]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
added r_celshading cvar and GLSL shader code
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 15 Feb 2012 23:34:35 +0000 (23:34 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 15 Feb 2012 23:34:35 +0000 (23:34 +0000)
added r_celoutlines cvar and GLSL shader code

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11690 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
r_shadow.c
shader_glsl.h

index 868fb5ccc6ac08ac62ee2ea358bfd08bfeb1f888..34933296c76c2ee0652a27cc489be2fc55c135c8 100644 (file)
@@ -132,6 +132,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0",
 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
+cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading"};
+cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -853,8 +855,10 @@ enum
        SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
        SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
        SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
+       SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
+       SHADERSTATICPARM_CELOUTLINE = 12, ///< celoutline (depth buffer analysis to produce outlines)
 };
-#define SHADERSTATICPARMS_COUNT 11
+#define SHADERSTATICPARMS_COUNT 13
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
@@ -897,6 +901,10 @@ qboolean R_CompileShader_CheckStaticParms(void)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
        else if (r_shadow_shadowmappcf)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
+       else if (r_celshading.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
+       else if (r_celoutlines.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINE);
 
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
@@ -922,6 +930,8 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
 }
 
 /// information about each possible shader permutation
@@ -4263,6 +4273,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+       Cvar_RegisterVariable(&r_celshading);
+       Cvar_RegisterVariable(&r_celoutlines);
 
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
index bdf4f2c5d0b0f9cdd7422f3099c88a1bb28c7325..40a35c785c5a78a937d58b045e64f59644f8735b 100644 (file)
@@ -4550,7 +4550,7 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthbuffer = R_LoadTextureRenderBuffer(r_shadow_texturepool, "prepassgeometrydepthbuffer", vid.width, vid.height, TEXTYPE_DEPTHBUFFER24);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER32F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
                        r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER16F, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
index c7b5ebffb698690a7b9952f862f3c9fbf7c009c2..722fc3d667dc2d8570c479de9dd06949ac3c50e6 100644 (file)
@@ -2,6 +2,22 @@
 "// written by Forest 'LordHavoc' Hale\n"
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
 "\n"
+"#ifdef USECELSHADING\n"
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(min(max(float(dot(surfacenormal, lightnormal)) * 2.0, 0.0), 1.0));\n"
+"# ifdef USEEXACTSPECULARMATH\n"
+"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
+"# else\n"
+"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);specular = max(0.0, specular * 10.0 - 9.0);\n"
+"# endif\n"
+"#else\n"
+"# define SHADEDIFFUSE myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"# ifdef USEEXACTSPECULARMATH\n"
+"#  define SHADESPECULAR(specpow) myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), eyenormal))*-1.0, 0.0)), 1.0 + specpow);\n"
+"# else\n"
+"#  define SHADESPECULAR(specpow) myhalf3 specularnormal = normalize(lightnormal + eyenormal);myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + specpow);\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef GLSL130\n"
 "precision highp float;\n"
 "# ifdef VERTEX_SHADER\n"
 "uniform sampler2D Texture_ScreenNormalMap;\n"
 "#endif\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
+"#ifdef USECELOUTLINES\n"
+"uniform sampler2D Texture_ScreenNormalMap;\n"
+"#endif\n"
 "uniform sampler2D Texture_ScreenDiffuse;\n"
 "uniform sampler2D Texture_ScreenSpecular;\n"
 "#endif\n"
 "      // surfacenormal = pixel normal in viewspace\n"
 "      // LightVector = pixel to light in viewspace\n"
 "      // CubeVector = pixel in lightspace\n"
-"      // eyevector = pixel to view in viewspace\n"
+"      // eyenormal = pixel to view direction in viewspace\n"
 "      vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
 "      myhalf fade = cast_myhalf(dp_texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
 "#ifdef USEDIFFUSE\n"
 "      // calculate diffuse shading\n"
 "      myhalf3 lightnormal = cast_myhalf3(normalize(LightPosition - position));\n"
-"      myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"SHADEDIFFUSE\n"
 "#endif\n"
 "#ifdef USESPECULAR\n"
 "      // calculate directional shading\n"
-"      vec3 eyevector = position * -1.0;\n"
-"#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
-"#  else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * normalmap.a);\n"
-"#  endif\n"
+"      myhalf3 eyenormal = -normalize(cast_myhalf3(position));\n"
+"SHADESPECULAR(SpecularPower * normalmap.a)\n"
 "#endif\n"
 "\n"
 "#if defined(USESHADOWMAP2D)\n"
 "      diffusetex += cast_myhalf3(offsetMappedTexture2D(Texture_ReflectMask)) * cast_myhalf3(dp_textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
 "#endif\n"
 "\n"
+"#ifdef USESPECULAR\n"
+"      myhalf3 eyenormal = normalize(cast_myhalf3(EyeVectorFogDepth.xyz));\n"
+"#endif\n"
+"\n"
 "\n"
 "\n"
 "\n"
 "      // light source\n"
 "#ifdef USEDIFFUSE\n"
 "      myhalf3 lightnormal = cast_myhalf3(normalize(LightVector));\n"
-"      myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"SHADEDIFFUSE\n"
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
 "#ifdef USESPECULAR\n"
-"#ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
-"#else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
-"#endif\n"
+"SHADESPECULAR(SpecularPower * glosstex.a)\n"
 "      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
 "#endif\n"
 "#else\n"
 "\n"
 "#ifdef SHADING\n"
 "# ifdef USEDIFFUSE\n"
-"      myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
+"SHADEDIFFUSE\n"
 "#  ifdef USESPECULAR\n"
-"#   ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
-"#   else\n"
-"      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), 1.0 + SpecularPower * glosstex.a);\n"
-"#   endif\n"
+"SHADESPECULAR(SpecularPower * glosstex.a)\n"
 "      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
 "#  else\n"
 "      color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
 "#endif\n"
 "#endif\n"
 "\n"
+"#ifdef USECELOUTLINES\n"
+"# ifdef USEDEFERREDLIGHTMAP\n"
+"//    vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
+"      vec4 ScreenTexCoordStep = vec4(PixelToScreenTexCoord.x, 0.0, 0.0, PixelToScreenTexCoord.y);\n"
+"      vec4 DepthNeighbors;\n"
+"      float DepthCenter = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord).b;\n"
+"      DepthNeighbors.x = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.xy).b;\n"
+"      DepthNeighbors.y = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.xy).b;\n"
+"      DepthNeighbors.z = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord + ScreenTexCoordStep.zw).b;\n"
+"      DepthNeighbors.w = dp_texture2D(Texture_ScreenNormalMap, ScreenTexCoord - ScreenTexCoordStep.zw).b;\n"
+"      float DepthAverage = dot(DepthNeighbors, vec4(0.25, 0.25, 0.25, 0.25));\n"
+"      float DepthDelta = abs(dot(DepthNeighbors.xy, vec2(-1.0, 1.0))) + abs(dot(DepthNeighbors.zw, vec2(-1.0, 1.0)));\n"
+"//    color.rgb = vec3(1.0, 1.0, 1.0);\n"
+"      color.rgb *= max(0.25, 1.0 - max(0.0, abs(DepthCenter - DepthAverage) - 0.07 * DepthDelta) / (0.03 + 0.03 * DepthDelta));\n"
+"//    color.rgb *= step(abs(DepthCenter - DepthAverage), 0.2 * DepthDelta);\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef USEFOG\n"
 "      color.rgb = FogVertex(color);\n"
 "#endif\n"