[iortcw] 458/497: All: Rend2: Remove some rendering options for simplicity GLSL modified slightly to fix incorrect looking speculars
Simon McVittie
smcv at debian.org
Wed Sep 21 19:49:43 UTC 2016
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.42d
in repository iortcw.
commit f7c1447cd647a466cfb5c803eb9564c6fb52e097
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Fri Dec 4 11:27:44 2015 -0500
All: Rend2: Remove some rendering options for simplicity
GLSL modified slightly to fix incorrect looking speculars
---
MP/code/rend2/glsl/lightall_fp.glsl | 225 ++++++------------------------------
MP/code/rend2/tr_glsl.c | 35 ------
MP/code/rend2/tr_init.c | 2 -
MP/code/rend2/tr_local.h | 1 -
MP/rend2-readme.txt | 31 ++---
SP/code/rend2/glsl/lightall_fp.glsl | 225 ++++++------------------------------
SP/code/rend2/tr_glsl.c | 35 ------
SP/code/rend2/tr_init.c | 2 -
SP/code/rend2/tr_local.h | 1 -
SP/rend2-readme.txt | 28 +----
10 files changed, 86 insertions(+), 499 deletions(-)
diff --git a/MP/code/rend2/glsl/lightall_fp.glsl b/MP/code/rend2/glsl/lightall_fp.glsl
index d118278..dda05ea 100644
--- a/MP/code/rend2/glsl/lightall_fp.glsl
+++ b/MP/code/rend2/glsl/lightall_fp.glsl
@@ -150,156 +150,35 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
}
#endif
-vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, float shininess)
+vec3 CalcDiffuse(vec3 diffuseAlbedo, float EH, float NH, float r)
{
- #if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)
- float gamma = dot(E, L) - NE * NL;
- float B = 2.22222 + 0.1 * shininess;
-
- #if defined(USE_OREN_NAYAR)
- float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess);
- gamma = clamp(gamma, 0.0, 1.0);
- #endif
-
- #if defined(USE_TRIACE_OREN_NAYAR)
- float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess);
-
- if (gamma >= 0.0)
- #endif
- {
- B = max(B * max(NL, NE), EPSILON);
- }
-
- return diffuseAlbedo * (A + gamma / B);
- #else
- return diffuseAlbedo;
- #endif
-}
-
-vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
-{
- #if 1
- // from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- vec4 t = vec4( 1.0/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
- t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
- float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
- float a1 = t.w;
- return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
- #elif 0
- // from http://seblagarde.wordpress.com/2011/08/17/hello-world/
- return specular + CalcFresnel(NE) * clamp(vec3(gloss) - specular, 0.0, 1.0);
- #else
- // from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
- return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
- #endif
-}
-
-float CalcBlinn(float NH, float shininess)
-{
-#if defined(USE_BLINN) || defined(USE_BLINN_FRESNEL)
- // Normalized Blinn-Phong
- float norm = shininess * 0.125 + 1.0;
-#elif defined(USE_MCAULEY)
- // Cook-Torrance as done by Stephen McAuley
- // http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf
- float norm = shininess * 0.25 + 0.125;
-#elif defined(USE_GOTANDA)
- // Neumann-Neumann as done by Yoshiharu Gotanda
- // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
- float norm = shininess * 0.124858 + 0.269182;
-#elif defined(USE_LAZAROV)
- // Cook-Torrance as done by Dimitar Lazarov
- // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- float norm = shininess * 0.125 + 0.25;
-#else
- float norm = 1.0;
-#endif
-
-#if 0
- // from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
- float a = shininess + 0.775;
- return norm * exp(a * NH - a);
-#else
- return norm * pow(NH, shininess);
-#endif
-}
-
-float CalcGGX(float NH, float gloss)
-{
- // from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
- float a_sq = exp2(gloss * -13.0 + 1.0);
- float d = ((NH * NH) * (a_sq - 1.0) + 1.0);
- return a_sq / (d * d);
-}
-
-float CalcFresnel(float EH)
-{
-#if 1
- // From http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- // not accurate, but fast
- return exp2(-10.0 * EH);
-#elif 0
- // From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
- return exp2((-5.55473 * EH - 6.98316) * EH);
-#elif 0
- float blend = 1.0 - EH;
- float blend2 = blend * blend;
- blend *= blend2 * blend2;
-
- return blend;
+#if defined(USE_BURLEY)
+ // modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
+ float fd90 = -0.5 + EH * EH * r;
+ float burley = 1.0 + fd90 * 0.04 / NH;
+ burley *= burley;
+ return diffuseAlbedo * burley;
#else
- return pow(1.0 - EH, 5.0);
+ return diffuseAlbedo;
#endif
}
-float CalcVisibility(float NH, float NL, float NE, float EH, float gloss)
+vec3 EnvironmentBRDF(float r, float NE, vec3 specular)
{
-#if defined(USE_GOTANDA)
- // Neumann-Neumann as done by Yoshiharu Gotanda
- // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
- return 1.0 / max(max(NL, NE), EPSILON);
-#elif defined(USE_LAZAROV)
- // Cook-Torrance as done by Dimitar Lazarov
- // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- float k = min(1.0, gloss + 0.545);
- return 1.0 / (k * (EH * EH - 1.0) + 1.0);
-#elif defined(USE_GGX)
- float roughness = exp2(gloss * -6.5);
-
- // Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
- // NL, NE in numerator factored out from cook-torrance
- float k = roughness + 1.0;
- k *= k * 0.125;
-
- float k2 = 1.0 - k;
-
- float invGeo1 = NL * k2 + k;
- float invGeo2 = NE * k2 + k;
-
- return 1.0 / (invGeo1 * invGeo2);
-#else
- return 1.0;
-#endif
+ // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
+ float v = 1.0 - max(r, NE);
+ v *= v * v;
+ return vec3(v) + specular;
}
-
-vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float gloss, float shininess)
+vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float r)
{
-#if defined(USE_GGX)
- float distrib = CalcGGX(NH, gloss);
-#else
- float distrib = CalcBlinn(NH, shininess);
-#endif
-
-#if defined(USE_BLINN)
- vec3 fSpecular = specular;
-#else
- vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH));
-#endif
-
- float vis = CalcVisibility(NH, NL, NE, EH, gloss);
-
- return fSpecular * (distrib * vis);
+ // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
+ float rr = r*r;
+ float rrrr = rr*rr;
+ float d = (NH * NH) * (rrrr - 1.0) + 1.0;
+ float v = (EH * EH) * (r + 0.5);
+ return specular * (rrrr / (4.0 * 3.141593 * d * d * v));
}
@@ -421,14 +300,7 @@ void main()
shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0);
#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_PrimaryLightDir.xyz), 0.0, 1.0);
- #endif
- lightColor = mix(shadowColor, lightColor, shadowValue);
+ lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
#endif
#endif
@@ -465,65 +337,40 @@ void main()
#if defined(r_materialGamma)
diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
+ #if !defined(SPECULAR_IS_METALLIC)
specular.rgb = pow(specular.rgb, vec3(r_materialGamma));
+ #endif
#endif
float gloss = specular.a;
- float shininess = exp2(gloss * 13.0);
+ float r = exp2(-3.0 * gloss);
#if defined(SPECULAR_IS_METALLIC)
- // diffuse is actually base color, and red of specular is metallicness
- float metallic = specular.r;
+ // diffuse is actually base color, and green of specular is metallicness
+ float metallic = specular.g;
- specular.rgb = (0.96 * metallic) * diffuse.rgb + vec3(0.04);
+ specular.rgb = metallic * diffuse.rgb + vec3(0.04 - 0.04 * metallic);
diffuse.rgb *= 1.0 - metallic;
#else
// adjust diffuse by specular reflectance, to maintain energy conservation
diffuse.rgb *= vec3(1.0) - specular.rgb;
#endif
- reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
-
- #if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR)
- float adjGloss = gloss;
- float adjShininess = shininess;
-
- #if !defined(USE_LIGHT_VECTOR)
- adjGloss *= r_deluxeSpecular;
- adjShininess = exp2(adjGloss * 13.0);
- #endif
-
- H = normalize(L + E);
-
+ reflectance = CalcDiffuse(diffuse.rgb, EH, NH, r);
+ #if defined(USE_SHADOWMAP) && defined(SHADOWMAP_MODULATE)
+ // bit of a hack, with modulated shadowmaps, add specular to sunlight
+ H = normalize(var_PrimaryLightDir.xyz + E);
EH = clamp(dot(E, H), 0.0, 1.0);
NH = clamp(dot(N, H), 0.0, 1.0);
-
- #if !defined(USE_LIGHT_VECTOR)
- reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess) * r_deluxeSpecular;
- #else
- reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess);
- #endif
+ //reflectance += shadowValue * CalcSpecular(specular.rgb, NH, NL, NE, EH, r);
+ reflectance += (shadowValue * (1.0 - u_PrimaryLightAmbient.r)) * CalcSpecular(specular.rgb, NH, NL, NE, EH, r);
#endif
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
-
-#if 0
- vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
-
- // do ambient as two hemisphere lights, one straight up one straight down
- float hemiDiffuseUp = N.z * 0.5 + 0.5;
- float hemiDiffuseDown = 1.0 - hemiDiffuseUp;
- float hemiSpecularUp = mix(hemiDiffuseUp, float(N.z >= 0.0), gloss);
- float hemiSpecularDown = 1.0 - hemiSpecularUp;
-
- gl_FragColor.rgb += ambientColor * 0.75 * (diffuse.rgb * hemiDiffuseUp + aSpecular * hemiSpecularUp);
- gl_FragColor.rgb += ambientColor * 0.25 * (diffuse.rgb * hemiDiffuseDown + aSpecular * hemiSpecularDown);
-#else
gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
-#endif
#if defined(USE_CUBEMAP)
- reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
+ reflectance = EnvironmentBRDF(r, NE, specular.rgb);
vec3 R = reflect(E, N);
@@ -565,8 +412,8 @@ void main()
EH2 = clamp(dot(E, H2), 0.0, 1.0);
NH2 = clamp(dot(N, H2), 0.0, 1.0);
- reflectance = CalcDiffuse(diffuse.rgb, N, L2, E, NE, NL2, shininess);
- reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess);
+ reflectance = CalcDiffuse(diffuse.rgb, EH2, NH2, r);
+ reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, r);
lightColor = u_PrimaryLightColor * var_Color.rgb;
diff --git a/MP/code/rend2/tr_glsl.c b/MP/code/rend2/tr_glsl.c
index ba62e26..9a10e12 100644
--- a/MP/code/rend2/tr_glsl.c
+++ b/MP/code/rend2/tr_glsl.c
@@ -1040,9 +1040,6 @@ void GLSL_InitGPUShaders(void)
extradefines[0] = '\0';
- if (r_deluxeSpecular->value > 0.000001f)
- Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
-
if (r_specularIsMetallic->value)
Q_strcat(extradefines, 1024, "#define SPECULAR_IS_METALLIC\n");
@@ -1085,12 +1082,6 @@ void GLSL_InitGPUShaders(void)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
- if (r_normalMapping->integer == 2)
- Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
-
- if (r_normalMapping->integer == 3)
- Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
-
#ifdef USE_VERT_TANGENT_SPACE
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT;
@@ -1105,34 +1096,8 @@ void GLSL_InitGPUShaders(void)
}
if (r_specularMapping->integer)
- {
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
- switch (r_specularMapping->integer)
- {
- case 1:
- default:
- Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
- break;
-
- case 2:
- Q_strcat(extradefines, 1024, "#define USE_BLINN_FRESNEL\n");
- break;
-
- case 3:
- Q_strcat(extradefines, 1024, "#define USE_MCAULEY\n");
- break;
-
- case 4:
- Q_strcat(extradefines, 1024, "#define USE_GOTANDA\n");
- break;
-
- case 5:
- Q_strcat(extradefines, 1024, "#define USE_LAZAROV\n");
- break;
- }
- }
-
if (r_cubeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
}
diff --git a/MP/code/rend2/tr_init.c b/MP/code/rend2/tr_init.c
index ffa00b4..42b19b7 100644
--- a/MP/code/rend2/tr_init.c
+++ b/MP/code/rend2/tr_init.c
@@ -161,7 +161,6 @@ cvar_t *r_specularMapping;
cvar_t *r_deluxeMapping;
cvar_t *r_parallaxMapping;
cvar_t *r_cubeMapping;
-cvar_t *r_deluxeSpecular;
cvar_t *r_specularIsMetallic;
cvar_t *r_baseNormalX;
cvar_t *r_baseNormalY;
@@ -1326,7 +1325,6 @@ void R_Register( void ) {
r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
- r_deluxeSpecular = ri.Cvar_Get( "r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
r_specularIsMetallic = ri.Cvar_Get( "r_specularIsMetallic", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/MP/code/rend2/tr_local.h b/MP/code/rend2/tr_local.h
index 13968e5..a3958db 100644
--- a/MP/code/rend2/tr_local.h
+++ b/MP/code/rend2/tr_local.h
@@ -1984,7 +1984,6 @@ extern cvar_t *r_specularMapping;
extern cvar_t *r_deluxeMapping;
extern cvar_t *r_parallaxMapping;
extern cvar_t *r_cubeMapping;
-extern cvar_t *r_deluxeSpecular;
extern cvar_t *r_specularIsMetallic;
extern cvar_t *r_baseNormalX;
extern cvar_t *r_baseNormalY;
diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.txt
index 7d62bb2..79cb636 100644
--- a/MP/rend2-readme.txt
+++ b/MP/rend2-readme.txt
@@ -157,24 +157,15 @@ Cvars for HDR and tonemapping:
3.0 - Brighter.
Cvars for advanced material usage:
- r_normalMapping - Enable normal mapping for materials that
- support it, and also specify advanced
- shading techniques.
+ r_normalMapping - Enable normal maps for materials that
+ support it.
0 - No.
1 - Yes. (default)
- 2 - Yes, and use Oren-Nayar reflectance
- model.
- 3 - Yes, and use tri-Ace's Oren-Nayar
- reflectance model.
-
- r_specularMapping - Enable specular mapping for materials that
- support it, and also specify advanced
- specular techniques.
+
+ r_specularMapping - Enable specular maps for materials that
+ support it.
0 - No.
- 1 - Yes, and use tri-Ace. (default)
- 2 - Yes, and use Blinn-Phong.
- 3 - Yes, and use Cook-Torrance.
- 4 - Yes, and use Torrance-Sparrow.
+ 1 - Yes. (default)
r_deluxeMapping - Enable deluxe mapping. (Map is compiled
with light directions.) Even if the map
@@ -304,7 +295,8 @@ Cvars for the sunlight and cascaded shadow maps:
2048 - 2048x2048, extreme.
4096 - 4096x4096, indistinguishable from
2048.
-
+
+
Cvars that you probably don't care about or shouldn't mess with:
r_mergeMultidraws - Optimize number of calls to
glMultiDrawElements().
@@ -330,13 +322,6 @@ Cvars that you probably don't care about or shouldn't mess with:
0 - No.
1 - Yes. (default)
- r_normalAmbient - Split map light into ambient and directed
- portions when doing deluxe mapping. Not
- very useful.
- 0 - Don't. (default).
- 0.3 - 30% ambient, 70% directed.
- 1.0 - 100% ambient.
-
r_mergeLightmaps - Merge the small (128x128) lightmaps into
2 or fewer giant (4096x4096) lightmaps.
Easy speedup.
diff --git a/SP/code/rend2/glsl/lightall_fp.glsl b/SP/code/rend2/glsl/lightall_fp.glsl
index d118278..dda05ea 100644
--- a/SP/code/rend2/glsl/lightall_fp.glsl
+++ b/SP/code/rend2/glsl/lightall_fp.glsl
@@ -150,156 +150,35 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
}
#endif
-vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, float shininess)
+vec3 CalcDiffuse(vec3 diffuseAlbedo, float EH, float NH, float r)
{
- #if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR)
- float gamma = dot(E, L) - NE * NL;
- float B = 2.22222 + 0.1 * shininess;
-
- #if defined(USE_OREN_NAYAR)
- float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess);
- gamma = clamp(gamma, 0.0, 1.0);
- #endif
-
- #if defined(USE_TRIACE_OREN_NAYAR)
- float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess);
-
- if (gamma >= 0.0)
- #endif
- {
- B = max(B * max(NL, NE), EPSILON);
- }
-
- return diffuseAlbedo * (A + gamma / B);
- #else
- return diffuseAlbedo;
- #endif
-}
-
-vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
-{
- #if 1
- // from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- vec4 t = vec4( 1.0/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
- t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
- float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
- float a1 = t.w;
- return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
- #elif 0
- // from http://seblagarde.wordpress.com/2011/08/17/hello-world/
- return specular + CalcFresnel(NE) * clamp(vec3(gloss) - specular, 0.0, 1.0);
- #else
- // from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
- return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
- #endif
-}
-
-float CalcBlinn(float NH, float shininess)
-{
-#if defined(USE_BLINN) || defined(USE_BLINN_FRESNEL)
- // Normalized Blinn-Phong
- float norm = shininess * 0.125 + 1.0;
-#elif defined(USE_MCAULEY)
- // Cook-Torrance as done by Stephen McAuley
- // http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf
- float norm = shininess * 0.25 + 0.125;
-#elif defined(USE_GOTANDA)
- // Neumann-Neumann as done by Yoshiharu Gotanda
- // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
- float norm = shininess * 0.124858 + 0.269182;
-#elif defined(USE_LAZAROV)
- // Cook-Torrance as done by Dimitar Lazarov
- // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- float norm = shininess * 0.125 + 0.25;
-#else
- float norm = 1.0;
-#endif
-
-#if 0
- // from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
- float a = shininess + 0.775;
- return norm * exp(a * NH - a);
-#else
- return norm * pow(NH, shininess);
-#endif
-}
-
-float CalcGGX(float NH, float gloss)
-{
- // from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
- float a_sq = exp2(gloss * -13.0 + 1.0);
- float d = ((NH * NH) * (a_sq - 1.0) + 1.0);
- return a_sq / (d * d);
-}
-
-float CalcFresnel(float EH)
-{
-#if 1
- // From http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- // not accurate, but fast
- return exp2(-10.0 * EH);
-#elif 0
- // From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
- return exp2((-5.55473 * EH - 6.98316) * EH);
-#elif 0
- float blend = 1.0 - EH;
- float blend2 = blend * blend;
- blend *= blend2 * blend2;
-
- return blend;
+#if defined(USE_BURLEY)
+ // modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
+ float fd90 = -0.5 + EH * EH * r;
+ float burley = 1.0 + fd90 * 0.04 / NH;
+ burley *= burley;
+ return diffuseAlbedo * burley;
#else
- return pow(1.0 - EH, 5.0);
+ return diffuseAlbedo;
#endif
}
-float CalcVisibility(float NH, float NL, float NE, float EH, float gloss)
+vec3 EnvironmentBRDF(float r, float NE, vec3 specular)
{
-#if defined(USE_GOTANDA)
- // Neumann-Neumann as done by Yoshiharu Gotanda
- // http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
- return 1.0 / max(max(NL, NE), EPSILON);
-#elif defined(USE_LAZAROV)
- // Cook-Torrance as done by Dimitar Lazarov
- // http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
- float k = min(1.0, gloss + 0.545);
- return 1.0 / (k * (EH * EH - 1.0) + 1.0);
-#elif defined(USE_GGX)
- float roughness = exp2(gloss * -6.5);
-
- // Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
- // NL, NE in numerator factored out from cook-torrance
- float k = roughness + 1.0;
- k *= k * 0.125;
-
- float k2 = 1.0 - k;
-
- float invGeo1 = NL * k2 + k;
- float invGeo2 = NE * k2 + k;
-
- return 1.0 / (invGeo1 * invGeo2);
-#else
- return 1.0;
-#endif
+ // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
+ float v = 1.0 - max(r, NE);
+ v *= v * v;
+ return vec3(v) + specular;
}
-
-vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float gloss, float shininess)
+vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float r)
{
-#if defined(USE_GGX)
- float distrib = CalcGGX(NH, gloss);
-#else
- float distrib = CalcBlinn(NH, shininess);
-#endif
-
-#if defined(USE_BLINN)
- vec3 fSpecular = specular;
-#else
- vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH));
-#endif
-
- float vis = CalcVisibility(NH, NL, NE, EH, gloss);
-
- return fSpecular * (distrib * vis);
+ // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
+ float rr = r*r;
+ float rrrr = rr*rr;
+ float d = (NH * NH) * (rrrr - 1.0) + 1.0;
+ float v = (EH * EH) * (r + 0.5);
+ return specular * (rrrr / (4.0 * 3.141593 * d * d * v));
}
@@ -421,14 +300,7 @@ void main()
shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0);
#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_PrimaryLightDir.xyz), 0.0, 1.0);
- #endif
- lightColor = mix(shadowColor, lightColor, shadowValue);
+ lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
#endif
#endif
@@ -465,65 +337,40 @@ void main()
#if defined(r_materialGamma)
diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
+ #if !defined(SPECULAR_IS_METALLIC)
specular.rgb = pow(specular.rgb, vec3(r_materialGamma));
+ #endif
#endif
float gloss = specular.a;
- float shininess = exp2(gloss * 13.0);
+ float r = exp2(-3.0 * gloss);
#if defined(SPECULAR_IS_METALLIC)
- // diffuse is actually base color, and red of specular is metallicness
- float metallic = specular.r;
+ // diffuse is actually base color, and green of specular is metallicness
+ float metallic = specular.g;
- specular.rgb = (0.96 * metallic) * diffuse.rgb + vec3(0.04);
+ specular.rgb = metallic * diffuse.rgb + vec3(0.04 - 0.04 * metallic);
diffuse.rgb *= 1.0 - metallic;
#else
// adjust diffuse by specular reflectance, to maintain energy conservation
diffuse.rgb *= vec3(1.0) - specular.rgb;
#endif
- reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
-
- #if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR)
- float adjGloss = gloss;
- float adjShininess = shininess;
-
- #if !defined(USE_LIGHT_VECTOR)
- adjGloss *= r_deluxeSpecular;
- adjShininess = exp2(adjGloss * 13.0);
- #endif
-
- H = normalize(L + E);
-
+ reflectance = CalcDiffuse(diffuse.rgb, EH, NH, r);
+ #if defined(USE_SHADOWMAP) && defined(SHADOWMAP_MODULATE)
+ // bit of a hack, with modulated shadowmaps, add specular to sunlight
+ H = normalize(var_PrimaryLightDir.xyz + E);
EH = clamp(dot(E, H), 0.0, 1.0);
NH = clamp(dot(N, H), 0.0, 1.0);
-
- #if !defined(USE_LIGHT_VECTOR)
- reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess) * r_deluxeSpecular;
- #else
- reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess);
- #endif
+ //reflectance += shadowValue * CalcSpecular(specular.rgb, NH, NL, NE, EH, r);
+ reflectance += (shadowValue * (1.0 - u_PrimaryLightAmbient.r)) * CalcSpecular(specular.rgb, NH, NL, NE, EH, r);
#endif
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
-
-#if 0
- vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
-
- // do ambient as two hemisphere lights, one straight up one straight down
- float hemiDiffuseUp = N.z * 0.5 + 0.5;
- float hemiDiffuseDown = 1.0 - hemiDiffuseUp;
- float hemiSpecularUp = mix(hemiDiffuseUp, float(N.z >= 0.0), gloss);
- float hemiSpecularDown = 1.0 - hemiSpecularUp;
-
- gl_FragColor.rgb += ambientColor * 0.75 * (diffuse.rgb * hemiDiffuseUp + aSpecular * hemiSpecularUp);
- gl_FragColor.rgb += ambientColor * 0.25 * (diffuse.rgb * hemiDiffuseDown + aSpecular * hemiSpecularDown);
-#else
gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
-#endif
#if defined(USE_CUBEMAP)
- reflectance = EnvironmentBRDF(gloss, NE, specular.rgb);
+ reflectance = EnvironmentBRDF(r, NE, specular.rgb);
vec3 R = reflect(E, N);
@@ -565,8 +412,8 @@ void main()
EH2 = clamp(dot(E, H2), 0.0, 1.0);
NH2 = clamp(dot(N, H2), 0.0, 1.0);
- reflectance = CalcDiffuse(diffuse.rgb, N, L2, E, NE, NL2, shininess);
- reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess);
+ reflectance = CalcDiffuse(diffuse.rgb, EH2, NH2, r);
+ reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, r);
lightColor = u_PrimaryLightColor * var_Color.rgb;
diff --git a/SP/code/rend2/tr_glsl.c b/SP/code/rend2/tr_glsl.c
index ba62e26..9a10e12 100644
--- a/SP/code/rend2/tr_glsl.c
+++ b/SP/code/rend2/tr_glsl.c
@@ -1040,9 +1040,6 @@ void GLSL_InitGPUShaders(void)
extradefines[0] = '\0';
- if (r_deluxeSpecular->value > 0.000001f)
- Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
-
if (r_specularIsMetallic->value)
Q_strcat(extradefines, 1024, "#define SPECULAR_IS_METALLIC\n");
@@ -1085,12 +1082,6 @@ void GLSL_InitGPUShaders(void)
{
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
- if (r_normalMapping->integer == 2)
- Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
-
- if (r_normalMapping->integer == 3)
- Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
-
#ifdef USE_VERT_TANGENT_SPACE
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT;
@@ -1105,34 +1096,8 @@ void GLSL_InitGPUShaders(void)
}
if (r_specularMapping->integer)
- {
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
- switch (r_specularMapping->integer)
- {
- case 1:
- default:
- Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
- break;
-
- case 2:
- Q_strcat(extradefines, 1024, "#define USE_BLINN_FRESNEL\n");
- break;
-
- case 3:
- Q_strcat(extradefines, 1024, "#define USE_MCAULEY\n");
- break;
-
- case 4:
- Q_strcat(extradefines, 1024, "#define USE_GOTANDA\n");
- break;
-
- case 5:
- Q_strcat(extradefines, 1024, "#define USE_LAZAROV\n");
- break;
- }
- }
-
if (r_cubeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
}
diff --git a/SP/code/rend2/tr_init.c b/SP/code/rend2/tr_init.c
index cbd4891..07fce1a 100644
--- a/SP/code/rend2/tr_init.c
+++ b/SP/code/rend2/tr_init.c
@@ -166,7 +166,6 @@ cvar_t *r_specularMapping;
cvar_t *r_deluxeMapping;
cvar_t *r_parallaxMapping;
cvar_t *r_cubeMapping;
-cvar_t *r_deluxeSpecular;
cvar_t *r_specularIsMetallic;
cvar_t *r_baseNormalX;
cvar_t *r_baseNormalY;
@@ -1349,7 +1348,6 @@ void R_Register( void ) {
r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
- r_deluxeSpecular = ri.Cvar_Get( "r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
r_specularIsMetallic = ri.Cvar_Get( "r_specularIsMetallic", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/SP/code/rend2/tr_local.h b/SP/code/rend2/tr_local.h
index 8690d96..6696609 100644
--- a/SP/code/rend2/tr_local.h
+++ b/SP/code/rend2/tr_local.h
@@ -2004,7 +2004,6 @@ extern cvar_t *r_specularMapping;
extern cvar_t *r_deluxeMapping;
extern cvar_t *r_parallaxMapping;
extern cvar_t *r_cubeMapping;
-extern cvar_t *r_deluxeSpecular;
extern cvar_t *r_specularIsMetallic;
extern cvar_t *r_baseNormalX;
extern cvar_t *r_baseNormalY;
diff --git a/SP/rend2-readme.txt b/SP/rend2-readme.txt
index e8a17b5..9aa34bc 100644
--- a/SP/rend2-readme.txt
+++ b/SP/rend2-readme.txt
@@ -157,24 +157,15 @@ Cvars for HDR and tonemapping:
3.0 - Brighter.
Cvars for advanced material usage:
- r_normalMapping - Enable normal mapping for materials that
- support it, and also specify advanced
- shading techniques.
+ r_normalMapping - Enable normal maps for materials that
+ support it.
0 - No.
1 - Yes. (default)
- 2 - Yes, and use Oren-Nayar reflectance
- model.
- 3 - Yes, and use tri-Ace's Oren-Nayar
- reflectance model.
-
- r_specularMapping - Enable specular mapping for materials that
- support it, and also specify advanced
- specular techniques.
+
+ r_specularMapping - Enable specular maps for materials that
+ support it.
0 - No.
- 1 - Yes, and use tri-Ace. (default)
- 2 - Yes, and use Blinn-Phong.
- 3 - Yes, and use Cook-Torrance.
- 4 - Yes, and use Torrance-Sparrow.
+ 1 - Yes. (default)
r_deluxeMapping - Enable deluxe mapping. (Map is compiled
with light directions.) Even if the map
@@ -331,13 +322,6 @@ Cvars that you probably don't care about or shouldn't mess with:
0 - No.
1 - Yes. (default)
- r_normalAmbient - Split map light into ambient and directed
- portions when doing deluxe mapping. Not
- very useful.
- 0 - Don't. (default).
- 0.3 - 30% ambient, 70% directed.
- 1.0 - 100% ambient.
-
r_mergeLightmaps - Merge the small (128x128) lightmaps into
2 or fewer giant (4096x4096) lightmaps.
Easy speedup.
--
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