]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
added in stub permutations for shadowmap2d and shadowmapcube cases
authoreihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 30 Sep 2009 08:59:11 +0000 (08:59 +0000)
committereihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 30 Sep 2009 08:59:11 +0000 (08:59 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9257 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 5cb50b50e26e6dcfe98e608585862b56b47f930e..6bb40f4a1ae8cb0c1a4e57e370fc4091ab18d603 100644 (file)
@@ -449,6 +449,8 @@ static const char *builtinshaderstring =
 "// written by Forest 'LordHavoc' Hale\n"
 "#ifdef USESHADOWMAPRECT\n"
 "#extension GL_ARB_texture_rectangle : enable\n"
+"#endif\n"
+"#ifdef USESHADOWMAP2D\n"
 "# ifdef HASTEXTUREGATHER\n"
 "#   extension GL_ARB_texture_gather : enable\n"
 "# else\n"
@@ -458,6 +460,9 @@ static const char *builtinshaderstring =
 "#   endif\n"
 "# endif\n"
 "#endif\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"#extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
 "\n"
 "// common definitions between vertex shader and fragment shader:\n"
 "\n"
@@ -773,10 +778,28 @@ static const char *builtinshaderstring =
 "# else\n"
 "uniform sampler2DRect Texture_ShadowMapRect;\n"
 "# endif\n"
+"#endif\n"
 "\n"
+"#ifdef USESHADOWMAP2D\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DShadow Texture_ShadowMap2D;\n"
+"# else\n"
+"uniform sampler2D Texture_ShadowMap2D;\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "uniform samplerCube Texture_CubeProjection;\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
+"# else\n"
+"uniform samplerCube Texture_ShadowMapCube;\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "uniform myhalf3 LightColor;\n"
 "uniform myhalf3 AmbientColor;\n"
 "uniform myhalf3 DiffuseColor;\n"
@@ -872,12 +895,12 @@ static const char *builtinshaderstring =
 "}\n"
 "#endif // USEOFFSETMAPPING\n"
 "\n"
-"#ifdef USESHADOWMAPRECT \n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform vec4 ShadowMap_TextureScale;\n"
-"#if 0\n"
 "uniform vec4 ShadowMap_Parameters;\n"
 "#endif\n"
 "\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
@@ -958,11 +981,22 @@ static const char *builtinshaderstring =
 "\n"
 "      return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
 "# else\n"
+"#  ifdef USESHADOWMAPRECT \n"
 "    return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_TextureScale.z + ShadowMap_TextureScale.w / max(max(adir.x, adir.y), adir.z));\n"
+"#  else\n"
+"    return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"#  endif\n"
 "# endif\n"
 "}\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "\n"
-"#endif // USESHADOWMAPRECT\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"vec4 GetShadowMapTCCube(vec3 dir)\n"
+"{\n"
+"    vec3 adir = abs(dir);\n"
+"    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
 "\n"
 "#if !showshadowmap\n"
 "# ifdef USESHADOWMAPRECT\n"
@@ -1044,8 +1078,35 @@ static const char *builtinshaderstring =
 "}\n"
 "# endif\n"
 "\n"
-"#endif\n"
+"# ifdef USESHADOWMAP2D\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+"    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
+"    float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"    f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
+"#  else\n"
+"    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
+"#  endif\n"
+"    return f;\n"
+"}\n"
+"# endif\n"
 "\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+"    // apply depth texture cubemap as light filter\n"
+"    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
+"    float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"#  else\n"
+"    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"#  endif\n"
+"    return f;\n"
+"}\n"
+"# endif\n"
+"#endif\n"
 "\n"
 "#ifdef MODE_WATER\n"
 "\n"
@@ -1182,9 +1243,9 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "# endif\n"
 "\n"
-"#ifdef USESHADOWMAPRECT\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
 "#if !showshadowmap\n"
-"      color.rgb *= ShadowMapCompare(CubeVector);\n"
+"    color.rgb *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "#endif\n"
 "\n"
@@ -1357,6 +1418,21 @@ static const char *builtinshaderstring =
 "      gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
 "#  endif\n"
 "# endif\n"
+"# ifdef USESHADOWMAP2D\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
+"#  else\n"
+"    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
+"#  endif\n"
+"# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
+"#  else\n"
+"    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
+"#  endif\n"
+"# endif\n"
 "#endif\n"
 "}\n"
 "#endif // !MODE_REFRACTION\n"