From 25d9f0798b9040351b1b5e25ad991c8925f9ebc1 Mon Sep 17 00:00:00 2001 From: vortex Date: Sat, 30 Oct 2010 18:24:09 +0000 Subject: [PATCH] For lightgrid sampling move lightstyle[0] applying to shader domain as it seems to be far more precise here (see http://omnicide.legacy-of-kain.ru/work/cbo_glslgridlightchangecomp.gif), while leaving the default way for < GL2 paths, dunno why it happens and i cant find any reasons for that, current approach 'just works'. Also added "_enable" cvars for all r_glsl_postprocess_uservec* which will toggle their usage (also creates USERVEC* define once enabled). git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10572 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=18b296a035004c05afe62f48e164321ca863f4c7 --- gl_rmain.c | 49 ++++++++++++++++++++++++++++++++++++++++--------- model_brush.c | 5 ++++- 2 files changed, 44 insertions(+), 10 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index b6cd1527..d2ec2439 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -143,6 +143,10 @@ cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"}; cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"}; cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; +cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; @@ -3630,6 +3634,10 @@ enum { SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation + SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled + SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled + SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled + SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5 ///< postprocess uservec4 is enabled }; #define SHADERSTATICPARMS_COUNT 2 @@ -3647,10 +3655,21 @@ qboolean R_CompileShader_CheckStaticParms(void) // detect all if (r_glsl_saturation_redcompensate.integer) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE); - if(r_shadow_glossexact.integer) + if (r_shadow_glossexact.integer) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH); + if (r_glsl_postprocess.integer) + { + if (r_glsl_postprocess_uservec1_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1); + if (r_glsl_postprocess_uservec2_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2); + if (r_glsl_postprocess_uservec3_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3); + if (r_glsl_postprocess_uservec4_enable.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4); + } - return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)); + return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0; } #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \ @@ -3665,9 +3684,12 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) // emit all R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4"); } - /// information about each possible shader permutation r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; /// currently selected permutation @@ -5301,12 +5323,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } else if (mode == SHADERMODE_LIGHTDIRECTION) { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } else @@ -6746,6 +6768,11 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_glsl_postprocess_uservec2); Cvar_RegisterVariable(&r_glsl_postprocess_uservec3); Cvar_RegisterVariable(&r_glsl_postprocess_uservec4); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable); + Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable); + Cvar_RegisterVariable(&r_water); Cvar_RegisterVariable(&r_water_resolutionmultiplier); Cvar_RegisterVariable(&r_water_clippingplanebias); @@ -8510,10 +8537,14 @@ static void R_BlendView(void) #define sscanf sscanf_s #endif memset(uservecs, 0, sizeof(uservecs)); - sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); - sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); - sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); - sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + if (r_glsl_postprocess_uservec1_enable.integer) + sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); + if (r_glsl_postprocess_uservec2_enable.integer) + sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); + if (r_glsl_postprocess_uservec3_enable.integer) + sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); + if (r_glsl_postprocess_uservec4_enable.integer) + sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); diff --git a/model_brush.c b/model_brush.c index a1cdb180..532d9db3 100644 --- a/model_brush.c +++ b/model_brush.c @@ -5613,7 +5613,10 @@ static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambie q3dlightgrid_t *a, *s; // scale lighting by lightstyle[0] so that darkmode in dpmod works properly - stylescale = r_refdef.scene.rtlightstylevalue[0]; + if (vid.renderpath == RENDERPATH_GL20) + stylescale = 1; // added while render + else + stylescale = r_refdef.scene.rtlightstylevalue[0]; if (!model->brushq3.num_lightgrid) { -- 2.39.2