[iortcw] 246/497: All: Rend2: Add support for parallax occlusion mapping
Simon McVittie
smcv at debian.org
Fri Sep 8 10:37:00 UTC 2017
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 d3b70dfcde73160918f07ce988582e6d8c15dee6
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date: Fri Nov 14 00:03:41 2014 +0000
All: Rend2: Add support for parallax occlusion mapping
---
MP/code/rend2/glsl/lightall_fp.glsl | 14 +++++++++++++-
MP/code/rend2/tr_glsl.c | 4 ++++
MP/rend2-readme.txt | 3 ++-
SP/code/rend2/glsl/lightall_fp.glsl | 14 +++++++++++++-
SP/code/rend2/tr_glsl.c | 4 ++++
SP/rend2-readme.txt | 3 ++-
6 files changed, 38 insertions(+), 4 deletions(-)
diff --git a/MP/code/rend2/glsl/lightall_fp.glsl b/MP/code/rend2/glsl/lightall_fp.glsl
index f2da782..d1155de 100644
--- a/MP/code/rend2/glsl/lightall_fp.glsl
+++ b/MP/code/rend2/glsl/lightall_fp.glsl
@@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
+ // texture depth at best depth
+ float texDepth = 0.0;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
if(bestDepth > 0.996) // if no depth found yet
if(depth >= t)
+ {
bestDepth = depth; // store best depth
+ texDepth = t;
+ }
}
depth = bestDepth;
-
+
+#if !defined (USE_RELIEFMAP)
+ float prevDepth = depth - size;
+ float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
+ bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + prevTexDepth);
+#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
{
@@ -129,6 +140,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
depth += size;
}
+#endif
return bestDepth;
}
diff --git a/MP/code/rend2/tr_glsl.c b/MP/code/rend2/tr_glsl.c
index 074218d..ca8e5a5 100644
--- a/MP/code/rend2/tr_glsl.c
+++ b/MP/code/rend2/tr_glsl.c
@@ -1091,7 +1091,11 @@ void GLSL_InitGPUShaders(void)
#endif
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
+ {
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
+ if (r_parallaxMapping->integer > 1)
+ Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
+ }
}
if (r_specularMapping->integer)
diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.txt
index fc2fd10..7d62bb2 100644
--- a/MP/rend2-readme.txt
+++ b/MP/rend2-readme.txt
@@ -187,7 +187,8 @@ Cvars for advanced material usage:
r_parallaxMapping - Enable parallax mapping for materials that
support it.
0 - No. (default)
- 1 - Yes.
+ 1 - Use parallax occlusion mapping.
+ 2 - Use relief mapping. (slower)
r_baseSpecular - Set the specular reflectance of materials
which don't include a specular map or
diff --git a/SP/code/rend2/glsl/lightall_fp.glsl b/SP/code/rend2/glsl/lightall_fp.glsl
index f2da782..d1155de 100644
--- a/SP/code/rend2/glsl/lightall_fp.glsl
+++ b/SP/code/rend2/glsl/lightall_fp.glsl
@@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
+ // texture depth at best depth
+ float texDepth = 0.0;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
if(bestDepth > 0.996) // if no depth found yet
if(depth >= t)
+ {
bestDepth = depth; // store best depth
+ texDepth = t;
+ }
}
depth = bestDepth;
-
+
+#if !defined (USE_RELIEFMAP)
+ float prevDepth = depth - size;
+ float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
+ bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + prevTexDepth);
+#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
{
@@ -129,6 +140,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
depth += size;
}
+#endif
return bestDepth;
}
diff --git a/SP/code/rend2/tr_glsl.c b/SP/code/rend2/tr_glsl.c
index 074218d..ca8e5a5 100644
--- a/SP/code/rend2/tr_glsl.c
+++ b/SP/code/rend2/tr_glsl.c
@@ -1091,7 +1091,11 @@ void GLSL_InitGPUShaders(void)
#endif
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
+ {
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
+ if (r_parallaxMapping->integer > 1)
+ Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
+ }
}
if (r_specularMapping->integer)
diff --git a/SP/rend2-readme.txt b/SP/rend2-readme.txt
index f52d894..e8a17b5 100644
--- a/SP/rend2-readme.txt
+++ b/SP/rend2-readme.txt
@@ -187,7 +187,8 @@ Cvars for advanced material usage:
r_parallaxMapping - Enable parallax mapping for materials that
support it.
0 - No. (default)
- 1 - Yes.
+ 1 - Use parallax occlusion mapping.
+ 2 - Use relief mapping. (slower)
r_baseSpecular - Set the specular reflectance of materials
which don't include a specular map or
--
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