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-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl182
-rw-r--r--src/renderergl2/glsl/lightall_vp.glsl44
-rw-r--r--src/renderergl2/glsl/shadowmask_fp.glsl2
-rw-r--r--src/renderergl2/tr_glsl.c14
-rw-r--r--src/renderergl2/tr_init.c8
-rw-r--r--src/renderergl2/tr_local.h6
-rw-r--r--src/renderergl2/tr_shade.c221
-rw-r--r--src/renderergl2/tr_shader.c24
8 files changed, 195 insertions, 306 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index ec9bb2dc..10f99946 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -27,11 +27,19 @@ uniform int u_TCGen0;
#endif
#if defined(USE_LIGHT_VECTOR)
+uniform vec4 u_LightOrigin;
uniform vec3 u_DirectedLight;
uniform vec3 u_AmbientLight;
uniform float u_LightRadius;
#endif
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+uniform vec3 u_PrimaryLightColor;
+uniform vec3 u_PrimaryLightAmbient;
+uniform float u_PrimaryLightRadius;
+#endif
+
+
#if defined(USE_LIGHT)
uniform vec2 u_MaterialInfo;
#endif
@@ -62,9 +70,14 @@ varying vec3 var_Bitangent;
varying vec3 var_VertLight;
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
-varying vec3 var_WorldLight;
+varying vec3 var_LightDirection;
+#endif
+
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+varying vec3 var_PrimaryLightDirection;
#endif
+
#define EPSILON 0.00000001
#if defined(USE_PARALLAXMAP)
@@ -199,14 +212,14 @@ float CalcSpecular(float NH, float NL, float NE, float EH, float fzero, float sh
void main()
{
#if !defined(USE_FAST_LIGHT) && (defined(USE_LIGHT) || defined(USE_NORMALMAP))
- vec3 surfNormal = normalize(var_Normal);
+ vec3 surfN = normalize(var_Normal);
#endif
#if defined(USE_DELUXEMAP)
- vec3 worldLight = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
- //worldLight += var_WorldLight * 0.0001;
+ vec3 L = 2.0 * texture2D(u_DeluxeMap, var_LightTex).xyz - vec3(1.0);
+ //L += var_LightDirection * 0.0001;
#elif defined(USE_LIGHT)
- vec3 worldLight = var_WorldLight;
+ vec3 L = var_LightDirection;
#endif
#if defined(USE_LIGHTMAP)
@@ -214,101 +227,110 @@ void main()
#if defined(RGBE_LIGHTMAP)
lightSample.rgb *= exp2(lightSample.a * 255.0 - 128.0);
#endif
- vec3 directedLight = lightSample.rgb;
+ vec3 lightColor = lightSample.rgb;
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
#if defined(USE_INVSQRLIGHT)
- float intensity = 1.0 / dot(worldLight, worldLight);
+ float intensity = 1.0 / dot(L, L);
#else
- float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
+ float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
#endif
- vec3 directedLight = u_DirectedLight * intensity;
- vec3 ambientLight = u_AmbientLight;
-
- #if defined(USE_SHADOWMAP)
- vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
- directedLight *= texture2D(u_ShadowMap, shadowTex).r;
- #endif
+ vec3 lightColor = u_DirectedLight * intensity;
+ vec3 ambientColor = u_AmbientLight;
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
- vec3 directedLight = var_VertLight;
+ vec3 lightColor = var_VertLight;
#endif
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
- vec3 SampleToView = normalize(var_SampleToView);
+ vec3 E = normalize(var_SampleToView);
#endif
- vec2 tex = var_DiffuseTex;
+ vec2 texCoords = var_DiffuseTex;
float ambientDiff = 1.0;
#if defined(USE_NORMALMAP)
#if defined(USE_VERT_TANGENT_SPACE)
- vec3 tangent = var_Tangent;
- vec3 bitangent = var_Bitangent;
+ mat3 tangentToWorld = mat3(var_Tangent, var_Bitangent, var_Normal);
#else
vec3 q0 = dFdx(var_Position);
vec3 q1 = dFdy(var_Position);
- vec2 st0 = dFdx(tex);
- vec2 st1 = dFdy(tex);
+ vec2 st0 = dFdx(texCoords);
+ vec2 st1 = dFdy(texCoords);
float dir = sign(st1.t * st0.s - st0.t * st1.s);
- vec3 tangent = normalize( q0 * st1.t - q1 * st0.t) * dir;
- vec3 bitangent = -normalize( q0 * st1.s - q1 * st0.s) * dir;
- #endif
+ vec3 tangent = normalize(q0 * st1.t - q1 * st0.t) * dir;
+ vec3 bitangent = -normalize(q0 * st1.s - q1 * st0.s) * dir;
mat3 tangentToWorld = mat3(tangent, bitangent, var_Normal);
+ #endif
#if defined(USE_PARALLAXMAP)
- vec3 offsetDir = normalize(SampleToView * tangentToWorld);
- #if 0
- float height = SampleHeight(u_NormalMap, tex);
- float pdist = 0.05 * height - (0.05 / 2.0);
- #else
+ vec3 offsetDir = normalize(E * tangentToWorld);
offsetDir.xy *= -0.05 / offsetDir.z;
- float pdist = RayIntersectDisplaceMap(tex, offsetDir.xy, u_NormalMap);
- #endif
- tex += offsetDir.xy * pdist;
+
+ texCoords += offsetDir.xy * RayIntersectDisplaceMap(texCoords, offsetDir.xy, u_NormalMap);
#endif
+ vec3 texN;
#if defined(SWIZZLE_NORMALMAP)
- vec3 normal = 2.0 * texture2D(u_NormalMap, tex).agb - 1.0;
+ texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).ag - 1.0;
#else
- vec3 normal = 2.0 * texture2D(u_NormalMap, tex).rgb - 1.0;
+ texN.xy = 2.0 * texture2D(u_NormalMap, texCoords).rg - 1.0;
#endif
- normal.z = sqrt(clamp(1.0 - dot(normal.xy, normal.xy), 0.0, 1.0));
- vec3 worldNormal = tangentToWorld * normal;
+ texN.z = sqrt(clamp(1.0 - dot(texN.xy, texN.xy), 0.0, 1.0));
+ vec3 N = tangentToWorld * texN;
#if defined(r_normalAmbient)
- ambientDiff = 0.781341 * normal.z + 0.218659;
+ ambientDiff = 0.781341 * texN.z + 0.218659;
#endif
-#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- vec3 worldNormal = surfNormal;
+#elif defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
+ vec3 N = surfN;
#endif
#if (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)) || (defined(USE_TCGEN) && defined(USE_NORMALMAP))
- worldNormal = normalize(worldNormal);
+ N = normalize(N);
#endif
#if defined(USE_TCGEN) && defined(USE_NORMALMAP)
if (u_TCGen0 == TCGEN_ENVIRONMENT_MAPPED)
{
- tex = -reflect(normalize(SampleToView), worldNormal).yz * vec2(0.5, -0.5) + 0.5;
+ texCoords = -reflect(E, N).yz * vec2(0.5, -0.5) + 0.5;
}
#endif
- vec4 diffuse = texture2D(u_DiffuseMap, tex);
+ vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
#if defined(USE_LIGHT) && defined(USE_FAST_LIGHT)
#if defined(USE_LIGHTMAP)
- diffuse.rgb *= directedLight;
+ diffuse.rgb *= lightColor;
#endif
#elif defined(USE_LIGHT)
- worldLight = normalize(worldLight);
+ L = normalize(L);
- float surfNL = clamp(dot(surfNormal, worldLight), 0.0, 1.0);
+ float surfNL = clamp(dot(surfN, L), 0.0, 1.0);
+
+ #if defined(USE_SHADOWMAP)
+ vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
+ float shadowValue = texture2D(u_ShadowMap, shadowTex).r;
+
+ // surfaces not facing the light are always shadowed
+ shadowValue *= step(0.0, dot(surfN, var_PrimaryLightDirection));
+
+ #if defined(SHADOWMAP_MODULATE)
+ //vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor);
+ vec3 shadowColor = u_PrimaryLightAmbient * lightColor;
+
+ #if 0
+ // Only shadow when the world light is parallel to the primary light
+ shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDirection), 0.0, 1.0);
+ #endif
+ lightColor = mix(shadowColor, lightColor, shadowValue);
+ #endif
+ #endif
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
#if defined(USE_STANDARD_DELUXEMAP)
// Standard deluxe mapping treats the light sample as fully directed
// and doesn't compensate for light angle attenuation.
- vec3 ambientLight = vec3(0.0);
+ vec3 ambientColor = vec3(0.0);
#else
// Separate the light sample into directed and ambient parts.
//
@@ -332,45 +354,71 @@ void main()
#endif
// Recover any unused light as ambient
- vec3 ambientLight = directedLight;
- directedLight *= directedScale;
- ambientLight -= directedLight * surfNL;
+ vec3 ambientColor = lightColor;
+ lightColor *= directedScale;
+ ambientColor -= lightColor * surfNL;
#endif
#endif
-
- float NL = clamp(dot(worldNormal, worldLight), 0.0, 1.0);
- float NE = clamp(dot(worldNormal, SampleToView), 0.0, 1.0);
+
+ float NL = clamp(dot(N, L), 0.0, 1.0);
+ float NE = clamp(dot(N, E), 0.0, 1.0);
float fzero = u_MaterialInfo.x;
float shininess = u_MaterialInfo.y;
#if defined(USE_SPECULARMAP)
- vec4 specular = texture2D(u_SpecularMap, tex);
+ vec4 specular = texture2D(u_SpecularMap, texCoords);
//specular.rgb = clamp(specular.rgb - diffuse.rgb, 0.0, 1.0);
shininess *= specular.a;
#endif
- float directedDiff = NL * CalcDiffuse(worldNormal, worldLight, SampleToView, NE, NL, fzero, shininess);
- diffuse.rgb *= directedLight * directedDiff + ambientDiff * ambientLight;
+ float diffuseIntensity = NL * CalcDiffuse(N, L, E, NE, NL, fzero, shininess);
+ #if defined(USE_PRIMARY_LIGHT)
+ vec3 L2 = var_PrimaryLightDirection;
+
+ float NL2 = clamp(dot(N, L2), 0.0, 1.0);
+ float diffuseIntensity2 = NL2 * CalcDiffuse(N, L2, E, NE, NL2, fzero, shininess);
+ #if defined(USE_SHADOWMAP)
+ diffuseIntensity2 *= shadowValue;
+ #endif
+
+ diffuse.rgb *= lightColor * diffuseIntensity + u_PrimaryLightColor * diffuseIntensity2 + ambientDiff * ambientColor;
+ #else
+ diffuse.rgb *= lightColor * diffuseIntensity + ambientDiff * ambientColor;
+ #endif
#if defined(USE_SPECULARMAP)
- vec3 halfAngle = normalize(worldLight + SampleToView);
+ vec3 H = normalize(L + E);
- float EH = clamp(dot(SampleToView, halfAngle), 0.0, 1.0);
- float NH = clamp(dot(worldNormal, halfAngle), 0.0, 1.0);
+ float EH = clamp(dot(E, H), 0.0, 1.0);
+ float NH = clamp(dot(N, H), 0.0, 1.0);
- float directedSpec = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);
+ float specularIntensity = NL * CalcSpecular(NH, NL, NE, EH, fzero, shininess);
#if defined(r_normalAmbient)
- vec3 ambientHalf = normalize(surfNormal + SampleToView);
- float ambientSpec = max(dot(ambientHalf, worldNormal) + 0.5, 0.0);
+ vec3 ambientHalf = normalize(surfN + E);
+ float ambientSpec = max(dot(ambientHalf, N) + 0.5, 0.0);
ambientSpec *= ambientSpec * 0.44;
ambientSpec = pow(ambientSpec, shininess) * fzero;
- specular.rgb *= directedSpec * directedLight + ambientSpec * ambientLight;
- #else
- specular.rgb *= directedSpec * directedLight;
- #endif
- #endif
+ #else
+ float ambientSpec = 0.0;
+ #endif
+ #if defined(USE_PRIMARY_LIGHT)
+ vec3 H2 = normalize(L2 + E);
+ float EH2 = clamp(dot(E, H2), 0.0, 1.0);
+ float NH2 = clamp(dot(N, H2), 0.0, 1.0);
+
+ float specularIntensity2 = NL * CalcSpecular(NH2, NL2, NE, EH2, fzero, shininess);
+
+ #if defined(USE_SHADOWMAP)
+ specularIntensity2 *= shadowValue;
+ #endif
+
+ specular.rgb *= specularIntensity * lightColor + specularIntensity2 * u_PrimaryLightColor + ambientSpec * ambientColor;
+ #else
+ specular.rgb *= specularIntensity * lightColor + ambientSpec * ambientColor;
+ #endif
+ #endif
#endif
gl_FragColor = diffuse;
diff --git a/src/renderergl2/glsl/lightall_vp.glsl b/src/renderergl2/glsl/lightall_vp.glsl
index 4604b6ed..03775caf 100644
--- a/src/renderergl2/glsl/lightall_vp.glsl
+++ b/src/renderergl2/glsl/lightall_vp.glsl
@@ -61,6 +61,10 @@ uniform float u_LightRadius;
#endif
#endif
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+uniform vec4 u_PrimaryLightOrigin;
+#endif
+
varying vec2 var_DiffuseTex;
#if defined(USE_LIGHTMAP)
@@ -91,7 +95,11 @@ varying vec3 var_VertLight;
#endif
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
-varying vec3 var_WorldLight;
+varying vec3 var_LightDirection;
+#endif
+
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+varying vec3 var_PrimaryLightDirection;
#endif
#if defined(USE_TCGEN)
@@ -124,7 +132,7 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
float phase = offTurb.w;
vec2 st2 = vec2(dot(st, texMatrix.xz), dot(st, texMatrix.yw)) + offTurb.xy;
- vec3 offsetPos = position / 1024.0;
+ vec3 offsetPos = vec3(0); //position / 1024.0;
offsetPos.x += offsetPos.z;
vec2 texOffset = sin((offsetPos.xy + vec2(phase)) * 2.0 * M_PI);
@@ -155,7 +163,7 @@ void main()
gl_Position = u_ModelViewProjectionMatrix * position;
#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
- vec3 worldLight = attr_LightDirection;
+ vec3 L = attr_LightDirection;
#endif
#if defined(USE_MODELMATRIX)
@@ -167,7 +175,7 @@ void main()
#endif
#if defined(USE_LIGHTMAP) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
- worldLight = (u_ModelMatrix * vec4(worldLight, 0.0)).xyz;
+ L = (u_ModelMatrix * vec4(L, 0.0)).xyz;
#endif
#endif
@@ -175,24 +183,20 @@ void main()
var_Position = position.xyz;
#endif
-#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
- vec3 SampleToView = u_ViewOrigin - position.xyz;
-#endif
-
#if defined(USE_TCGEN) || defined(USE_NORMALMAP) || (defined(USE_LIGHT) && !defined(USE_FAST_LIGHT))
- var_SampleToView = SampleToView;
+ var_SampleToView = u_ViewOrigin - position.xyz;
#endif
#if defined(USE_TCGEN)
- vec2 tex = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
+ vec2 texCoords = GenTexCoords(u_TCGen0, position.xyz, normal, u_TCGen0Vector0, u_TCGen0Vector1);
#else
- vec2 tex = attr_TexCoord0.st;
+ vec2 texCoords = attr_TexCoord0.st;
#endif
#if defined(USE_TCMOD)
- var_DiffuseTex = ModTexCoords(tex, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
+ var_DiffuseTex = ModTexCoords(texCoords, position.xyz, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
#else
- var_DiffuseTex = tex;
+ var_DiffuseTex = texCoords;
#endif
#if defined(USE_LIGHTMAP)
@@ -209,10 +213,10 @@ void main()
#if defined(USE_LIGHT) && !defined(USE_DELUXEMAP)
#if defined(USE_LIGHT_VECTOR)
- vec3 worldLight = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
+ vec3 L = u_LightOrigin.xyz - (position.xyz * u_LightOrigin.w);
#endif
#if !defined(USE_FAST_LIGHT)
- var_WorldLight = worldLight;
+ var_LightDirection = L;
#endif
#endif
@@ -226,12 +230,16 @@ void main()
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
#if defined(USE_INVSQRLIGHT)
- float intensity = 1.0 / dot(worldLight, worldLight);
+ float intensity = 1.0 / dot(L, L);
#else
- float intensity = clamp((1.0 - dot(worldLight, worldLight) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
+ float intensity = clamp((1.0 - dot(L, L) / (u_LightRadius * u_LightRadius)) * 1.07, 0.0, 1.0);
#endif
- float NL = clamp(dot(normal, normalize(worldLight)), 0.0, 1.0);
+ float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
var_Color.rgb *= u_DirectedLight * intensity * NL + u_AmbientLight;
#endif
+
+#if defined(USE_PRIMARY_LIGHT) || defined(USE_SHADOWMAP)
+ var_PrimaryLightDirection = u_PrimaryLightOrigin.xyz - (position.xyz * u_PrimaryLightOrigin.w);
+#endif
}
diff --git a/src/renderergl2/glsl/shadowmask_fp.glsl b/src/renderergl2/glsl/shadowmask_fp.glsl
index b3a698c8..4bac5ccd 100644
--- a/src/renderergl2/glsl/shadowmask_fp.glsl
+++ b/src/renderergl2/glsl/shadowmask_fp.glsl
@@ -86,7 +86,7 @@ void main()
vec4 shadowpos = u_ShadowMvp * biasPos;
#if defined(USE_SHADOW_CASCADE)
- const float fadeTo = 0.5;
+ const float fadeTo = 1.0;
result = fadeTo;
#else
result = 0.0;
diff --git a/src/renderergl2/tr_glsl.c b/src/renderergl2/tr_glsl.c
index 163da908..7b9b180c 100644
--- a/src/renderergl2/tr_glsl.c
+++ b/src/renderergl2/tr_glsl.c
@@ -131,7 +131,12 @@ static uniformInfo_t uniformsInfo[] =
{ "u_InvTexRes", GLSL_VEC2 },
{ "u_AutoExposureMinMax", GLSL_VEC2 },
- { "u_ToneMinAvgMaxLinear", GLSL_VEC3 }
+ { "u_ToneMinAvgMaxLinear", GLSL_VEC3 },
+
+ { "u_PrimaryLightOrigin", GLSL_VEC4 },
+ { "u_PrimaryLightColor", GLSL_VEC3 },
+ { "u_PrimaryLightAmbient", GLSL_VEC3 },
+ { "u_PrimaryLightRadius", GLSL_FLOAT }
};
@@ -1106,8 +1111,15 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
if (i & LIGHTDEF_USE_SHADOWMAP)
+ {
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
+ if (r_sunlightMode->integer == 1)
+ Q_strcat(extradefines, 1024, "#define SHADOWMAP_MODULATE\n");
+ else if (r_sunlightMode->integer == 2)
+ Q_strcat(extradefines, 1024, "#define USE_PRIMARY_LIGHT\n");
+ }
+
if (i & LIGHTDEF_USE_TCGEN_AND_TCMOD)
{
Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
diff --git a/src/renderergl2/tr_init.c b/src/renderergl2/tr_init.c
index 84d09b1d..a011bba4 100644
--- a/src/renderergl2/tr_init.c
+++ b/src/renderergl2/tr_init.c
@@ -145,6 +145,7 @@ cvar_t *r_forceSun;
cvar_t *r_forceSunMapLightScale;
cvar_t *r_forceSunLightScale;
cvar_t *r_forceSunAmbientScale;
+cvar_t *r_sunlightMode;
cvar_t *r_drawSunRays;
cvar_t *r_sunShadows;
cvar_t *r_shadowFilter;
@@ -1125,10 +1126,11 @@ void R_Register( void )
r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT );
- r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "0.5", CVAR_CHEAT );
- r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "0.5", CVAR_CHEAT );
- r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.2", CVAR_CHEAT );
+ r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "1.0", CVAR_CHEAT );
+ r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "1.0", CVAR_CHEAT );
+ r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.75", CVAR_CHEAT );
r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
+ r_sunlightMode = ri.Cvar_Get( "r_sunlightMode", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h
index c550ca18..96f657e4 100644
--- a/src/renderergl2/tr_local.h
+++ b/src/renderergl2/tr_local.h
@@ -791,6 +791,11 @@ typedef enum
UNIFORM_AUTOEXPOSUREMINMAX,
UNIFORM_TONEMINAVGMAXLINEAR,
+ UNIFORM_PRIMARYLIGHTORIGIN,
+ UNIFORM_PRIMARYLIGHTCOLOR,
+ UNIFORM_PRIMARYLIGHTAMBIENT,
+ UNIFORM_PRIMARYLIGHTRADIUS,
+
UNIFORM_COUNT
} uniform_t;
@@ -1972,6 +1977,7 @@ extern cvar_t *r_forceSun;
extern cvar_t *r_forceSunMapLightScale;
extern cvar_t *r_forceSunLightScale;
extern cvar_t *r_forceSunAmbientScale;
+extern cvar_t *r_sunlightMode;
extern cvar_t *r_drawSunRays;
extern cvar_t *r_sunShadows;
extern cvar_t *r_shadowFilter;
diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c
index fbf11d6a..efbe69a3 100644
--- a/src/renderergl2/tr_shade.c
+++ b/src/renderergl2/tr_shade.c
@@ -879,209 +879,6 @@ static void ForwardDlight( void ) {
}
-static void ForwardSunlight( void ) {
-// int l;
- //vec3_t origin;
- //float scale;
- int stage;
- int stageGlState[2];
- qboolean alphaOverride = qfalse;
-
- int deformGen;
- vec5_t deformParams;
-
- vec4_t fogDistanceVector, fogDepthVector = {0, 0, 0, 0};
- float eyeT = 0;
-
- shaderCommands_t *input = &tess;
-
- ComputeDeformValues(&deformGen, deformParams);
-
- ComputeFogValues(fogDistanceVector, fogDepthVector, &eyeT);
-
- // deal with vertex alpha blended surfaces
- if (input->xstages[0] && input->xstages[1] &&
- (input->xstages[1]->alphaGen == AGEN_VERTEX || input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX))
- {
- stageGlState[0] = input->xstages[0]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
-
- if (stageGlState[0] == 0 || stageGlState[0] == (GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO))
- {
- stageGlState[1] = input->xstages[1]->stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
-
- if (stageGlState[1] == (GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA))
- {
- alphaOverride = qtrue;
- stageGlState[0] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
- stageGlState[1] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
- }
- else if (stageGlState[1] == (GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_SRC_ALPHA))
- {
- alphaOverride = qtrue;
- stageGlState[0] = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
- stageGlState[1] = GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
- }
- }
- }
-
- if (!alphaOverride)
- {
- stageGlState[0] =
- stageGlState[1] = GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL;
- }
-
- for ( stage = 0; stage < 2 /*MAX_SHADER_STAGES */; stage++ )
- {
- shaderStage_t *pStage = input->xstages[stage];
- shaderProgram_t *sp;
- vec4_t vector;
- matrix_t matrix;
-
- if ( !pStage )
- {
- break;
- }
-
- //VectorCopy( dl->transformed, origin );
-
- //if (pStage->glslShaderGroup == tr.lightallShader)
- {
- int index = pStage->glslShaderIndex;
-
- index &= ~(LIGHTDEF_LIGHTTYPE_MASK | LIGHTDEF_USE_DELUXEMAP);
- index |= LIGHTDEF_USE_LIGHT_VECTOR | LIGHTDEF_USE_SHADOWMAP;
-
- if (backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity)
- {
- index |= LIGHTDEF_ENTITY;
- }
-
- sp = &tr.lightallShader[index];
- }
-
- backEnd.pc.c_lightallDraws++;
-
- GLSL_BindProgram(sp);
-
- GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
- GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
-
- GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
-
- GLSL_SetUniformInt(sp, UNIFORM_DEFORMGEN, deformGen);
- if (deformGen != DGEN_NONE)
- {
- GLSL_SetUniformFloat5(sp, UNIFORM_DEFORMPARAMS, deformParams);
- GLSL_SetUniformFloat(sp, UNIFORM_TIME, tess.shaderTime);
- }
-
- if ( input->fogNum ) {
- vec4_t fogColorMask;
-
- GLSL_SetUniformVec4(sp, UNIFORM_FOGDISTANCE, fogDistanceVector);
- GLSL_SetUniformVec4(sp, UNIFORM_FOGDEPTH, fogDepthVector);
- GLSL_SetUniformFloat(sp, UNIFORM_FOGEYET, eyeT);
-
- ComputeFogColorMask(pStage, fogColorMask);
-
- GLSL_SetUniformVec4(sp, UNIFORM_FOGCOLORMASK, fogColorMask);
- }
-
- {
- vec4_t baseColor;
- vec4_t vertColor;
-
- ComputeShaderColors(pStage, baseColor, vertColor);
-
- if (alphaOverride)
- {
- if (input->xstages[1]->alphaGen == AGEN_VERTEX)
- {
- baseColor[3] = 0.0f;
- vertColor[3] = 1.0f;
- }
- else if (input->xstages[1]->alphaGen == AGEN_ONE_MINUS_VERTEX)
- {
- baseColor[3] = 1.0f;
- vertColor[3] = -1.0f;
- }
- }
-
- GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, baseColor);
- GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, vertColor);
- }
-
- if (pStage->alphaGen == AGEN_PORTAL)
- {
- GLSL_SetUniformFloat(sp, UNIFORM_PORTALRANGE, tess.shader->portalRange);
- }
-
- GLSL_SetUniformInt(sp, UNIFORM_COLORGEN, pStage->rgbGen);
- GLSL_SetUniformInt(sp, UNIFORM_ALPHAGEN, pStage->alphaGen);
-
- GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol);
- GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol);
-
- GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);
-
- GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 9999999999.9f);
-
- GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
-
- GL_State( stageGlState[stage] );
-
- GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
-
- if (pStage->bundle[TB_DIFFUSEMAP].image[0])
- R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
-
- if (pStage->bundle[TB_NORMALMAP].image[0])
- R_BindAnimatedImageToTMU( &pStage->bundle[TB_NORMALMAP], TB_NORMALMAP);
-
- if (pStage->bundle[TB_SPECULARMAP].image[0])
- R_BindAnimatedImageToTMU( &pStage->bundle[TB_SPECULARMAP], TB_SPECULARMAP);
-
- /*
- {
- GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
- GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
- GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
- GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
- GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
- GLSL_SetUniformMatrix16(sp, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
- }
- */
- GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
-
- ComputeTexMatrix( pStage, TB_DIFFUSEMAP, matrix );
-
- VectorSet4(vector, matrix[0], matrix[1], matrix[4], matrix[5]);
- GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
-
- VectorSet4(vector, matrix[8], matrix[9], matrix[12], matrix[13]);
- GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
-
- GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
-
- //
- // draw
- //
-
- if (input->multiDrawPrimitives)
- {
- R_DrawMultiElementsVBO(input->multiDrawPrimitives, input->multiDrawMinIndex, input->multiDrawMaxIndex, input->multiDrawNumIndexes, input->multiDrawFirstIndex);
- }
- else
- {
- R_DrawElementsVBO(input->numIndexes, input->firstIndex, input->minIndex, input->maxIndex);
- }
-
- backEnd.pc.c_totalIndexes += tess.numIndexes;
- backEnd.pc.c_dlightIndexes += tess.numIndexes;
- }
-}
-
-
static void ProjectPshadowVBOGLSL( void ) {
int l;
vec3_t origin;
@@ -1330,7 +1127,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
index |= LIGHTDEF_ENTITY;
}
- if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && ((index & LIGHTDEF_USE_LIGHTMAP) || (index & LIGHTDEF_USE_LIGHT_VERTEX)))
+ if (r_sunlightMode->integer && (backEnd.viewParms.flags & VPF_USESUNLIGHT) && (index & LIGHTDEF_LIGHTTYPE_MASK))
{
index |= LIGHTDEF_USE_SHADOWMAP;
}
@@ -1498,12 +1295,12 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
{
int i;
- if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && ((pStage->glslShaderIndex & LIGHTDEF_USE_LIGHTMAP) || (pStage->glslShaderIndex & LIGHTDEF_USE_LIGHT_VERTEX)))
+ if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && (pStage->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK))
{
GL_BindToTMU(tr.screenShadowImage, TB_SHADOWMAP);
- GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_AMBIENTLIGHT, backEnd.refdef.sunAmbCol);
- GLSL_SetUniformVec3(sp, GENERIC_UNIFORM_DIRECTEDLIGHT, backEnd.refdef.sunCol);
- GLSL_SetUniformVec4(sp, GENERIC_UNIFORM_LIGHTORIGIN, backEnd.refdef.sunDir);
+ GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTAMBIENT, backEnd.refdef.sunAmbCol);
+ GLSL_SetUniformVec3(sp, UNIFORM_PRIMARYLIGHTCOLOR, backEnd.refdef.sunCol);
+ GLSL_SetUniformVec4(sp, UNIFORM_PRIMARYLIGHTORIGIN, backEnd.refdef.sunDir);
}
if ((r_lightmap->integer == 1 || r_lightmap->integer == 2) && pStage->bundle[TB_LIGHTMAP].image[0])
@@ -1796,14 +1593,6 @@ void RB_StageIteratorGeneric( void )
}
}
-#if 0
- if ((backEnd.viewParms.flags & VPF_USESUNLIGHT) && tess.shader->sort <= SS_OPAQUE
- //if ((tr.sunShadows || r_forceSunlight->value > 0.0f) && tess.shader->sort <= SS_OPAQUE
- && !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) && tess.xstages[0]->glslShaderGroup == tr.lightallShader) {
- ForwardSunlight();
- }
-#endif
-
//
// now do fog
//
diff --git a/src/renderergl2/tr_shader.c b/src/renderergl2/tr_shader.c
index 6a42f4cb..7eebf787 100644
--- a/src/renderergl2/tr_shader.c
+++ b/src/renderergl2/tr_shader.c
@@ -2494,6 +2494,30 @@ static qboolean CollapseStagesToGLSL(void)
if (numStages == i && i >= 2 && CollapseMultitexture())
numStages--;
+ // convert any remaining lightmap stages to a lighting pass with a white texture
+ // only do this with r_sunlightMode non-zero, as it's only for correct shadows.
+ if (r_sunlightMode->integer)
+ {
+ for (i = 0; i < MAX_SHADER_STAGES; i++)
+ {
+ shaderStage_t *pStage = &stages[i];
+
+ if (!pStage->active)
+ continue;
+
+ if (pStage->bundle[TB_DIFFUSEMAP].isLightmap)
+ {
+ pStage->glslShaderGroup = tr.lightallShader;
+ pStage->glslShaderIndex = LIGHTDEF_USE_LIGHTMAP;
+ if (r_deluxeMapping->integer && tr.worldDeluxeMapping)
+ pStage->glslShaderIndex |= LIGHTDEF_USE_DELUXEMAP;
+ pStage->bundle[TB_LIGHTMAP] = pStage->bundle[TB_DIFFUSEMAP];
+ pStage->bundle[TB_DIFFUSEMAP].image[0] = tr.whiteImage;
+ pStage->bundle[TB_DIFFUSEMAP].isLightmap = qfalse;
+ }
+ }
+ }
+
return numStages;
}