mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 21:11:52 +00:00
Add gl_model_light_contrast cvar and only apply the directional light contrast for models
This commit is contained in:
parent
d18e89ea72
commit
631b66a83f
8 changed files with 41 additions and 9 deletions
|
@ -276,6 +276,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
// Blinn glossiness and specular level
|
||||
i_data += "uniform vec2 uSpecularMaterial;\n";
|
||||
|
||||
// Light level weighted directional light
|
||||
i_data += "uniform vec4 uLightLevelContrast;\n";
|
||||
|
||||
// matrices
|
||||
i_data += "uniform mat4 ModelMatrix;\n";
|
||||
i_data += "uniform mat4 NormalModelMatrix;\n";
|
||||
|
@ -554,6 +557,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
|
|||
muTextureModulateColor.Init(hShader, "uTextureModulateColor");
|
||||
muTextureBlendColor.Init(hShader, "uTextureBlendColor");
|
||||
muTimer.Init(hShader, "timer");
|
||||
muLightLevelContrast.Init(hShader, "uLightLevelContrast");
|
||||
|
||||
lights_index = glGetUniformLocation(hShader, "lights");
|
||||
modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
|
||||
|
|
|
@ -261,6 +261,7 @@ class FShader
|
|||
FBufferedUniform1f muAlphaThreshold;
|
||||
FBufferedUniform2f muSpecularMaterial;
|
||||
FBufferedUniform1f muTimer;
|
||||
FUniform4f muLightLevelContrast;
|
||||
|
||||
int lights_index;
|
||||
int modelmatrix_index;
|
||||
|
|
|
@ -44,6 +44,9 @@
|
|||
#include "hw_models.h"
|
||||
|
||||
CVAR(Bool, gl_light_models, true, CVAR_ARCHIVE)
|
||||
CVAR(Bool, gl_model_light_contrast, true, CVAR_ARCHIVE)
|
||||
|
||||
static FVector4 ModelLightLevelContrast = { -0.55708601453f, 0.7427813527f, -0.37139067635f, 0.25f };
|
||||
|
||||
VSMatrix FHWModelRenderer::GetViewToWorldMatrix()
|
||||
{
|
||||
|
@ -67,10 +70,16 @@ void FHWModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, con
|
|||
|
||||
state.mModelMatrix = objectToWorldMatrix;
|
||||
state.EnableModelMatrix(true);
|
||||
|
||||
if (gl_model_light_contrast)
|
||||
state.SetLightLevelContrast(ModelLightLevelContrast.X, ModelLightLevelContrast.Y, ModelLightLevelContrast.Z, ModelLightLevelContrast.W);
|
||||
}
|
||||
|
||||
void FHWModelRenderer::EndDrawModel(AActor *actor, FSpriteModelFrame *smf)
|
||||
{
|
||||
if (gl_model_light_contrast)
|
||||
state.SetLightLevelContrast(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
state.EnableModelMatrix(false);
|
||||
state.SetDepthFunc(DF_Less);
|
||||
if (!(actor->RenderStyle == DefaultRenderStyle()) && !(smf->flags & MDL_DONTCULLBACKFACES))
|
||||
|
@ -91,10 +100,16 @@ void FHWModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectTo
|
|||
|
||||
state.mModelMatrix = objectToWorldMatrix;
|
||||
state.EnableModelMatrix(true);
|
||||
|
||||
if (gl_model_light_contrast)
|
||||
state.SetLightLevelContrast(ModelLightLevelContrast.X, ModelLightLevelContrast.Y, ModelLightLevelContrast.Z, ModelLightLevelContrast.W);
|
||||
}
|
||||
|
||||
void FHWModelRenderer::EndDrawHUDModel(AActor *actor)
|
||||
{
|
||||
if (gl_model_light_contrast)
|
||||
state.SetLightLevelContrast(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
state.EnableModelMatrix(false);
|
||||
|
||||
state.SetDepthFunc(DF_Less);
|
||||
|
|
|
@ -199,6 +199,8 @@ struct StreamData
|
|||
|
||||
FVector4 uSplitTopPlane;
|
||||
FVector4 uSplitBottomPlane;
|
||||
|
||||
FVector4 uLightLevelContrast;
|
||||
};
|
||||
|
||||
class FRenderState
|
||||
|
@ -288,6 +290,8 @@ public:
|
|||
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
mStreamData.uLightLevelContrast = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
|
||||
mModelMatrix.loadIdentity();
|
||||
mTextureMatrix.loadIdentity();
|
||||
ClearClipSplit();
|
||||
|
@ -451,6 +455,11 @@ public:
|
|||
mStreamData.uSplitBottomPlane = { (float)bn.X, (float)bn.Y, (float)bottom.negiC, (float)bottom.fD() };
|
||||
}
|
||||
|
||||
void SetLightLevelContrast(float x, float y, float z, float strength)
|
||||
{
|
||||
mStreamData.uLightLevelContrast = { x, y, z, strength };
|
||||
}
|
||||
|
||||
void SetDynLight(float r, float g, float b)
|
||||
{
|
||||
mStreamData.uDynLightColor = { r, g, b, 0.0f };
|
||||
|
|
|
@ -160,6 +160,8 @@ static const char *shaderBindings = R"(
|
|||
|
||||
vec4 uSplitTopPlane;
|
||||
vec4 uSplitBottomPlane;
|
||||
|
||||
vec4 uLightLevelContrast;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform StreamUBO {
|
||||
|
@ -237,6 +239,7 @@ static const char *shaderBindings = R"(
|
|||
#define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane
|
||||
#define uSplitTopPlane data[uDataIndex].uSplitTopPlane
|
||||
#define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane
|
||||
#define uLightLevelContrast data[uDataIndex].uLightLevelContrast
|
||||
|
||||
#define SUPPORTS_SHADOWMAPS
|
||||
#define VULKAN_COORDINATE_SYSTEM
|
||||
|
|
|
@ -37,7 +37,7 @@ vec3 lightContribution(int i, vec3 normal)
|
|||
|
||||
float lightLevelContrastAttenuation(vec3 normal)
|
||||
{
|
||||
vec3 lightdir = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
|
||||
vec3 lightdir = uLightLevelContrast.xyz;
|
||||
return clamp(dot(lightdir, normal), 0.0, 1.0);
|
||||
}
|
||||
|
||||
|
@ -46,9 +46,9 @@ vec3 ProcessMaterialLight(Material material, vec3 color)
|
|||
vec4 dynlight = uDynLightColor;
|
||||
vec3 normal = material.Normal;
|
||||
|
||||
if (normal != vec3(0.0))
|
||||
if (uLightLevelContrast.w != 0 && normal != vec3(0.0))
|
||||
{
|
||||
float lightLevelContrastStrength = 0.25;
|
||||
float lightLevelContrastStrength = uLightLevelContrast.w;
|
||||
dynlight.rgb += color * lightLevelContrastAttenuation(normal) * lightLevelContrastStrength;
|
||||
color *= 1.0 - lightLevelContrastStrength;
|
||||
}
|
||||
|
|
|
@ -80,11 +80,11 @@ vec3 ProcessMaterialLight(Material material, vec3 ambientLight)
|
|||
|
||||
vec3 Lo = uDynLightColor.rgb;
|
||||
|
||||
if (N != vec3(0.0))
|
||||
if (uLightLevelContrast.w != 0.0 && N != vec3(0.0))
|
||||
{
|
||||
float lightLevelContrastStrength = 0.25;
|
||||
float lightLevelContrastStrength = uLightLevelContrast.w;
|
||||
|
||||
vec3 L = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
|
||||
vec3 L = uLightLevelContrast.xyz;
|
||||
float attenuation = clamp(dot(N, L), 0.0, 1.0);
|
||||
if (attenuation > 0.0)
|
||||
{
|
||||
|
|
|
@ -36,7 +36,7 @@ vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
|
|||
|
||||
vec2 lightLevelContrastAttenuation(vec3 normal, vec3 viewdir)
|
||||
{
|
||||
vec3 lightdir = vec3(-0.55708601453, 0.7427813527, -0.37139067635);
|
||||
vec3 lightdir = uLightLevelContrast.xyz;
|
||||
float attenuation = clamp(dot(lightdir, normal), 0.0, 1.0);
|
||||
|
||||
float glossiness = uSpecularMaterial.x;
|
||||
|
@ -56,9 +56,9 @@ vec3 ProcessMaterialLight(Material material, vec3 color)
|
|||
vec3 normal = material.Normal;
|
||||
vec3 viewdir = normalize(uCameraPos.xyz - pixelpos.xyz);
|
||||
|
||||
if (normal != vec3(0.0))
|
||||
if (uLightLevelContrast.w != 0.0 && normal != vec3(0.0))
|
||||
{
|
||||
float lightLevelContrastStrength = 0.25;
|
||||
float lightLevelContrastStrength = uLightLevelContrast.w;
|
||||
vec2 lightLevelAttenuation = lightLevelContrastAttenuation(normal, viewdir) * lightLevelContrastStrength;
|
||||
dynlight.rgb += color * lightLevelAttenuation.x;
|
||||
specular.rgb += color * lightLevelAttenuation.y;
|
||||
|
|
Loading…
Reference in a new issue