From: vortex Date: Mon, 29 Aug 2011 19:35:03 +0000 (+0000) Subject: Offsetmapping: new "Bias" parameter that sets a custom "null point" instead of always... X-Git-Tag: xonotic-v0.6.0~163^2~243 X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=b2ceb93109e9c9aa188fe8cb22dde6b4d169807f Offsetmapping: new "Bias" parameter that sets a custom "null point" instead of always having fixed one (at white), set as 0-255 byte additional "dpoffsetmapping" parm (dpoffsetmapping ) a value of 128 makes offsetmapping centered at gray (no effect at gray, black is positive offset, white is negative). Additinally "dpoffsetmapping disabled" now parsed correctly. To see difference of offsetmapping bias see this shot (animated): http://omnicide.legacy-of-kain.ru/work/omnicide000137.gif git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11309 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/dpsoftrast.h b/dpsoftrast.h index 37fb94a1..e00724e8 100644 --- a/dpsoftrast.h +++ b/dpsoftrast.h @@ -311,6 +311,7 @@ typedef enum DPSOFTRAST_UNIFORM_e DPSOFTRAST_UNIFORM_BloomColorSubtract, DPSOFTRAST_UNIFORM_NormalmapScrollBlend, DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, + DPSOFTRAST_UNIFORM_OffsetMapping_Bias, DPSOFTRAST_UNIFORM_TOTAL } DPSOFTRAST_UNIFORM; diff --git a/gl_rmain.c b/gl_rmain.c index 48444c9c..9f78dcf2 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -828,6 +828,7 @@ typedef struct r_glsl_permutation_s int loc_LightPosition; int loc_OffsetMapping_ScaleSteps; int loc_OffsetMapping_LodDistance; + int loc_OffsetMapping_Bias; int loc_PixelSize; int loc_ReflectColor; int loc_ReflectFactor; @@ -1150,6 +1151,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition"); p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps"); p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance"); + p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias"); p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize"); p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor"); p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor"); @@ -1390,6 +1392,7 @@ typedef enum D3DPSREGISTER_e D3DPSREGISTER_ModelToReflectCube = 48, // float4x4 D3DPSREGISTER_NormalmapScrollBlend = 52, D3DPSREGISTER_OffsetMapping_LodDistance = 53, + D3DPSREGISTER_OffsetMapping_Bias = 54, // next at 54 } D3DPSREGISTER_t; @@ -2629,6 +2632,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) ); hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer) + hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias / 255) hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); @@ -2790,6 +2794,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) ); if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer); + if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias / 255); if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);} @@ -2935,6 +2940,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) ); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias / 255); DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); diff --git a/model_alias.c b/model_alias.c index 214c960d..d7bbd8bf 100644 --- a/model_alias.c +++ b/model_alias.c @@ -787,6 +787,7 @@ static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *ski texture->currentmaterialflags = texture->basematerialflags; texture->offsetmapping = OFFSETMAPPING_DEFAULT; texture->offsetscale = 1; + texture->offsetbias = 0; texture->specularscalemod = 1; texture->specularpowermod = 1; texture->surfaceflags = 0; diff --git a/model_brush.c b/model_brush.c index 50e961e3..d2819eb2 100644 --- a/model_brush.c +++ b/model_brush.c @@ -49,9 +49,9 @@ cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower" cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"}; cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"}; cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are using q3 shader files"}; +cvar_t mod_q3shader_default_offsetmapping_bias = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"}; cvar_t mod_q3shader_default_polygonfactor = {0, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"}; cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"}; - cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"}; cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"}; cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"}; @@ -87,6 +87,7 @@ void Mod_BrushInit(void) Cvar_RegisterVariable(&mod_q3bsp_nolightmaps); Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes); Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping); + Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_bias); Cvar_RegisterVariable(&mod_q3shader_default_polygonfactor); Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset); Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions); @@ -1661,6 +1662,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l) tx->r_water_wateralpha = 1; tx->offsetmapping = OFFSETMAPPING_DEFAULT; tx->offsetscale = 1; + tx->offsetbias = 0; tx->specularscalemod = 1; tx->specularpowermod = 1; } diff --git a/model_shared.c b/model_shared.c index ff024b08..8a27c672 100644 --- a/model_shared.c +++ b/model_shared.c @@ -1623,6 +1623,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader) extern cvar_t mod_noshader_default_offsetmapping; extern cvar_t mod_q3shader_default_offsetmapping; +extern cvar_t mod_q3shader_default_offsetmapping_bias; extern cvar_t mod_q3shader_default_polygonoffset; extern cvar_t mod_q3shader_default_polygonfactor; void Mod_LoadQ3Shaders(void) @@ -1714,6 +1715,7 @@ void Mod_LoadQ3Shaders(void) shader.r_water_wateralpha = 1; shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF; shader.offsetscale = 1; + shader.offsetbias = bound(0, mod_q3shader_default_offsetmapping_bias.integer, 255); shader.specularscalemod = 1; shader.specularpowermod = 1; shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value; @@ -2228,17 +2230,20 @@ void Mod_LoadQ3Shaders(void) { shader.rtlightambient = atof(parameter[1]); } - else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3) + else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2) { if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off")) shader.offsetmapping = OFFSETMAPPING_OFF; - else if (!strcasecmp(parameter[1], "default")) + else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal")) shader.offsetmapping = OFFSETMAPPING_DEFAULT; else if (!strcasecmp(parameter[1], "linear")) shader.offsetmapping = OFFSETMAPPING_LINEAR; else if (!strcasecmp(parameter[1], "relief")) shader.offsetmapping = OFFSETMAPPING_RELIEF; - shader.offsetscale = atof(parameter[2]); + if (numparameters >= 3) + shader.offsetscale = atof(parameter[2]); + if (numparameters >= 4) + shader.offsetbias = bound(0, atoi(parameter[3]), 255); } else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2) { @@ -2362,6 +2367,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool // unless later loaded from the shader texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF; texture->offsetscale = 1; + texture->offsetbias = 0; texture->specularscalemod = 1; texture->specularpowermod = 1; texture->rtlightambient = 0; @@ -2512,6 +2518,7 @@ nothing GL_ZERO GL_ONE Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll); texture->offsetmapping = shader->offsetmapping; texture->offsetscale = shader->offsetscale; + texture->offsetbias = shader->offsetbias; texture->specularscalemod = shader->specularscalemod; texture->specularpowermod = shader->specularpowermod; texture->rtlightambient = shader->rtlightambient; diff --git a/model_shared.h b/model_shared.h index 09627f7c..63960857 100644 --- a/model_shared.h +++ b/model_shared.h @@ -471,6 +471,7 @@ typedef struct q3shaderinfo_s // offsetmapping dpoffsetmapping_technique_t offsetmapping; float offsetscale; + unsigned char offsetbias; // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET) float biaspolygonoffset, biaspolygonfactor; @@ -615,6 +616,7 @@ typedef struct texture_s // offsetmapping dpoffsetmapping_technique_t offsetmapping; float offsetscale; + unsigned char offsetbias; // gloss float specularscalemod; diff --git a/model_sprite.c b/model_sprite.c index 4dc97dfb..9fa98cca 100644 --- a/model_sprite.c +++ b/model_sprite.c @@ -63,6 +63,7 @@ static void Mod_SpriteSetupTexture(texture_t *texture, skinframe_t *skinframe, q skinframe = R_SkinFrame_LoadMissing(); texture->offsetmapping = OFFSETMAPPING_OFF; texture->offsetscale = 1; + texture->offsetbias = 0; texture->specularscalemod = 1; texture->specularpowermod = 1; texture->basematerialflags = MATERIALFLAG_WALL; diff --git a/shader_glsl.h b/shader_glsl.h index 70afe065..e0060e7d 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -671,6 +671,7 @@ "\n" "#ifdef USEOFFSETMAPPING\n" "uniform mediump vec4 OffsetMapping_ScaleSteps;\n" +"uniform mediump float OffsetMapping_Bias;\n" "#ifdef USEOFFSETMAPPING_LOD\n" "uniform mediump float OffsetMapping_LodDistance;\n" "#endif\n" @@ -693,7 +694,7 @@ " //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n" " //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n" " vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n" -" vec3 RT = vec3(TexCoord, 1);\n" +" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n" " OffsetVector *= ScaleSteps.z;\n" " for(i = 1.0; i < ScaleSteps.y; ++i)\n" " RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" @@ -705,6 +706,7 @@ " //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n" " //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n" " vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1));\n" +" TexCoord.xy = TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias;\n" " OffsetVector *= ScaleSteps.z;\n" " for(i = 0.0; i < ScaleSteps.y; ++i)\n" " TexCoord += OffsetVector * (1.0 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" diff --git a/shader_hlsl.h b/shader_hlsl.h index 1586d05e..65242870 100644 --- a/shader_hlsl.h +++ b/shader_hlsl.h @@ -544,7 +544,7 @@ "#endif\n" "\n" "#ifdef USEOFFSETMAPPING\n" -"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" +"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n" "{\n" " float i;\n" " // distance-based LOD\n" @@ -562,7 +562,7 @@ " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n" " //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n" " float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n" -" float3 RT = float3(TexCoord, 1);\n" +" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n" " OffsetVector *= ScaleSteps.z;\n" " for(i = 1.0; i < ScaleSteps.y; ++i)\n" " RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n" @@ -574,6 +574,7 @@ " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n" " //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n" " float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n" +" TexCoord.xy = TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias;\n" " OffsetVector *= ScaleSteps.z;\n" " for(i = 0.0; i < ScaleSteps.y; ++i)\n" " TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n" @@ -794,6 +795,7 @@ "#ifdef USEOFFSETMAPPING\n" "uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" "uniform float4 OffsetMapping_LodDistance : register(c53),\n" +"uniform float OffsetMapping_Bias : register(c54),\n" "#endif\n" "uniform half SpecularPower : register(c36),\n" "#ifdef HLSL\n" @@ -809,7 +811,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n" @@ -1224,6 +1226,7 @@ "\n" "#ifdef USEOFFSETMAPPING\n" "uniform float4 OffsetMapping_ScaleSteps : register(c24),\n" +"uniform float OffsetMapping_Bias : register(c54),\n" "#endif\n" "\n" "#ifdef USEDEFERREDLIGHTMAP\n" @@ -1293,7 +1296,7 @@ " // apply offsetmapping\n" " float2 dPdx = ddx(TexCoord);\n" " float2 dPdy = ddy(TexCoord);\n" -" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" +" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n" "# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n" "#else\n" "# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"