From 72ba3c68be72731031538da7780029611aafc002 Mon Sep 17 00:00:00 2001 From: havoc Date: Thu, 28 Aug 2008 09:38:27 +0000 Subject: [PATCH] reworked specular lighting to use real reflection math instead of the averaged-directions approximation that was used before no longer normalizes deluxemap samples, this may help with some "bright edge near shadow" interpolation issues git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8481 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 27 +++++++++++++-------------- 1 file changed, 13 insertions(+), 14 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index bbd731e1..04b376be 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -847,7 +847,8 @@ static const char *builtinshaderstring = " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n" " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n" " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n" -" color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n" +" color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n" +" color.a = 1.0;\n" " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n" "#endif\n" "\n" @@ -859,7 +860,7 @@ static const char *builtinshaderstring = " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n" "# endif\n" "# else\n" -" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n" +" myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n" "# ifdef USESPECULAR\n" " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n" "# endif\n" @@ -880,10 +881,8 @@ static const char *builtinshaderstring = " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n" "# endif\n" "# ifdef USESPECULAR\n" -" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" -"\n" " // calculate directional shading\n" -" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n" +" color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n" "# else\n" "# ifdef USEDIFFUSE\n" " // calculate directional shading\n" @@ -913,8 +912,7 @@ static const char *builtinshaderstring = "# ifdef USESPECULAR\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -" myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n" -" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" "# else\n" "# ifdef USEDIFFUSE\n" "\n" @@ -933,13 +931,15 @@ static const char *builtinshaderstring = " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the light normal\n" -" myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n" -" myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n" +" myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" +" myhalf3 diffusenormal;\n" +" diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n" +" diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n" +" diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n" " // calculate directional shading\n" " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\n" -" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" -" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" "# endif\n" "\n" " // apply lightmap color\n" @@ -953,12 +953,11 @@ static const char *builtinshaderstring = " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" "\n" " // get the light normal\n" -" myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n" +" myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n" " // calculate directional shading\n" " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\n" -" myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n" -" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +" tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n" "# endif\n" "\n" " // apply lightmap color\n" -- 2.39.2