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604 lines
25 KiB
Markdown
604 lines
25 KiB
Markdown
# OpenGL2
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<insert ascii art here>
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OpenGL2 is an alternate renderer for ioquake3. It aims to implement modern
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features and technologies into the id tech 3 engine, but without sacrificing
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compatibility with existing Quake 3 mods.
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-------------------------------------------------------------------------------
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FEATURES
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-------------------------------------------------------------------------------
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- Compatible with most vanilla Quake 3 mods.
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- HDR Rendering, and support for HDR lightmaps
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- Tone mapping and auto-exposure.
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- Cascaded shadow maps.
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- Multisample anti-aliasing.
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- Texture upsampling.
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- Advanced materials support.
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- Advanced shading and specular methods.
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- RGTC and BPTC texture compression support.
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- Screen-space ambient occlusion.
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-------------------------------------------------------------------------------
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INSTALLATION
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-------------------------------------------------------------------------------
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For *nix:
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1. This should be identical to installing ioq3. Check their README for more
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details.
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For Win32:
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1. Have a Quake 3 install, fully patched.
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2. Copy the following files into Quake 3's install directory:
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ioquake3.x86.exe
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renderer_opengl1_x86.dll
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renderer_opengl2_x86.dll
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These can be found in build/release-mingw32-x86 after compiling, or bug
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someone to release binaries.
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-------------------------------------------------------------------------------
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RUNNING
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-------------------------------------------------------------------------------
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1. Start ioquake3. (ioquake3.x86.exe on Win32)
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2. Open the console (the default key is tilde ~) and type
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`/cl_renderer opengl2` and press enter
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`/vid_restart` then press enter again.
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3. Enjoy.
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-------------------------------------------------------------------------------
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CVARS
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-------------------------------------------------------------------------------
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Cvars for simple rendering features:
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* `r_ext_compressed_textures` - Automatically compress textures.
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0 - No texture compression. (default)
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1 - DXT/RGTC texture compression if
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supported.
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2 - BPTC texture compression if supported.
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* `r_ext_framebuffer_multisample` - Multisample Anti-aliasing.
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0 - None. (default)
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1-16 - Some.
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17+ - Too much!
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* `r_ssao` - Enable screen-space ambient occlusion.
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Currently eats framerate and has some
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visible artifacts.
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0 - No. (default)
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1 - Yes.
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Cvars for HDR and tonemapping:
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* `r_hdr` - Do scene rendering in a framebuffer with
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high dynamic range. (Less banding, and
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exposure changes look much better)
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0 - No.
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1 - Yes. (default)
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* `r_cameraExposure` - Cheat. Alter brightness, in powers of two.
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-2 - 4x as dark.
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0 - Normal. (default)
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0.5 - Sqrt(2)x as bright.
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2 - 4x as bright.
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* `r_postProcess` - Enable post-processing.
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0 - No.
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1 - Yes. (default)
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* `r_toneMap` - Enable tone mapping. Requires
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r_hdr and r_postProcess.
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0 - No.
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1 - Yes. (default)
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* `r_forceToneMap` - Cheat. Override built-in and map tonemap settings and use cvars r_forceToneMapAvg, r_forceToneMapMin, and r_forceToneMapMax.
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0 - No. (default)
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1 - Yes.
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* `r_forceToneMapAvg` - Cheat. Map average scene luminance to this
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value, in powers of two. Requires
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r_forceToneMap.
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-2.0 - Dark.
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-1.0 - Kinda dark. (default).
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2.0 - Too bright.
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* `r_forceToneMapMin` - Cheat. After mapping average, luminance
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below this level is mapped to black.
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Requires r_forceToneMap.
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-5 - Not noticeable.
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-3.25 - Normal. (default)
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0.0 - Too dark.
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* `r_forceToneMapMin` - Cheat. After mapping average, luminance
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above this level is mapped to white.
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Requires r_forceToneMap.
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0.0 - Too bright.
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1.0 - Normal. (default).
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2.0 - Washed out.
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* `r_autoExposure` - Do automatic exposure based on scene
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brightness. Hardcoded to -2 to 2 on maps
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that don't specify otherwise. Requires
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r_hdr, r_postprocess, and r_toneMap.
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0 - No.
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1 - Yes. (default)
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* `r_forceAutoExposure` - Cheat. Override built-in and map auto
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exposure settings and use cvars
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r_forceAutoExposureMin and
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r_forceAutoExposureMax.
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0 - No. (default)
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1 - Yes.
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* `r_forceAutoExposureMin` - Cheat. Set minimum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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-3.0 - Dimmer.
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-2.0 - Normal. (default)
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-1.0 - Brighter.
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* `r_forceAutoExposureMax` - Cheat. Set maximum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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1.0 - Dimmer.
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2.0 - Normal. (default)
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3.0 - Brighter.
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Cvars for advanced material usage:
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* `r_normalMapping` - Enable normal maps for materials that
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support it.
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0 - No.
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1 - Yes. (default)
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* `r_specularMapping` - Enable specular maps for materials that
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support it.
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0 - No.
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1 - Yes. (default)
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* `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled
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with light directions.) Even if the map
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doesn't have deluxe mapping compiled in,
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an approximation based on the lightgrid
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will be used.
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0 - No.
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1 - Yes. (default)
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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 - 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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use the specularReflectance keyword.
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0 - No.
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0.04 - Realistic. (default)
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1.0 - Ack.
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* `r_baseGloss` - Set the glossiness of materials which don't
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include a specular map or use the
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specularExponent keyword.
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0 - Rough.
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0.3 - Default.
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1.0 - Shiny.
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* `r_baseNormalX` - Set the scale of the X values from normal
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maps when the normalScale keyword is not
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used.
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-1 - Flip X.
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0 - Ignore X.
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1 - Normal X. (default)
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2 - Double X.
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* `r_baseNormalY` - Set the scale of the Y values from normal
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maps when the normalScale keyword is not
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used.
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-1 - Flip Y.
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0 - Ignore Y.
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1 - Normal Y. (default)
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2 - Double Y.
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* `r_baseParallax` - Sets the scale of the parallax effect for
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materials when the parallaxDepth keyword
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is not used.
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0 - No depth.
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0.01 - Pretty smooth.
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0.05 - Standard depth. (default)
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0.1 - Looks broken.
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* `r_pbr` - Enable physically based rendering.
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Experimental, will not look correct without
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assets meant for it.
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0 - No. (default)
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1 - Yes.
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Cvars for image interpolation and generation:
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* `r_imageUpsample` - Use interpolation to artificially increase
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the resolution of all textures. Looks good
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in certain circumstances.
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0 - No. (default)
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1 - 2x size.
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2 - 4x size.
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3 - 8x size, etc
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* `r_imageUpsampleMaxSize` - Maximum texture size when upsampling
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textures.
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1024 - Default.
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2048 - Really nice.
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4096 - Really slow.
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8192 - Crash.
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* `r_imageUpsampleType` - Type of interpolation when upsampling
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textures.
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0 - None. (probably broken)
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1 - Bad but fast (default,
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FCBI without second derivatives)
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2 - Okay but slow (normal FCBI)
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* `r_genNormalMaps` - Naively generate normal maps for all
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textures.
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0 - Don't. (default)
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1 - Do.
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Cvars for the sunlight and cascaded shadow maps:
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* `r_forceSun` - Cheat. Force sunlight and shadows, using sun position from sky material.
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0 - Don't. (default)
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1 - Do.
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2 - Sunrise, sunset.
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* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor
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when r_forceSun 1.
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1.0 - Default
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* `r_forceSunAmbientScale` - Cheat. Scale sun ambient brightness by this factor when r_forceSun 1. 0.5 - Default
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* `r_sunShadows` - Enable sunlight and cascaded shadow maps for
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it on maps that support it.
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0 - No.
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1 - Yes. (default)
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* `r_sunlightMode` - Specify the method used to add sunlight to
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the scene.
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0 - No.
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1 - Multiply lit areas by light scale, and
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shadowed areas by ambient scale.
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(default)
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2 - Add light. Looks better, but is slower
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and doesn't integrate well with existing
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maps.
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* `r_shadowFilter` - Enable filtering shadows for a smoother
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look.
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0 - No.
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1 - Some. (default)
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2 - Much.
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* `r_shadowMapSize` - Size of each cascaded shadow map.
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256 - 256x256, ugly, probably shouldn't
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go below this.
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512 - 512x512, passable.
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1024 - 1024x1024, good. (default)
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2048 - 2048x2048, extreme.
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4096 - 4096x4096, indistinguishable from
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2048.
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Cvars that you probably don't care about or shouldn't mess with:
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* `r_depthPrepass` - Do a depth-only pass before rendering.
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Speeds up rendering in cases where advanced
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features are used. Required for
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r_sunShadows.
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0 - No.
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1 - Yes. (default)
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* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into
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2 or fewer giant (4096x4096) lightmaps.
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Easy speedup.
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0 - Don't.
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1 - Do. (default)
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* `r_shadowCascadeZNear` - Near plane for shadow cascade frustums.
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4 - Default.
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* `r_shadowCascadeZFar` - Far plane for shadow cascade frustums.
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3072 - Default.
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* `r_shadowCascadeZBias` - Z-bias for shadow cascade frustums.
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-256 - Default.
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Cvars that have broken bits:
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* `r_dlightMode` - Change how dynamic lights look.
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0 - Quake 3 style dlights, fake
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brightening. (default)
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1 - Actual lighting, no shadows.
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2 - Light and shadows. (broken)
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* `r_pshadowDist` - Virtual camera distance when creating shadowmaps for projected shadows. Deprecated.
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* `cg_shadows` - Old shadow code. Deprecated.
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-------------------------------------------------------------------------------
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MATERIALS
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-------------------------------------------------------------------------------
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OpenGL2 supports .mtr files, which are basically the same as .shader files, and
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are located in the same place, but override existing .shader files if they
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exist. This is to allow maps and mods to use the new material features without
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breaking the map when using the old renderer.
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Here's an example of a material stored in one, showing off some new features:
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textures/abandon/grass
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{
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qer_editorimage textures/abandon/grass.jpg
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{
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map textures/abandon/grass3_256_d.jpg
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rgbgen identity
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}
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{
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stage normalparallaxmap
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map textures/abandon/grass3_1024_n.png
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normalScale 1 1
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parallaxDepth 0.05
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}
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{
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stage specularmap
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map textures/abandon/grass3_256_s.png
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specularReflectance 0.12
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specularExponent 16
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}
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{
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map $lightmap
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blendfunc GL_DST_COLOR GL_ZERO
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}
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}
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The first thing to notice is that this is basically the same as old Quake 3
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shader files. The next thing to notice are the new keywords. Here is what
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they mean:
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`stage <type>`
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- State how this imagemap will be used by OpenGL2:
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diffuseMap - Standard, same as no stage entry
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normalMap - Image will be used as a normal map
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normalParallaxMap - Image will be used as a normal map with
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alpha treated as height for parallax mapping
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specularMap - Image will be used as a specular map with
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alpha treated as shininess.
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`specularReflectance <value>`
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- State how metallic this material is. Metals typically have a high
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specular and a low diffuse, so this is typically high for them, and low
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for other materials, such as plastic. For typical values for various
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materials, see http://refractiveindex.info , pick a material, then scroll
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down to the reflection calculator and look up its reflectance. Default
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is 0.04, since most materials aren't metallic.
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`specularExponent <value>`
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- State how shiny this material is. Note that this is modulated by the
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alpha channel of the specular map, so if it were set to 16, and the alpha
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channel of the specular map was set to 0.5, then the shininess would be
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set to 8. Default 256.
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`normalScale <x> <y>`
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- State the X and Y scales of the normal map. This is useful for increasing
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or decreasing the "strength" of the normal map, or entering negative values
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to flip the X and/or Y values. Default 1 1.
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`parallaxDepth <value>`
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- State the maximum depth of the parallax map. This is a fairly sensitive
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value, and I recommend the default or lower. Default 0.05.
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An important note is that normal and specular maps influence the diffuse map
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declared before them, so materials like this are possible:
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textures/terrain/grass
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{
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qer_editorimage textures/terrain/grass.jpg
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{
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map textures/terrain/rock.jpg
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}
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{
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stage normalparallaxmap
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map textures/terrain/rock_n.png
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}
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{
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stage specularmap
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map textures/terrain/rock_s.jpg
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}
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{
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map textures/terrain/grass.jpg
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blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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alphaGen vertex
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}
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{
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stage normalparallaxmap
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map textures/terrain/grass_n.png
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}
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{
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stage specularmap
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map textures/terrain/grass_s.png
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specularReflectance 0.12
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}
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{
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map $lightmap
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blendfunc GL_DST_COLOR GL_ZERO
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}
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}
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Though note due to the complexity of lighting, dynamic light (including
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sunlight with cascaded shadow maps) currently only works 100% on materials like
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this, where the second diffuse map doesn't have its own alpha, and only
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uses vertex alpha. YMMV.
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Another addition to materials is working normal/specular maps on vertex lit
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surfaces. To enable this, make your material look like this:
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textures/vehicles/car
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{
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qer_editorimage textures/vehicles/car.jpg
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{
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map textures/vehicles/car.jpg
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rgbGen vertexLit
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}
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{
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stage normalparallaxmap
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map textures/vehicles/car_n.jpg
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}
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{
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stage specularmap
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map textures/vehicles/car_s.jpg
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}
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}
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Note the new keyword, 'vertexLit' after rgbGen. This is analogous to
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'rgbGen vertex', except a light direction will be determined from the lightgrid
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and used with the normal and specular maps. 'exactVertexLit' exists as well,
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and is the equivalent for 'exactVertex'.
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-------------------------------------------------------------------------------
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DYNAMIC SUNLIGHT AND CASCADED SHADOW MAPS
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-------------------------------------------------------------------------------
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This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <shadowScale>
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Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
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and the last two indicate scaling factors for the map brightness and an ambient
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light of the same color as the sun.
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There are currently two ways to use this in your own (and other people's) maps.
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1. Create your map as normal, set r_sunlightMode to 1, and add a
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'q3gl2_sun' line after your 'q3map_sun' line in your sky material, like
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so:
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textures/skies/bluesky
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{
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qer_editorimage textures/skies/bluesky.jpg
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surfaceparm nomarks
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm sky
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q3map_sunExt 240 238 200 100 195 35 3 16
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q3gl2_sun 240 238 200 50 195 35 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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skyparms env/bluesky - -
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}
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The advantages with this method are that your map will continue to work
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with the old renderer with the sunlight baked into the lightmap, and it
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can be used with existing maps without recompilation. The downside is
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artifacts like doubled shadows and uneven shadow edges.
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2. Set r_sunlightMode to 2 and use 'q3gl2_sun' instead of 'q3map_sun' or
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'q3map_sunExt', like so:
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textures/skies/bluesky
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{
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qer_editorimage textures/skies/bluesky.jpg
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surfaceparm nomarks
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm sky
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q3gl2_sun 240 238 200 50 195 35 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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skyparms env/bluesky - -
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}
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The advantages with this method are that you don't get the artifacts that
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characterize the other method, and your map compiles a lot faster without
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the sunlight bouncing calculations. The downsides are that your map will
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not display properly with the old renderer, and you lose the bounced light
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that compiling the map with q3map_sun* in it would have.
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-------------------------------------------------------------------------------
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TONE MAPPING AND AUTO EXPOSURE
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-------------------------------------------------------------------------------
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This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is:
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q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax>
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Each of these settings corresponds to a matching cvar, so you can view and
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adjust the effect before settling on fixed settings.
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-------------------------------------------------------------------------------
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THANKS
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-------------------------------------------------------------------------------
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I'd like to take this part of the readme to thank the numerous people who
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contributed thoughts, ideas, and whole swaths of code to this project.
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- Id Software, for creating Quake 3 and releasing its source code under a
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GPL license, without which this project would not be possible.
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- Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the
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ioquake3 team and contributors, for improving massively upon the raw Quake
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3 source, and accepting my and gimhael's modular renderer patch.
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- Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me
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liberally copy code from you. :)
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- Andrew 'Black Monk' Prosnik, Andrei 'Makro' Drexler, Tomi 'T.T.I.' Isoaho,
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Richard 'JBravo' Allen, Walter 'Johnny Rocket' Somol, and the rest of the
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Boomstick Studios, for contributing code, feature requests, and testing.
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- Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department,
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for creating the tri-Ace shading equations and posting their derivations in
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simple English.
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- Matthias 'gimhael' Bentrup, for random ideas and bits of code.
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- Evan 'megatog615' Goers, for testing, ideas, and bugging me just enough
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that I'd write documentation. :)
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- The folks at #ioquake3, who don't seem to mind when I suddenly drop a
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screenshot and insist on talking about it. :)
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- And lots of various other random people, who posted on forums, blogs, and
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Wikipedia, who helped in small but numerous ways.
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If I missed you in this section, feel free to drop me a line and I'll add you.
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-------------------------------------------------------------------------------
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CONTACT
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-------------------------------------------------------------------------------
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My name is James Canete, and I wrote most of this readme. Also, a renderer.
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If you wish to get in touch with me, try my GMail at use.less01 (you should be
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able to solve this), or look for SmileTheory in #ioquake3 on irc.freenode.net.
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