fteqw/engine/shaders/hlsl11/rtlight.hlsl

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rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
!!permu BUMP
!!permu FRAMEBLEND
!!permu SKELETAL
!!permu UPPERLOWER
!!permu FOG
!!cvarf r_glsl_offsetmapping_scale
!!cvardf r_glsl_pcf
//this is the main shader responsible for realtime dlights.
//texture units:
//s0=diffuse, s1=normal, s2=specular, s3=shadowmap
//custom modifiers:
//PCF(shadowmap)
//CUBEPROJ(projected cubemap)
//SPOT(projected circle
//CUBESHADOW
#undef CUBE //engine cannot load cubemaps properly with d3d yet.
#ifndef r_glsl_pcf
#error r_glsl_pcf wasn't defined
#endif
#if r_glsl_pcf < 1
#undef r_glsl_pcf
#define r_glsl_pcf 9
#endif
#ifdef UPPERLOWER
#define UPPER
#define LOWER
#endif
struct a2v
{
float4 pos: POSITION;
float4 tc: TEXCOORD0;
float3 n: NORMAL;
float3 s: TANGENT;
float3 t: BINORMAL;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float3 lightvector: TEXCOORD1;
float3 eyevector: TEXCOORD2;
float3 vtexprojcoord: TEXCOORD3;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
float4 wpos;
wpos = mul(m_model, inp.pos);
outp.pos = mul(m_view, wpos);
outp.pos = mul(m_projection, outp.pos);
outp.tc = inp.tc.xy;
float3 lightminusvertex = l_lightposition - wpos.xyz;
outp.lightvector.x = -dot(lightminusvertex, inp.s.xyz);
outp.lightvector.y = dot(lightminusvertex, inp.t.xyz);
outp.lightvector.z = dot(lightminusvertex, inp.n.xyz);
float3 eyeminusvertex = e_eyepos - wpos.xyz;
outp.eyevector.x = -dot(eyeminusvertex, inp.s.xyz);
outp.eyevector.y = dot(eyeminusvertex, inp.t.xyz);
outp.eyevector.z = dot(eyeminusvertex, inp.n.xyz);
outp.vtexprojcoord = mul(l_cubematrix, wpos).xyz;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D tx_base : register(t0);
Texture2D tx_bump : register(t1);
Texture2D tx_spec : register(t2);
TextureCube tx_cube : register(t3);
Texture2D tx_smap : register(t4);
Texture2D tx_lower : register(t5);
Texture2D tx_upper : register(t6);
SamplerState ss_base : register(s0);
SamplerState ss_bump : register(s1);
SamplerState ss_spec : register(s2);
SamplerState ss_cube : register(s3);
SamplerComparisonState ss_smap : register(s4);
SamplerState ss_lower : register(s5);
SamplerState ss_upper : register(s6);
#ifdef PCF
float3 ShadowmapCoord(float3 vtexprojcoord)
{
#ifdef SPOT
//bias it. don't bother figuring out which side or anything, its not needed
//l_projmatrix contains the light's projection matrix so no other magic needed
vtexprojcoord.z -= 0.015;
return (vtexprojcoord.xyz + float3(1.0, 1.0, 1.0)) * float3(0.5, 0.5, 0.5);
//#elif defined(CUBESHADOW)
// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
// #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r
#else
//figure out which axis to use
//texture is arranged thusly:
//forward left up
//back right down
float3 dir = abs(vtexprojcoord.xyz);
//assume z is the major axis (ie: forward from the light)
float3 t = vtexprojcoord.xyz;
float ma = dir.z;
float3 axis = float3(0.5/3.0, 0.5/2.0, 0.5);
if (dir.x > ma)
{
ma = dir.x;
t = vtexprojcoord.zyx;
axis.x = 0.5;
}
if (dir.y > ma)
{
ma = dir.y;
t = vtexprojcoord.xzy;
axis.x = 2.5/3.0;
}
//if the axis is negative, flip it.
if (t.z > 0.0)
{
axis.y = 1.5/2.0;
t.z = -t.z;
}
//we also need to pass the result through the light's projection matrix too
//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
//the resulting z is prescaled to result in a value between -0.5 and 0.5.
//also make sure we're in the right quadrant type thing
return axis + ((l_shadowmapproj.xyz*t.xyz + float3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);
#endif
}
float ShadowmapFilter(float3 vtexprojcoord)
{
float3 shadowcoord = ShadowmapCoord(vtexprojcoord);
// #define dosamp(x,y) shadow2D(s_t4, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
// #define dosamp(x,y) (tx_smap.Sample(ss_smap, shadowcoord.xy + (float2(x,y)*l_shadowmapscale.xy)).r < shadowcoord.z)
#define dosamp(x,y) (tx_smap.SampleCmpLevelZero(ss_smap, shadowcoord.xy+(float2(x,y)*l_shadowmapscale.xy), shadowcoord.z))
float s = 0.0;
#if r_glsl_pcf >= 1 && r_glsl_pcf < 5
s += dosamp(0.0, 0.0);
return s;
#elif r_glsl_pcf >= 5 && r_glsl_pcf < 9
s += dosamp(-1.0, 0.0);
s += dosamp(0.0, -1.0);
s += dosamp(0.0, 0.0);
s += dosamp(0.0, 1.0);
s += dosamp(1.0, 0.0);
return s/5.0;
#else
s += dosamp(-1.0, -1.0);
s += dosamp(-1.0, 0.0);
s += dosamp(-1.0, 1.0);
s += dosamp(0.0, -1.0);
s += dosamp(0.0, 0.0);
s += dosamp(0.0, 1.0);
s += dosamp(1.0, -1.0);
s += dosamp(1.0, 0.0);
s += dosamp(1.0, 1.0);
return s/9.0;
#endif
}
#endif
float4 main (v2f inp) : SV_TARGET
{
float2 tc = inp.tc; //TODO: offsetmapping.
float4 base = tx_base.Sample(ss_base, tc);
#ifdef BUMP
float4 bump = tx_bump.Sample(ss_bump, tc);
bump.rgb = normalize(bump.rgb - 0.5);
#else
float4 bump = float4(0, 0, 1, 0);
#endif
float4 spec = tx_spec.Sample(ss_spec, tc);
#ifdef CUBE
float4 cubemap = tx_cube.Sample(ss_cube, inp.vtexprojcoord);
#endif
#ifdef LOWER
float4 lower = tx_lower.Sample(ss_lower, tc);
base += lower;
#endif
#ifdef UPPER
float4 upper = tx_upper.Sample(ss_upper, tc);
base += upper;
#endif
float lightscale = max(1.0 - (dot(inp.lightvector,inp.lightvector)/(l_lightradius*l_lightradius)), 0.0);
float3 nl = normalize(inp.lightvector);
float bumpscale = max(dot(bump.xyz, nl), 0.0);
float3 halfdir = normalize(normalize(inp.eyevector) + nl);
float specscale = pow(max(dot(halfdir, bump.rgb), 0.0), 32.0 * spec.a);
float4 result;
result.a = base.a;
result.rgb = base.rgb * (l_lightcolourscale.x + l_lightcolourscale.y * bumpscale); //amient light + diffuse
result.rgb += spec.rgb * l_lightcolourscale.z * specscale; //specular
result.rgb *= lightscale * l_colour; //fade light by distance and light colour.
#ifdef CUBE
result.rgb *= cubemap.rgb; //fade by cubemap
#endif
#ifdef PCF
result.rgb *= ShadowmapFilter(inp.vtexprojcoord);
#endif
//TODO: fog
return result;
}
#endif