[quake3-commits] r2372 - in trunk/code/rend2: . glsl
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Wed Dec 5 20:55:45 EST 2012
Author: smiletheory
Date: 2012-12-05 20:55:45 -0500 (Wed, 05 Dec 2012)
New Revision: 2372
Modified:
trunk/code/rend2/glsl/lightall_fp.glsl
trunk/code/rend2/glsl/lightall_vp.glsl
trunk/code/rend2/glsl/shadowmask_fp.glsl
trunk/code/rend2/glsl/shadowmask_vp.glsl
trunk/code/rend2/tr_backend.c
Log:
#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
Modified: trunk/code/rend2/glsl/lightall_fp.glsl
===================================================================
--- trunk/code/rend2/glsl/lightall_fp.glsl 2012-12-04 03:05:34 UTC (rev 2371)
+++ trunk/code/rend2/glsl/lightall_fp.glsl 2012-12-06 01:55:45 UTC (rev 2372)
@@ -63,10 +63,6 @@
varying vec3 var_WorldLight;
#endif
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
-varying vec4 var_ScreenPos;
-#endif
-
#define EPSILON 0.00000001
#if defined(USE_PARALLAXMAP)
@@ -228,8 +224,7 @@
vec3 ambientLight = u_AmbientLight;
#if defined(USE_SHADOWMAP)
- //vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
- vec2 shadowTex = var_ScreenPos.xy / var_ScreenPos.w;
+ vec2 shadowTex = gl_FragCoord.xy * r_FBufScale;
directedLight *= texture2D(u_ShadowMap, shadowTex).r;
#endif
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
Modified: trunk/code/rend2/glsl/lightall_vp.glsl
===================================================================
--- trunk/code/rend2/glsl/lightall_vp.glsl 2012-12-04 03:05:34 UTC (rev 2371)
+++ trunk/code/rend2/glsl/lightall_vp.glsl 2012-12-06 01:55:45 UTC (rev 2372)
@@ -92,10 +92,6 @@
varying vec3 var_WorldLight;
#endif
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
-varying vec4 var_ScreenPos;
-#endif
-
#if defined(USE_TCMOD)
vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
{
@@ -133,10 +129,6 @@
gl_Position = u_ModelViewProjectionMatrix * position;
-#if defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) && defined(USE_SHADOWMAP)
- var_ScreenPos = gl_Position + vec2(1.0, 0.0).xxyx * gl_Position.w;
-#endif
-
#if (defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)) && !defined(USE_DELUXEMAP) && !defined(USE_FAST_LIGHT)
vec3 worldLight = attr_LightDirection;
#endif
Modified: trunk/code/rend2/glsl/shadowmask_fp.glsl
===================================================================
--- trunk/code/rend2/glsl/shadowmask_fp.glsl 2012-12-04 03:05:34 UTC (rev 2371)
+++ trunk/code/rend2/glsl/shadowmask_fp.glsl 2012-12-06 01:55:45 UTC (rev 2372)
@@ -15,7 +15,7 @@
uniform vec3 u_ViewOrigin;
uniform vec4 u_ViewInfo; // zfar / znear, zfar
-varying vec2 var_ScreenTex;
+varying vec2 var_DepthTex;
varying vec3 var_ViewDir;
// Input: It uses texture coords as the random number seed.
@@ -41,7 +41,7 @@
float scale = 2.0 / r_shadowMapSize;
#if defined(USE_SHADOW_FILTER)
- float r = random(var_ScreenTex.xy);
+ float r = random(var_DepthTex.xy);
float sinr = sin(r) * scale;
float cosr = cos(r) * scale;
mat2 rmat = mat2(cosr, sinr, -sinr, cosr);
@@ -78,7 +78,7 @@
{
float result;
- float depth = getLinearDepth(u_ScreenDepthMap, var_ScreenTex, u_ViewInfo.x);
+ float depth = getLinearDepth(u_ScreenDepthMap, var_DepthTex, u_ViewInfo.x);
float sampleZ = u_ViewInfo.y * depth;
vec4 biasPos = vec4(u_ViewOrigin + var_ViewDir * depth * 0.99, 1.0);
Modified: trunk/code/rend2/glsl/shadowmask_vp.glsl
===================================================================
--- trunk/code/rend2/glsl/shadowmask_vp.glsl 2012-12-04 03:05:34 UTC (rev 2371)
+++ trunk/code/rend2/glsl/shadowmask_vp.glsl 2012-12-06 01:55:45 UTC (rev 2372)
@@ -6,15 +6,13 @@
uniform vec3 u_ViewUp;
uniform vec4 u_ViewInfo; // zfar / znear
-varying vec2 var_ScreenTex;
+varying vec2 var_DepthTex;
varying vec3 var_ViewDir;
void main()
{
gl_Position = attr_Position;
- //vec2 screenCoords = gl_Position.xy / gl_Position.w;
- //var_ScreenTex = screenCoords * 0.5 + 0.5;
- var_ScreenTex = attr_TexCoord0.xy;
- vec2 screenCoords = attr_TexCoord0.xy * 2.0 - 1.0;
+ vec2 screenCoords = gl_Position.xy / gl_Position.w;
+ var_DepthTex = attr_TexCoord0.xy;
var_ViewDir = u_ViewForward + u_ViewLeft * -screenCoords.x + u_ViewUp * screenCoords.y;
}
Modified: trunk/code/rend2/tr_backend.c
===================================================================
--- trunk/code/rend2/tr_backend.c 2012-12-04 03:05:34 UTC (rev 2371)
+++ trunk/code/rend2/tr_backend.c 2012-12-06 01:55:45 UTC (rev 2372)
@@ -1245,22 +1245,38 @@
{
vec4_t quadVerts[4];
vec2_t texCoords[4];
+ vec4_t box;
FBO_Bind(tr.screenShadowFbo);
- qglViewport(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->height);
- qglScissor(0, 0, tr.screenShadowFbo->width, tr.screenShadowFbo->height);
+ box[0] = (backEnd.refdef.x ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
+ box[1] = (backEnd.refdef.y ) * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
+ box[2] = (backEnd.refdef.width ) * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
+ box[3] = (backEnd.refdef.height) * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
- VectorSet4(quadVerts[0], -1, 1, 0, 1);
- VectorSet4(quadVerts[1], 1, 1, 0, 1);
- VectorSet4(quadVerts[2], 1, -1, 0, 1);
- VectorSet4(quadVerts[3], -1, -1, 0, 1);
+ qglViewport(box[0], box[1], box[2], box[3]);
+ qglScissor(box[0], box[1], box[2], box[3]);
- texCoords[0][0] = 0; texCoords[0][1] = 1;
- texCoords[1][0] = 1; texCoords[1][1] = 1;
- texCoords[2][0] = 1; texCoords[2][1] = 0;
- texCoords[3][0] = 0; texCoords[3][1] = 0;
+ box[0] = (backEnd.refdef.x ) / (float)glConfig.vidWidth;
+ box[1] = (backEnd.refdef.y ) / (float)glConfig.vidHeight;
+ box[2] = (backEnd.refdef.x + backEnd.refdef.width ) / (float)glConfig.vidWidth;
+ box[3] = (backEnd.refdef.y + backEnd.refdef.height) / (float)glConfig.vidHeight;
+ texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
+ texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
+ texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
+ texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
+
+ box[0] = -1.0f;
+ box[1] = -1.0f;
+ box[2] = 1.0f;
+ box[3] = 1.0f;
+
+ VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
+ VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
+ VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
+ VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
+
GL_State( GLS_DEPTHTEST_DISABLE );
GLSL_BindProgram(&tr.shadowmaskShader);
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