[quake3-bugzilla] [Bug 5979] cubemap support for opengl2

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Sat Aug 10 01:47:30 EDT 2013


https://bugzilla.icculus.org/show_bug.cgi?id=5979

James Canete <use.less01 at gmail.com> changed:

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--- Comment #2 from James Canete <use.less01 at gmail.com> ---
Created attachment 3374
  --> https://bugzilla.icculus.org/attachment.cgi?id=3374&action=edit
cubemap support and more for opengl2, v2

So I should probably post something, or I'm never going to stop tweaking this
thing.

So here's a v2 of the cubemap patch, only I've done a lot more than just
cubemaps.  I've been reading up on the presentations at SIGGRAPH, and
implemented a bunch of things.

- Implemented more specular types.  Here are the r_specularMapping settings:
  1 - Blinn-Phong.
  2 - Blinn-Phong with Fresnel.
  3 - Cook-Torrance as done by Stephen McAuley -
http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf
  4 - Neumann-Neumann as done by Yoshiharu Gotanda - 
http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
  5 - Cook-Torrance as done by Dimitar Lazarov -
http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf

- Added EnvironmentBRDF() from
http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
for modifying cube map reflections by glossiness.

- Sped up the lightall render path by making the fragment program work in
tangent space instead of world space.

- Reduced number of GLSL shaders compiled by assuming that a normal map and
specular map are always given.  As a result, all surfaces have specular now,
except in fast light mode.

- Tweaked default specular.

- Removed code to read cubemaps.txt, and instead parse the BSP's map entities. 
If a misc_cubemap is found, it'll use those, and if not, info_player_deathmatch
locations will be used instead.

- Removed r_normalAmbient, and replaced with r_deluxeSpecular.  I've noticed
that specular using deluxemaps looks bad in a lot of circumstances, so
r_deluxeSpecular allows you to adjust the specular hardness [0-1], or eliminate
the specular altogether [0].  Defaults to 0.5.

- Slight speedup by simplifying the deluxemapping code.  The previous code was
too complex and did not noticeably improve the look.

- Added r_cubeMapping to turn cubemaps on and off.

- Some other things I've probably forgotten by now.

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