_ENVIRONMENT_MAPPED)
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{
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vec3 viewer = normalize(u_ViewOrigin - position);
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vec3 viewer = normalize(u_LocalViewOrigin - position);
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tex = -reflect(viewer, normal).yz * vec2(0.5, -0.5) + 0.5;
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}
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else if (TCGen == TCGEN_VECTOR)
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@ -106,6 +106,7 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_LightUp", GLSL_VEC3 },
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{ "u_LightRight", GLSL_VEC3 },
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{ "u_LightOrigin", GLSL_VEC4 },
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{ "u_ModelLightDir", GLSL_VEC3 },
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{ "u_LightRadius", GLSL_FLOAT },
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{ "u_AmbientLight", GLSL_VEC3 },
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{ "u_DirectedLight", GLSL_VEC3 },
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@ -124,11 +125,12 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_VertexLerp" , GLSL_FLOAT },
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{ "u_MaterialInfo", GLSL_VEC2 },
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{ "u_ViewInfo", GLSL_VEC4 },
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{ "u_ViewOrigin", GLSL_VEC3 },
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{ "u_ViewForward", GLSL_VEC3 },
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{ "u_ViewLeft", GLSL_VEC3 },
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{ "u_ViewUp", GLSL_VEC3 },
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{ "u_ViewInfo", GLSL_VEC4 },
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{ "u_ViewOrigin", GLSL_VEC3 },
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{ "u_LocalViewOrigin", GLSL_VEC3 },
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{ "u_ViewForward", GLSL_VEC3 },
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{ "u_ViewLeft", GLSL_VEC3 },
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{ "u_ViewUp", GLSL_VEC3 },
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{ "u_InvTexRes", GLSL_VEC2 },
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{ "u_AutoExposureMinMax", GLSL_VEC2 },
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@ -403,8 +403,11 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
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((byte *)&ent->ambientLightInt)[3] = 0xff;
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// transform the direction to local space
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// no need to do this if using lightentity glsl shader
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VectorNormalize( lightDir );
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ent->modelLightDir[0] = DotProduct( lightDir, ent->e.axis[0] );
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ent->modelLightDir[1] = DotProduct( lightDir, ent->e.axis[1] );
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ent->modelLightDir[2] = DotProduct( lightDir, ent->e.axis[2] );
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VectorCopy(lightDir, ent->lightDir);
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}
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@ -84,7 +84,8 @@ typedef struct {
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qboolean needDlights; // true for bmodels that touch a dlight
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qboolean lightingCalculated;
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qboolean mirrored; // mirrored matrix, needs reversed culling
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vec3_t lightDir; // normalized direction towards light
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vec3_t lightDir; // normalized direction towards light, in world space
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vec3_t modelLightDir; // normalized direction towards light, in model space
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vec3_t ambientLight; // color normalized to 0-255
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int ambientLightInt; // 32 bit rgba packed
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vec3_t directedLight;
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@ -764,6 +765,7 @@ typedef enum
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UNIFORM_LIGHTUP,
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UNIFORM_LIGHTRIGHT,
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UNIFORM_LIGHTORIGIN,
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UNIFORM_MODELLIGHTDIR,
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UNIFORM_LIGHTRADIUS,
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UNIFORM_AMBIENTLIGHT,
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UNIFORM_DIRECTEDLIGHT,
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@ -784,6 +786,7 @@ typedef enum
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UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
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UNIFORM_VIEWORIGIN,
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UNIFORM_LOCALVIEWORIGIN,
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UNIFORM_VIEWFORWARD,
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UNIFORM_VIEWLEFT,
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UNIFORM_VIEWUP,
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@ -719,6 +719,7 @@ static void ForwardDlight( void ) {
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
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GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
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GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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@ -1102,6 +1103,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
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GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
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GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
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@ -1150,6 +1152,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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VectorCopy(backEnd.currentEntity->lightDir, vec);
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vec[3] = 0.0f;
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GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec);
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GLSL_SetUniformVec3(sp, UNIFORM_MODELLIGHTDIR, backEnd.currentEntity->modelLightDir);
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GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 0.0f);
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}
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@ -2282,7 +2282,7 @@ static qboolean CollapseStagesToGLSL(void)
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{
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// if 2+ stages and first stage is lightmap, switch them
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// this makes it easier for the later bits to process
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if (stages[0].active && stages[0].bundle[0].isLightmap && stages[1].active)
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if (stages[0].active && stages[0].bundle[0].tcGen == TCGEN_LIGHTMAP && stages[1].active)
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{
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int blendBits = stages[1].stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
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@ -2319,7 +2319,7 @@ static qboolean CollapseStagesToGLSL(void)
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break;
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}
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if (pStage->bundle[0].isLightmap)
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if (pStage->bundle[0].tcGen == TCGEN_LIGHTMAP)
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{
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int blendBits = pStage->stateBits & ( GLS_DSTBLEND_BITS | GLS_SRCBLEND_BITS );
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@ -2370,7 +2370,7 @@ static qboolean CollapseStagesToGLSL(void)
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continue;
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// skip lightmaps
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if (pStage->bundle[0].isLightmap)
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if (pStage->bundle[0].tcGen == TCGEN_LIGHTMAP)
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continue;
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diffuse = pStage;
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@ -2412,7 +2412,7 @@ static qboolean CollapseStagesToGLSL(void)
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break;
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case ST_COLORMAP:
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if (pStage2->bundle[0].isLightmap)
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if (pStage2->bundle[0].tcGen == TCGEN_LIGHTMAP)
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{
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lightmap = pStage2;
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}
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@ -2454,7 +2454,7 @@ static qboolean CollapseStagesToGLSL(void)
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if (!pStage->active)
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continue;
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if (pStage->bundle[0].isLightmap)
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if (pStage->bundle[0].tcGen == TCGEN_LIGHTMAP)
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{
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pStage->active = qfalse;
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}
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@ -2520,7 +2520,7 @@ static qboolean CollapseStagesToGLSL(void)
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if (pStage->adjustColorsForFog)
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continue;
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if (pStage->bundle[TB_DIFFUSEMAP].isLightmap)
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if (pStage->bundle[TB_DIFFUSEMAP].tcGen == TCGEN_LIGHTMAP)
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{
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pStage->glslShaderGroup = tr.lightallShader;
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pStage->glslShaderIndex = LIGHTDEF_USE_LIGHTMAP;
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@ -2550,6 +2550,9 @@ static qboolean CollapseStagesToGLSL(void)
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{
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pStage->glslShaderGroup = tr.lightallShader;
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pStage->glslShaderIndex = LIGHTDEF_USE_LIGHT_VECTOR;
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if (pStage->bundle[0].tcGen != TCGEN_TEXTURE || pStage->bundle[0].numTexMods != 0)
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pStage->glslShaderIndex |= LIGHTDEF_USE_TCGEN_AND_TCMOD;
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}
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}
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}
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