From: divverent Date: Sun, 7 Oct 2007 09:04:05 +0000 (+0000) Subject: changed reflect/refract keywords to X-Git-Tag: xonotic-v0.1.0preview~2872 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=464b62fba08f823cb343227b7170fa769a941cd6 changed reflect/refract keywords to dp_reflect dp_refract made dp_reflect work additively again (so perfect mirrors shall use a black texture) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7606 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/darkplaces.txt b/darkplaces.txt index 3ecf90a4..666475e4 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -1312,12 +1312,16 @@ Ludwig Nussel for the ~/.games/darkplaces/ user directory support on non-Windows Shader parameters for DP's own features: -- dp_reflect - Makes surfaces of this shader reflective with r_glsl_water. Factor is a - reflectiveness factor from 0 to 1, the rest is the color of the reflection. - Unspecified values get set to 1 (that is, standard water parameters). -- dp_refract +- dp_reflect + Makes surfaces of this shader reflective with r_glsl_water. The reflection is + additive. When the color isn't specified, it defaults to white (full + reflection). If only one color component is specified, it counts as a grey + value. +- dp_refract Marks a surface as "water" for r_glsl_water, that is, add a refraction - component too. The factor defines how strong the distorts by the refraction - are (default: 1.0). Unspecified values get set to 1 (that is, standard water - parameters). + component too. The reflection amount (see dp_reflect) is at least reflectmin + (when looking straight into it) and at most reflectmax (when looking parallel + to thhe surface). The default distort is multiplied by distort. The color + modulates the refraction component. reflectmin defaults to 0 when unspecified, + all others default to 1. If only one color component is specified, it counts + as a grey value. diff --git a/gl_rmain.c b/gl_rmain.c index b1f55d19..50b1d41c 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -572,6 +572,7 @@ static const char *builtinshaderstring = "uniform myhvec3 RefractColor;\n" "uniform myhvec3 ReflectColor;\n" "uniform myhalf ReflectFactor;\n" +"uniform myhalf ReflectOffset;\n" "//#else\n" "//# ifdef USEREFLECTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" @@ -779,14 +780,14 @@ static const char *builtinshaderstring = " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0)) * ReflectFactor;\n" +" myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0)) * ReflectFactor + ReflectOffset;\n" " color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n" "# else\n" "# ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)), ReflectFactor);\n" +" color.rgb += myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor;\n" "# endif\n" "# endif\n" "#endif\n" @@ -947,6 +948,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); @@ -1273,7 +1275,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor); if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor); - if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectfactor); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); CHECKGLERROR return permutation; } diff --git a/model_brush.c b/model_brush.c index a2bac292..3fe45777 100644 --- a/model_brush.c +++ b/model_brush.c @@ -1541,7 +1541,8 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l) tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW | MATERIALFLAG_WATERSHADER; VectorSet(tx->reflectcolor, 1, 1, 1); VectorSet(tx->refractcolor, 1, 1, 1); - tx->reflectfactor = 1; + tx->reflectmin = 0; + tx->reflectmax = 1; tx->refractfactor = 1; } tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW; diff --git a/model_shared.c b/model_shared.c index 655132e7..40673a65 100644 --- a/model_shared.c +++ b/model_shared.c @@ -1137,7 +1137,8 @@ void Mod_LoadQ3Shaders(void) memset(shader, 0, sizeof(*shader)); VectorSet(shader->reflectcolor, 1, 1, 1); VectorSet(shader->refractcolor, 1, 1, 1); - shader->reflectfactor = 1; + shader->reflectmin = 0; + shader->reflectmax = 1; shader->refractfactor = 1; strlcpy(shader->name, com_token, sizeof(shader->name)); @@ -1500,17 +1501,23 @@ void Mod_LoadQ3Shaders(void) { shader->textureflags |= Q3TEXTUREFLAG_REFLECTION; if(numparameters >= 2) - shader->reflectfactor = atof(parameter[1]); - if(numparameters >= 5) - VectorSet(shader->reflectcolor, atof(parameter[2]), atof(parameter[3]), atof(parameter[4])); + VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[1]), atof(parameter[1])); // grey + if(numparameters >= 4) + VectorSet(shader->reflectcolor, atof(parameter[1]), atof(parameter[2]), atof(parameter[3])); } else if (!strcasecmp(parameter[0], "dp_refract")) { shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER; if(numparameters >= 2) - shader->refractfactor = atof(parameter[1]); + shader->reflectmin = atof(parameter[1]); + if(numparameters >= 3) + shader->reflectmax = atof(parameter[2]); + if(numparameters >= 4) + shader->refractfactor = atof(parameter[3]); if(numparameters >= 5) - VectorSet(shader->refractcolor, atof(parameter[2]), atof(parameter[3]), atof(parameter[4])); + VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[4]), atof(parameter[4])); // grey + if(numparameters >= 7) + VectorSet(shader->refractcolor, atof(parameter[4]), atof(parameter[5]), atof(parameter[6])); } else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2) { @@ -1715,7 +1722,8 @@ nothing GL_ZERO GL_ONE } } memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms)); - texture->reflectfactor = shader->reflectfactor; + texture->reflectmin = shader->reflectmin; + texture->reflectmax = shader->reflectmax; texture->refractfactor = shader->refractfactor; VectorCopy(shader->reflectcolor, texture->reflectcolor); VectorCopy(shader->refractcolor, texture->refractcolor); diff --git a/model_shared.h b/model_shared.h index c4b6fe91..9c22db62 100644 --- a/model_shared.h +++ b/model_shared.h @@ -366,7 +366,8 @@ typedef struct q3shaderinfo_s q3shaderinfo_deform_t deforms[Q3MAXDEFORMS]; vec3_t reflectcolor, refractcolor; - float reflectfactor; // amount of reflection (1.0 = full, can't be larger) + float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down) + float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water) float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do) } q3shaderinfo_t; @@ -483,7 +484,8 @@ typedef struct texture_s // reflection vec3_t reflectcolor, refractcolor; - float reflectfactor; // amount of reflection (1.0 = full, can't be larger) + float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down) + float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water) float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies; note that reflection distort is not configurable because that's what the bumpmap should do) } texture_t; diff --git a/render.h b/render.h index fa024207..35e52c2e 100644 --- a/render.h +++ b/render.h @@ -428,6 +428,7 @@ typedef struct r_glsl_permutation_s int loc_RefractColor; int loc_ReflectColor; int loc_ReflectFactor; + int loc_ReflectOffset; } r_glsl_permutation_t;