From: havoc Date: Thu, 29 Mar 2007 00:39:50 +0000 (+0000) Subject: added r_shadow_usenormalmap cvar which allows you to disable directional shading... X-Git-Tag: xonotic-v0.1.0preview~3400 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=36ffe29e7eeb80cc074c47ab4adf2e0d237ac793;ds=sidebyside added r_shadow_usenormalmap cvar which allows you to disable directional shading on rtlights, looking a bit more like glquake lights, this also renders somewhat faster so it may be of use as a performance tweak for some cards added an optimized ambient-without-diffuse path in the GLSL shader to help r_shadow_usenormalmap 0 performance git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7017 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 0b703905..afcccccd 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -69,11 +69,11 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"}; -cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; -cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; -cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; -cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; -cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; +cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; +cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; +cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; +cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; +cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; @@ -143,7 +143,7 @@ rtexture_t *r_texture_fogattenuation; //rtexture_t *r_texture_fogintensity; // information about each possible shader permutation -r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; +r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX]; // currently selected permutation r_glsl_permutation_t *r_glsl_permutation; @@ -478,10 +478,12 @@ static const char *builtinshaderstring = "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" +"// 11 textures, we can only use up to 16 on DX9-class hardware\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" "uniform samplerCube Texture_Cube;\n" +"uniform sampler2D Texture_Attenuation;\n" "uniform sampler2D Texture_FogMask;\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" @@ -509,13 +511,8 @@ static const char *builtinshaderstring = "uniform myhalf SpecularScale;\n" "uniform myhalf SpecularPower;\n" "\n" -"void main(void)\n" +"vec2 OffsetMapping(vec2 TexCoord)\n" "{\n" -" // apply offsetmapping\n" -"#ifdef USEOFFSETMAPPING\n" -" vec2 TexCoordOffset = TexCoord;\n" -"#define TexCoord TexCoordOffset\n" -"\n" " vec3 eyedir = vec3(normalize(EyeVector));\n" " float depthbias = 1.0 - eyedir.z; // should this be a -?\n" " depthbias = 1.0 - depthbias * depthbias;\n" @@ -541,7 +538,7 @@ static const char *builtinshaderstring = " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " TexCoord = RT.xy;\n" -"#elif 1\n" +"#else\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" @@ -550,39 +547,16 @@ static const char *builtinshaderstring = " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -"#elif 0\n" -" // 10 sample offset mapping\n" -" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" -" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" -" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n" -" //TexCoord += OffsetVector * 3.0;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" -"#elif 1\n" -" // parallax mapping as described in the paper\n" -" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" -" // The paper provides code in the ARB fragment program assembly language\n" -" // I translated it to GLSL but may have done something wrong - SavageX\n" -" // LordHavoc: removed bias and simplified to one line\n" -" // LordHavoc: this is just a single sample offsetmapping...\n" -" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n" -"#else\n" -" // parallax mapping as described in the paper\n" -" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" -" // The paper provides code in the ARB fragment program assembly language\n" -" // I translated it to GLSL but may have done something wrong - SavageX\n" -" float height = texture2D(Texture_Normal, TexCoord).a;\n" -" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n" -" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n" "#endif\n" +" return TexCoord;\n" +"}\n" +"\n" +"void main(void)\n" +"{\n" +" // apply offsetmapping\n" +"#ifdef USEOFFSETMAPPING\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" @@ -597,15 +571,28 @@ static const char *builtinshaderstring = "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "\n" -" // get the surface normal and light normal\n" +" // calculate surface normal, light normal, and specular normal\n" +" // compute color intensity for the two textures (colormap and glossmap)\n" +" // scale by light color and attenuation as efficiently as possible\n" +" // (do as much scalar math as possible rather than vector math)\n" +"#ifdef USESPECULAR\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" "\n" " // calculate directional shading\n" -" color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -"#ifdef USESPECULAR\n" -" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" -" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n" +"#else\n" +"#ifdef USEDIFFUSE\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" +"\n" +" // calculate directional shading\n" +" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" +"#else\n" +" // calculate directionless shading\n" +" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector)));\n" +"#endif\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" @@ -614,20 +601,6 @@ static const char *builtinshaderstring = " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" -" // apply light color\n" -" color.rgb *= LightColor;\n" -"\n" -" // apply attenuation\n" -" //\n" -" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" -" // center and sharp falloff at the edge, this is about the most efficient\n" -" // we can get away with as far as providing illumination.\n" -" //\n" -" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" -" // provide significant illumination, large = slow = pain.\n" -"// color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n" -" color.rgb *= myhalf(max(2.0 - 2.0 * length(CubeVector), 0.0) / (1 + dot(CubeVector, CubeVector)));\n" -"\n" "\n" "\n" "\n" @@ -706,6 +679,7 @@ const char *permutationinfo[][2] = {"#define USEGLOW\n", " glow"}, {"#define USEFOG\n", " fog"}, {"#define USECOLORMAPPING\n", " colormapping"}, + {"#define USEDIFFUSE\n", " diffuse"}, {"#define USESPECULAR\n", " specular"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, @@ -717,14 +691,14 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) { int i; qboolean shaderfound; - r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); + r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); int vertstrings_count; int geomstrings_count; int fragstrings_count; char *shaderstring; - const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; - const char *geomstrings_list[SHADERPERMUTATION_COUNT+1]; - const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; + const char *vertstrings_list[32+1]; + const char *geomstrings_list[32+1]; + const char *fragstrings_list[32+1]; char permutationname[256]; if (p->compiled) return; @@ -792,6 +766,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); + p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); @@ -827,6 +802,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7); if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); + if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR } @@ -839,21 +815,23 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) void R_GLSL_Restart_f(void) { int i; - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + for (i = 0;i < SHADERPERMUTATION_MAX;i++) if (r_glsl_permutations[i].program) GL_Backend_FreeProgram(r_glsl_permutations[i].program); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) +extern rtexture_t *r_shadow_attenuationgradienttexture; +extern rtexture_t *r_shadow_attenuation2dtexture; +extern rtexture_t *r_shadow_attenuation3dtexture; +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used const char *shaderfilename = NULL; - int permutation = 0; - float specularscale = rsurface_texture->specularscale; + unsigned int permutation = 0; r_glsl_permutation = NULL; // TODO: implement geometry-shader based shadow volumes someday if (r_shadow_rtlight) @@ -861,11 +839,12 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) // light source shaderfilename = "glsl/default.glsl"; permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; - specularscale *= r_shadow_rtlight->specularscale; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; + if (diffusescale > 0) + permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface_texture->colormapping) @@ -956,30 +935,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } } - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) { - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) R_GLSL_CompilePermutation(shaderfilename, permutation); - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) { // remove features until we find a valid permutation - int i; - for (i = SHADERPERMUTATION_COUNT-1;;i>>=1) + unsigned int i; + for (i = SHADERPERMUTATION_MASK;;i>>=1) { + if (!i) + return 0; // utterly failed // reduce i more quickly whenever it would not remove any bits if (permutation < i) continue; permutation &= i; - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled) + if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) R_GLSL_CompilePermutation(shaderfilename, permutation); - if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program) + if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) break; - if (!i) - return 0; // utterly failed } } } - r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); + r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); @@ -987,19 +966,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) { if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); - if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale); - if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale); - if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); + if (permutation & SHADERPERMUTATION_DIFFUSE) + { + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); + } + else + { + // ambient only is simpler + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale); + if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1); + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); + } } else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) { if (r_glsl_permutation->loc_AmbientColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]); + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale); if (r_glsl_permutation->loc_DiffuseColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]); + qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale); if (r_glsl_permutation->loc_SpecularColor >= 0) - qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale); + qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]); } @@ -1013,6 +1003,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture)); if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture)); //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); + if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture)); if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants)); if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt)); @@ -1053,9 +1044,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) void R_SwitchSurfaceShader(int permutation) { - if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK)) + if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK)) { - r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK); + r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program); CHECKGLERROR @@ -2736,6 +2727,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; t->backgroundglosstexture = r_texture_white; t->specularpower = r_shadow_glossexponent.value; + // TODO: store reference values for these in the texture? t->specularscale = 0; if (r_shadow_gloss.integer > 0) { @@ -3553,7 +3545,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t R_Mesh_ResetTextureState(); } - R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2); + R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale); if (!r_glsl_permutation) return; diff --git a/r_shadow.c b/r_shadow.c index 29016e08..9a8397d8 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -198,6 +198,7 @@ int r_shadow_rtlight_numfrustumplanes; mplane_t r_shadow_rtlight_frustumplanes[12+6+6]; // see R_Shadow_ComputeShadowCasterCullingPlanes rtexturepool_t *r_shadow_texturepool; +rtexture_t *r_shadow_attenuationgradienttexture; rtexture_t *r_shadow_attenuation2dtexture; rtexture_t *r_shadow_attenuation3dtexture; @@ -210,12 +211,13 @@ rtexturepool_t *r_shadow_filters_texturepool; cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; +cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; -cvar_t r_shadow_lightattenuationpower = {0, "r_shadow_lightattenuationpower", "0.5", "changes attenuation texture generation (does not affect r_glsl lighting)"}; -cvar_t r_shadow_lightattenuationscale = {0, "r_shadow_lightattenuationscale", "1", "changes attenuation texture generation (does not affect r_glsl lighting)"}; +cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; +cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; cvar_t r_shadow_portallight = {0, "r_shadow_portallight", "1", "use portal culling to exactly determine lit triangles when compiling world lights"}; @@ -247,7 +249,16 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; -float r_shadow_attenpower, r_shadow_attenscale; +// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error +#define ATTENTABLESIZE 256 +// 1D gradient, 2D circle and 3D sphere attenuation textures +#define ATTEN1DSIZE 32 +#define ATTEN2DSIZE 64 +#define ATTEN3DSIZE 32 + +static float r_shadow_attendividebias; // r_shadow_lightattenuationdividebias +static float r_shadow_attenlinearscale; // r_shadow_lightattenuationlinearscale +static float r_shadow_attentable[ATTENTABLESIZE+1]; rtlight_t *r_shadow_compilingrtlight; dlight_t *r_shadow_worldlightchain; @@ -282,6 +293,7 @@ void r_shadow_start(void) { // allocate vertex processing arrays numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; r_shadow_texturepool = NULL; @@ -317,6 +329,7 @@ void r_shadow_shutdown(void) { R_Shadow_UncompileWorldLights(); numcubemaps = 0; + r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); @@ -382,8 +395,8 @@ void R_Shadow_Help_f(void) "r_shadow_gloss 0/1/2 : no gloss, gloss textures only, force gloss\n" "r_shadow_gloss2intensity : brightness of forced gloss\n" "r_shadow_glossintensity : brightness of textured gloss\n" -"r_shadow_lightattenuationpower : used to generate attenuation texture\n" -"r_shadow_lightattenuationscale : used to generate attenuation texture\n" +"r_shadow_lightattenuationlinearscale : used to generate attenuation texture\n" +"r_shadow_lightattenuationdividebias : used to generate attenuation texture\n" "r_shadow_lightintensityscale : scale rendering brightness of all lights\n" "r_shadow_lightradiusscale : scale rendering radius of all lights\n" "r_shadow_portallight : use portal visibility for static light precomputation\n" @@ -411,13 +424,14 @@ void R_Shadow_Init(void) { Cvar_RegisterVariable(&r_shadow_bumpscale_basetexture); Cvar_RegisterVariable(&r_shadow_bumpscale_bumpmap); + Cvar_RegisterVariable(&r_shadow_usenormalmap); Cvar_RegisterVariable(&r_shadow_debuglight); Cvar_RegisterVariable(&r_shadow_gloss); Cvar_RegisterVariable(&r_shadow_gloss2intensity); Cvar_RegisterVariable(&r_shadow_glossintensity); Cvar_RegisterVariable(&r_shadow_glossexponent); - Cvar_RegisterVariable(&r_shadow_lightattenuationpower); - Cvar_RegisterVariable(&r_shadow_lightattenuationscale); + Cvar_RegisterVariable(&r_shadow_lightattenuationdividebias); + Cvar_RegisterVariable(&r_shadow_lightattenuationlinearscale); Cvar_RegisterVariable(&r_shadow_lightintensityscale); Cvar_RegisterVariable(&r_shadow_lightradiusscale); Cvar_RegisterVariable(&r_shadow_portallight); @@ -903,60 +917,54 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte CHECKGLERROR } +static unsigned char R_Shadow_MakeTextures_SamplePoint(float x, float y, float z) +{ + float dist = sqrt(x*x+y*y+z*z); + float intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + return (unsigned char)bound(0, intensity * 256.0f, 255); +} + static void R_Shadow_MakeTextures(void) { - int x, y, z, d; - float v[3], intensity; + int x, y, z; + float intensity, dist; unsigned char *data; + unsigned int palette[256]; R_FreeTexturePool(&r_shadow_texturepool); r_shadow_texturepool = R_AllocTexturePool(); - r_shadow_attenpower = r_shadow_lightattenuationpower.value; - r_shadow_attenscale = r_shadow_lightattenuationscale.value; -#define ATTEN2DSIZE 64 -#define ATTEN3DSIZE 32 - data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4)); + r_shadow_attenlinearscale = r_shadow_lightattenuationlinearscale.value; + r_shadow_attendividebias = r_shadow_lightattenuationdividebias.value; + // note this code could suffer byte order issues except that it is multiplying by an integer that reads the same both ways + for (x = 0;x < 256;x++) + palette[x] = x * 0x01010101; + data = (unsigned char *)Mem_Alloc(tempmempool, max(max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE, ATTEN2DSIZE*ATTEN2DSIZE), ATTEN1DSIZE)); + // the table includes one additional value to avoid the need to clamp indexing due to minor math errors + for (x = 0;x <= ATTENTABLESIZE;x++) + { + dist = (x + 0.5f) * (1.0f / ATTENTABLESIZE) * (1.0f / 0.9375); + intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0; + r_shadow_attentable[x] = bound(0, intensity, 1); + } + // 1D gradient texture + for (x = 0;x < ATTEN1DSIZE;x++) + data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0); + r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette); + // 2D circle texture for (y = 0;y < ATTEN2DSIZE;y++) - { for (x = 0;x < ATTEN2DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = 0; - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = (int)bound(0, intensity, 255); - data[(y*ATTEN2DSIZE+x)*4+0] = d; - data[(y*ATTEN2DSIZE+x)*4+1] = d; - data[(y*ATTEN2DSIZE+x)*4+2] = d; - data[(y*ATTEN2DSIZE+x)*4+3] = d; - } - } - r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0); + r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette); + // 3D sphere texture if (r_shadow_texture3d.integer && gl_texture3d) { for (z = 0;z < ATTEN3DSIZE;z++) - { for (y = 0;y < ATTEN3DSIZE;y++) - { for (x = 0;x < ATTEN3DSIZE;x++) - { - v[0] = ((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[1] = ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - v[2] = ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375); - intensity = 1.0f - sqrt(DotProduct(v, v)); - if (intensity > 0) - intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f; - d = (int)bound(0, intensity, 255); - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d; - data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+3] = d; - } - } - } - r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL); + data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375)); + r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, data, TEXTYPE_PALETTE, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, palette); } + else + r_shadow_attenuation3dtexture = NULL; Mem_Free(data); } @@ -990,8 +998,8 @@ void R_Shadow_RenderMode_Begin(void) if (!r_shadow_attenuation2dtexture || (!r_shadow_attenuation3dtexture && r_shadow_texture3d.integer) - || r_shadow_lightattenuationpower.value != r_shadow_attenpower - || r_shadow_lightattenuationscale.value != r_shadow_attenscale) + || r_shadow_lightattenuationdividebias.value != r_shadow_attendividebias + || r_shadow_lightattenuationlinearscale.value != r_shadow_attenlinearscale) R_Shadow_MakeTextures(); CHECKGLERROR @@ -1259,92 +1267,155 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu float dist, dot, distintensity, shadeintensity, v[3], n[3]; if (r_textureunits.integer >= 3) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]); - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]); - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]); + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + VectorMA(ambientcolor, shadeintensity, diffusecolor, color4f); + } + else + VectorCopy(ambientcolor, color4f); if (r_refdef.fogenabled) { float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); VectorScale(color4f, f, color4f); } + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + VectorCopy(ambientcolor, color4f); + if (r_refdef.fogenabled) + { + float f; + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else if (r_textureunits.integer >= 2) { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = fabs(v[2])) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } - if (r_refdef.fogenabled) - { - float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - VectorScale(color4f, f, color4f); - } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } else { - for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) + if (VectorLength2(diffusecolor) > 0) { - Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); - if ((dist = DotProduct(v, v)) < 1) + for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4) { - dist = sqrt(dist); - distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale; - Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); - if ((dot = DotProduct(n, v)) < 0) + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { - shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); - color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; - color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; - color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); + Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n); + if ((dot = DotProduct(n, v)) < 0) + { + shadeintensity = -dot / sqrt(VectorLength2(v) * VectorLength2(n)); + color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity; + color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity; + color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity; + } + else + { + color4f[0] = ambientcolor[0] * distintensity; + color4f[1] = ambientcolor[1] * distintensity; + color4f[2] = ambientcolor[2] * distintensity; + } + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } else + VectorClear(color4f); + color4f[3] = 1; + } + } + else + { + for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4) + { + Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v); + if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)])) { + distintensity = (1 - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist); color4f[0] = ambientcolor[0] * distintensity; color4f[1] = ambientcolor[1] * distintensity; color4f[2] = ambientcolor[2] * distintensity; + if (r_refdef.fogenabled) + { + float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + VectorScale(color4f, f, color4f); + } } - if (r_refdef.fogenabled) - { - float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - VectorScale(color4f, f, color4f); - } + else + VectorClear(color4f); + color4f[3] = 1; } - else - VectorClear(color4f); - color4f[3] = 1; } } } @@ -1393,7 +1464,7 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu } } -static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); @@ -1402,10 +1473,10 @@ static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvert R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i); } -static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupSurfaceShader(lightcolorbase, false); + R_SetupSurfaceShader(lightcolorbase, false, ambientscale, diffusescale, specularscale); R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); @@ -1871,32 +1942,32 @@ static void R_Shadow_RenderLighting_Light_Dot3_SpecularPass(int firstvertex, int R_Shadow_RenderLighting_Light_Dot3_Finalize(firstvertex, numvertices, numtriangles, element3i, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale); } -static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // ARB path (any Geforce, any Radeon) - qboolean doambient = r_shadow_rtlight->ambientscale > 0; - qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0; + qboolean doambient = ambientscale > 0; + qboolean dodiffuse = diffusescale > 0; qboolean dospecular = specularscale > 0; if (!doambient && !dodiffuse && !dospecular) return; R_Mesh_ColorPointer(NULL); if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale); if (dopants) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale); } if (doshirt) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale); } if (dospecular) R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); @@ -1990,7 +2061,7 @@ void R_Shadow_RenderLighting_Light_Vertex_Pass(const model_t *model, int firstve } } -static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt) +static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // OpenGL 1.1 path (anything) model_t *model = rsurface_entity->model; @@ -1998,12 +2069,12 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; - VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorbase); - VectorScale(lightcolorbase, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorbase); - VectorScale(lightcolorpants, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorpants); - VectorScale(lightcolorpants, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorpants); - VectorScale(lightcolorshirt, r_shadow_rtlight->ambientscale * 2 * r_view.colorscale, ambientcolorshirt); - VectorScale(lightcolorshirt, r_shadow_rtlight->diffusescale * 2 * r_view.colorscale, diffusecolorshirt); + VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase); + VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase); + VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants); + VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants); + VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt); + VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); R_Mesh_ColorPointer(rsurface_array_color4f); memset(&m, 0, sizeof(m)); @@ -2025,7 +2096,7 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice } } R_Mesh_TextureState(&m); - R_Mesh_TexBind(0, R_GetTexture(basetexture)); + //R_Mesh_TexBind(0, R_GetTexture(basetexture)); R_Shadow_RenderLighting_Light_Vertex_Pass(model, firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase); if (dopants) { @@ -2041,13 +2112,23 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i) { + float ambientscale, diffusescale, specularscale; // FIXME: support MATERIALFLAG_NODEPTHTEST vec3_t lightcolorbase, lightcolorpants, lightcolorshirt; // calculate colors to render this texture with lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha; lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha; lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha; - if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) + ambientscale = r_shadow_rtlight->ambientscale; + diffusescale = r_shadow_rtlight->diffusescale; + specularscale = ambientscale, diffusescale, specularscale; + if (!r_shadow_usenormalmap.integer) + { + ambientscale += 1.0f * diffusescale; + diffusescale = 0; + specularscale = 0; + } + if ((ambientscale + diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f)) return; GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces @@ -2075,16 +2156,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->currentskinframe->pants, rsurface_texture->currentskinframe->shirt, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, dopants, doshirt); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); @@ -2097,16 +2178,16 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles, { case R_SHADOW_RENDERMODE_VISIBLELIGHTING: GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer); - R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_GLSL: - R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_DOT3: - R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Dot3(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; case R_SHADOW_RENDERMODE_LIGHT_VERTEX: - R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false); + R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->currentskinframe->nmap, rsurface_texture->glosstexture, ambientscale, diffusescale, specularscale, false, false); break; default: Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode); diff --git a/render.h b/render.h index 852a25b9..e84837f3 100644 --- a/render.h +++ b/render.h @@ -244,13 +244,14 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture #define SHADERPERMUTATION_FOG (1<<5) // tint the color by fog color or black if using additive blend mode #define SHADERPERMUTATION_COLORMAPPING (1<<6) // indicates this is a colormapped skin -#define SHADERPERMUTATION_SPECULAR (1<<7) // (lightsource or deluxemapping) render specular effects -#define SHADERPERMUTATION_CUBEFILTER (1<<8) // (lightsource) use cubemap light filter -#define SHADERPERMUTATION_OFFSETMAPPING (1<<9) // adjust texcoords to roughly simulate a displacement mapped surface -#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<10) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) +#define SHADERPERMUTATION_DIFFUSE (1<<7) // (lightsource) whether to use directional shading +#define SHADERPERMUTATION_SPECULAR (1<<8) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_CUBEFILTER (1<<9) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_OFFSETMAPPING (1<<10) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<11) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) -#define SHADERPERMUTATION_COUNT (1<<11) // how many permutations are possible -#define SHADERPERMUTATION_COUNTMASK (SHADERPERMUTATION_COUNT - 1) // mask of valid indexing bits for r_glsl_permutations[] array +#define SHADERPERMUTATION_MAX (1<<12) // how many permutations are possible +#define SHADERPERMUTATION_MASK (SHADERPERMUTATION_MAX - 1) // mask of valid indexing bits for r_glsl_permutations[] array // these are additional flags used only by R_GLSL_CompilePermutation #define SHADERPERMUTATION_USES_VERTEXSHADER (1<<29) @@ -267,6 +268,7 @@ typedef struct r_glsl_permutation_s int loc_Texture_Color; int loc_Texture_Gloss; int loc_Texture_Cube; + int loc_Texture_Attenuation; int loc_Texture_FogMask; int loc_Texture_Pants; int loc_Texture_Shirt; @@ -295,12 +297,12 @@ typedef struct r_glsl_permutation_s r_glsl_permutation_t; // information about each possible shader permutation -extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; +extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX]; // currently selected permutation extern r_glsl_permutation_t *r_glsl_permutation; void R_GLSL_CompilePermutation(const char *shaderfilename, int permutation); -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting); +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale); void R_SwitchSurfaceShader(int permutation); #endif