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authorSmileTheory <SmileTheory@gmail.com>2014-03-03 21:02:39 -0800
committerTim Angus <tim@ngus.net>2014-06-17 17:43:40 +0100
commit481fb3d91804c8ffd701442ee70b96faae737370 (patch)
tree01b1dfe1b743eb80bf9da6dcb03ed6e7b4693004
parent21f2da379bdc4ca92b8c77604e8f02c4feabdcc2 (diff)
OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl17
-rw-r--r--src/renderergl2/tr_glsl.c7
-rw-r--r--src/renderergl2/tr_init.c6
-rw-r--r--src/renderergl2/tr_local.h11
-rw-r--r--src/renderergl2/tr_shade.c31
-rw-r--r--src/renderergl2/tr_shader.c146
6 files changed, 174 insertions, 44 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index 871c527e..c74d6844 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -25,7 +25,8 @@ uniform samplerCube u_CubeMap;
#endif
#if defined(USE_NORMALMAP) || defined(USE_DELUXEMAP) || defined(USE_SPECULARMAP) || defined(USE_CUBEMAP)
-uniform vec4 u_EnableTextures; // x = normal, y = deluxe, z = specular, w = cube
+// y = deluxe, w = cube
+uniform vec4 u_EnableTextures;
#endif
#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
@@ -39,7 +40,8 @@ uniform vec3 u_PrimaryLightAmbient;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
-uniform vec2 u_MaterialInfo;
+uniform vec4 u_NormalScale;
+uniform vec4 u_SpecularScale;
#endif
varying vec4 var_TexCoords;
@@ -360,7 +362,7 @@ void main()
#if defined(USE_PARALLAXMAP)
vec3 offsetDir = normalize(E * tangentToWorld);
- offsetDir.xy *= -0.05 / offsetDir.z;
+ offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
#endif
@@ -378,7 +380,7 @@ void main()
#else
N.xy = texture2D(u_NormalMap, texCoords).rg - vec2(0.5);
#endif
- N.xy *= u_EnableTextures.x;
+ N.xy *= u_NormalScale.xy;
N.z = sqrt(clamp((0.25 - N.x * N.x) - N.y * N.y, 0.0, 1.0));
N = tangentToWorld * N;
#else
@@ -425,15 +427,16 @@ void main()
NL = clamp(dot(N, L), 0.0, 1.0);
NE = clamp(dot(N, E), 0.0, 1.0);
- vec4 specular = vec4(1.0);
#if defined(USE_SPECULARMAP)
- specular += texture2D(u_SpecularMap, texCoords) * u_EnableTextures.z - u_EnableTextures.zzzz;
+ vec4 specular = texture2D(u_SpecularMap, texCoords);
#if defined(USE_GAMMA2_TEXTURES)
specular.rgb *= specular.rgb;
#endif
+ #else
+ vec4 specular = vec4(1.0);
#endif
- specular *= u_MaterialInfo.xxxy;
+ specular *= u_SpecularScale;
float gloss = specular.a;
float shininess = exp2(gloss * 13.0);
diff --git a/src/renderergl2/tr_glsl.c b/src/renderergl2/tr_glsl.c
index 4919254f..c4a30b60 100644
--- a/src/renderergl2/tr_glsl.c
+++ b/src/renderergl2/tr_glsl.c
@@ -123,9 +123,10 @@ static uniformInfo_t uniformsInfo[] =
{ "u_ModelMatrix", GLSL_MAT16 },
{ "u_ModelViewProjectionMatrix", GLSL_MAT16 },
- { "u_Time", GLSL_FLOAT },
- { "u_VertexLerp" , GLSL_FLOAT },
- { "u_MaterialInfo", GLSL_VEC2 },
+ { "u_Time", GLSL_FLOAT },
+ { "u_VertexLerp" , GLSL_FLOAT },
+ { "u_NormalScale", GLSL_VEC4 },
+ { "u_SpecularScale", GLSL_VEC4 },
{ "u_ViewInfo", GLSL_VEC4 },
{ "u_ViewOrigin", GLSL_VEC3 },
diff --git a/src/renderergl2/tr_init.c b/src/renderergl2/tr_init.c
index 0da24dff..d6252f51 100644
--- a/src/renderergl2/tr_init.c
+++ b/src/renderergl2/tr_init.c
@@ -136,6 +136,9 @@ cvar_t *r_parallaxMapping;
cvar_t *r_cubeMapping;
cvar_t *r_deluxeSpecular;
cvar_t *r_specularIsMetallic;
+cvar_t *r_baseNormalX;
+cvar_t *r_baseNormalY;
+cvar_t *r_baseParallax;
cvar_t *r_baseSpecular;
cvar_t *r_baseGloss;
cvar_t *r_recalcMD3Normals;
@@ -1118,6 +1121,9 @@ void R_Register( void )
r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_deluxeSpecular = ri.Cvar_Get( "r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
r_specularIsMetallic = ri.Cvar_Get( "r_specularIsMetallic", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_baseParallax = ri.Cvar_Get( "r_baseParallax", "0.05", CVAR_ARCHIVE | CVAR_LATCH );
r_baseSpecular = ri.Cvar_Get( "r_baseSpecular", "0.04", CVAR_ARCHIVE | CVAR_LATCH );
r_baseGloss = ri.Cvar_Get( "r_baseGloss", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
r_dlightMode = ri.Cvar_Get( "r_dlightMode", "0", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h
index 3c778cbe..bdc55d69 100644
--- a/src/renderergl2/tr_local.h
+++ b/src/renderergl2/tr_local.h
@@ -401,7 +401,10 @@ typedef struct {
stageType_t type;
struct shaderProgram_s *glslShaderGroup;
int glslShaderIndex;
- vec2_t materialInfo;
+
+ vec4_t normalScale;
+ vec4_t specularScale;
+
} shaderStage_t;
struct shaderCommands_s;
@@ -677,7 +680,8 @@ typedef enum
UNIFORM_TIME,
UNIFORM_VERTEXLERP,
- UNIFORM_MATERIALINFO,
+ UNIFORM_NORMALSCALE,
+ UNIFORM_SPECULARSCALE,
UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
UNIFORM_VIEWORIGIN,
@@ -1797,6 +1801,9 @@ extern cvar_t *r_parallaxMapping;
extern cvar_t *r_cubeMapping;
extern cvar_t *r_deluxeSpecular;
extern cvar_t *r_specularIsMetallic;
+extern cvar_t *r_baseNormalX;
+extern cvar_t *r_baseNormalY;
+extern cvar_t *r_baseParallax;
extern cvar_t *r_baseSpecular;
extern cvar_t *r_baseGloss;
extern cvar_t *r_dlightMode;
diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c
index 7d22944d..0925b6d6 100644
--- a/src/renderergl2/tr_shade.c
+++ b/src/renderergl2/tr_shade.c
@@ -812,7 +812,8 @@ static void ForwardDlight( void ) {
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, radius);
- GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
+ GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
+ GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
// include GLS_DEPTHFUNC_EQUAL so alpha tested surfaces don't add light
// where they aren't rendered
@@ -823,11 +824,36 @@ static void ForwardDlight( void ) {
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
+ // bind textures that are sampled and used in the glsl shader, and
+ // bind whiteImage to textures that are sampled but zeroed in the glsl shader
+ //
+ // alternatives:
+ // - use the last bound texture
+ // -> costs more to sample a higher res texture then throw out the result
+ // - disable texture sampling in glsl shader with #ifdefs, as before
+ // -> increases the number of shaders that must be compiled
+ //
+
if (pStage->bundle[TB_NORMALMAP].image[0])
+ {
R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
+ }
+ else if (r_normalMapping->integer)
+ GL_BindToTMU( tr.whiteImage, TB_NORMALMAP );
if (pStage->bundle[TB_SPECULARMAP].image[0])
+ {
R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
+ }
+ else if (r_specularMapping->integer)
+ GL_BindToTMU( tr.whiteImage, TB_SPECULARMAP );
+
+ {
+ vec4_t enableTextures;
+
+ VectorSet4(enableTextures, 0.0f, 0.0f, 0.0f, 0.0f);
+ GLSL_SetUniformVec4(sp, UNIFORM_ENABLETEXTURES, enableTextures);
+ }
if (r_dlightMode->integer >= 2)
{
@@ -1223,7 +1249,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
- GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
+ GLSL_SetUniformVec4(sp, UNIFORM_NORMALSCALE, pStage->normalScale);
+ GLSL_SetUniformVec4(sp, UNIFORM_SPECULARSCALE, pStage->specularScale);
//GLSL_SetUniformFloat(sp, UNIFORM_MAPLIGHTSCALE, backEnd.refdef.mapLightScale);
diff --git a/src/renderergl2/tr_shader.c b/src/renderergl2/tr_shader.c
index c5438f6d..1a46ebd0 100644
--- a/src/renderergl2/tr_shader.c
+++ b/src/renderergl2/tr_shader.c
@@ -912,6 +912,7 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
else if(!Q_stricmp(token, "normalMap") || !Q_stricmp(token, "bumpMap"))
{
stage->type = ST_NORMALMAP;
+ VectorSet4(stage->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value);
}
else if(!Q_stricmp(token, "normalParallaxMap") || !Q_stricmp(token, "bumpParallaxMap"))
{
@@ -919,12 +920,12 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
stage->type = ST_NORMALPARALLAXMAP;
else
stage->type = ST_NORMALMAP;
+ VectorSet4(stage->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value);
}
else if(!Q_stricmp(token, "specularMap"))
{
stage->type = ST_SPECULARMAP;
- stage->materialInfo[0] = 1.0f;
- stage->materialInfo[1] = 1.0f;
+ VectorSet4(stage->specularScale, 1.0f, 1.0f, 1.0f, 1.0f);
}
else
{
@@ -943,7 +944,9 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specular reflectance in shader '%s'\n", shader.name );
continue;
}
- stage->materialInfo[0] = atof( token );
+ stage->specularScale[0] =
+ stage->specularScale[1] =
+ stage->specularScale[2] = atof( token );
}
//
// specularExponent <value>
@@ -965,7 +968,7 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
// FIXME: assumes max exponent of 8192 and min of 1, must change here if altered in lightall_fp.glsl
exponent = CLAMP(exponent, 1.0, 8192.0);
- stage->materialInfo[1] = log(exponent) / log(8192.0);
+ stage->specularScale[3] = log(exponent) / log(8192.0);
}
//
// gloss <value>
@@ -979,7 +982,103 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
continue;
}
- stage->materialInfo[1] = atof( token );
+ stage->specularScale[3] = atof( token );
+ }
+ //
+ // parallaxDepth <value>
+ //
+ else if (!Q_stricmp(token, "parallaxdepth"))
+ {
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for parallaxDepth in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ stage->normalScale[3] = atof( token );
+ }
+ //
+ // normalScale <xy>
+ // or normalScale <x> <y>
+ // or normalScale <x> <y> <height>
+ //
+ else if (!Q_stricmp(token, "normalscale"))
+ {
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for normalScale in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ stage->normalScale[0] = atof( token );
+
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ // one value, applies to X/Y
+ stage->normalScale[1] = stage->normalScale[0];
+ continue;
+ }
+
+ stage->normalScale[1] = atof( token );
+
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ // two values, no height
+ continue;
+ }
+
+ stage->normalScale[3] = atof( token );
+ }
+ //
+ // specularScale <rgb> <gloss>
+ // or specularScale <r> <g> <b>
+ // or specularScale <r> <g> <b> <gloss>
+ //
+ else if (!Q_stricmp(token, "specularscale"))
+ {
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specularScale in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ stage->specularScale[0] = atof( token );
+
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ ri.Printf( PRINT_WARNING, "WARNING: missing parameter for specularScale in shader '%s'\n", shader.name );
+ continue;
+ }
+
+ stage->specularScale[1] = atof( token );
+
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ // two values, rgb then gloss
+ stage->specularScale[3] = stage->specularScale[1];
+ stage->specularScale[1] =
+ stage->specularScale[2] = stage->specularScale[0];
+ continue;
+ }
+
+ stage->specularScale[2] = atof( token );
+
+ token = COM_ParseExt(text, qfalse);
+ if ( token[0] == 0 )
+ {
+ // three values, rgb
+ continue;
+ }
+
+ stage->specularScale[2] = atof( token );
+
}
//
// rgbGen
@@ -2232,6 +2331,8 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
diffuse->bundle[TB_NORMALMAP] = normal->bundle[0];
if (parallax && r_parallaxMapping->integer)
defs |= LIGHTDEF_USE_PARALLAXMAP;
+
+ VectorCopy4(normal->normalScale, diffuse->normalScale);
}
else if ((lightmap || useLightVector || useLightVertex) && (diffuseImg = diffuse->bundle[TB_DIFFUSEMAP].image[0]))
{
@@ -2252,6 +2353,8 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
if (parallax && r_parallaxMapping->integer)
defs |= LIGHTDEF_USE_PARALLAXMAP;
+
+ VectorSet4(diffuse->normalScale, r_baseNormalX->value, r_baseNormalY->value, 1.0f, r_baseParallax->value);
}
}
}
@@ -2262,8 +2365,7 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
{
//ri.Printf(PRINT_ALL, ", specularmap %s", specular->bundle[0].image[0]->imgName);
diffuse->bundle[TB_SPECULARMAP] = specular->bundle[0];
- diffuse->materialInfo[0] = specular->materialInfo[0];
- diffuse->materialInfo[1] = specular->materialInfo[1];
+ VectorCopy4(specular->specularScale, diffuse->specularScale);
}
}
@@ -2569,29 +2671,6 @@ static qboolean CollapseStagesToGLSL(void)
}
}
- // insert default material info if needed
- for (i = 0; i < MAX_SHADER_STAGES; i++)
- {
- shaderStage_t *pStage = &stages[i];
-
- if (!pStage->active)
- continue;
-
- if (pStage->glslShaderGroup != tr.lightallShader)
- continue;
-
- if ((pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) == 0)
- continue;
-
- if (!pStage->bundle[TB_SPECULARMAP].image[0] && r_specularMapping->integer)
- {
- if (!pStage->materialInfo[0])
- pStage->materialInfo[0] = r_baseSpecular->value;
- if (!pStage->materialInfo[1])
- pStage->materialInfo[1] = r_baseGloss->value;
- }
- }
-
return numStages;
}
@@ -3217,6 +3296,13 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
shader.lightmapIndex = lightmapIndex;
for ( i = 0 ; i < MAX_SHADER_STAGES ; i++ ) {
stages[i].bundle[0].texMods = texMods[i];
+
+ // default normal/specular
+ VectorSet4(stages[i].normalScale, 0.0f, 0.0f, 0.0f, 0.0f);
+ stages[i].specularScale[0] =
+ stages[i].specularScale[1] =
+ stages[i].specularScale[2] = r_baseSpecular->value;
+ stages[i].specularScale[3] = r_baseGloss->value;
}
//