OpenGL2: Remove some rendering options for simplicity.

This commit is contained in:
SmileTheory 2015-12-03 02:44:33 -08:00
parent 2954bdfa65
commit e5aabdaff6
5 changed files with 40 additions and 248 deletions

View file

@ -150,156 +150,35 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
} }
#endif #endif
vec3 CalcDiffuse(vec3 diffuseAlbedo, vec3 N, vec3 L, vec3 E, float NE, float NL, float shininess) vec3 CalcDiffuse(vec3 diffuseAlbedo, float EH, float NH, float r)
{ {
#if defined(USE_OREN_NAYAR) || defined(USE_TRIACE_OREN_NAYAR) #if defined(USE_BURLEY)
float gamma = dot(E, L) - NE * NL; // modified from https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
float B = 2.22222 + 0.1 * shininess; float fd90 = -0.5 + EH * EH * r;
float burley = 1.0 + fd90 * 0.04 / NH;
#if defined(USE_OREN_NAYAR) burley *= burley;
float A = 1.0 - 1.0 / (2.0 + 0.33 * shininess); return diffuseAlbedo * burley;
gamma = clamp(gamma, 0.0, 1.0);
#endif
#if defined(USE_TRIACE_OREN_NAYAR)
float A = 1.0 - 1.0 / (2.0 + 0.65 * shininess);
if (gamma >= 0.0)
#endif
{
B = max(B * max(NL, NE), EPSILON);
}
return diffuseAlbedo * (A + gamma / B);
#else #else
return diffuseAlbedo; return diffuseAlbedo;
#endif #endif
} }
vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular) vec3 EnvironmentBRDF(float r, float NE, vec3 specular)
{ {
#if 1 // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf float v = 1.0 - max(r, NE);
vec4 t = vec4( 1.0/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss; v *= v * v;
t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 ); return vec3(v) + specular;
float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
float a1 = t.w;
return clamp( a0 + specular * ( a1 - a0 ), 0.0, 1.0 );
#elif 0
// from http://seblagarde.wordpress.com/2011/08/17/hello-world/
return specular + CalcFresnel(NE) * clamp(vec3(gloss) - specular, 0.0, 1.0);
#else
// from http://advances.realtimerendering.com/s2011/Lazarov-Physically-Based-Lighting-in-Black-Ops%20%28Siggraph%202011%20Advances%20in%20Real-Time%20Rendering%20Course%29.pptx
return mix(specular.rgb, vec3(1.0), CalcFresnel(NE) / (4.0 - 3.0 * gloss));
#endif
} }
float CalcBlinn(float NH, float shininess) vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float r)
{ {
#if defined(USE_BLINN) || defined(USE_BLINN_FRESNEL) // from http://community.arm.com/servlet/JiveServlet/download/96891546-19496/siggraph2015-mmg-renaldas-slides.pdf
// Normalized Blinn-Phong float rr = r*r;
float norm = shininess * 0.125 + 1.0; float rrrr = rr*rr;
#elif defined(USE_MCAULEY) float d = (NH * NH) * (rrrr - 1.0) + 1.0;
// Cook-Torrance as done by Stephen McAuley float v = (EH * EH) * (r + 0.5);
// http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf return specular * (rrrr / (4.0 * d * d * v));
float norm = shininess * 0.25 + 0.125;
#elif defined(USE_GOTANDA)
// Neumann-Neumann as done by Yoshiharu Gotanda
// http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
float norm = shininess * 0.124858 + 0.269182;
#elif defined(USE_LAZAROV)
// Cook-Torrance as done by Dimitar Lazarov
// http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
float norm = shininess * 0.125 + 0.25;
#else
float norm = 1.0;
#endif
#if 0
// from http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
float a = shininess + 0.775;
return norm * exp(a * NH - a);
#else
return norm * pow(NH, shininess);
#endif
}
float CalcGGX(float NH, float gloss)
{
// from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
float a_sq = exp2(gloss * -13.0 + 1.0);
float d = ((NH * NH) * (a_sq - 1.0) + 1.0);
return a_sq / (d * d);
}
float CalcFresnel(float EH)
{
#if 1
// From http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
// not accurate, but fast
return exp2(-10.0 * EH);
#elif 0
// From http://seblagarde.wordpress.com/2012/06/03/spherical-gaussien-approximation-for-blinn-phong-phong-and-fresnel/
return exp2((-5.55473 * EH - 6.98316) * EH);
#elif 0
float blend = 1.0 - EH;
float blend2 = blend * blend;
blend *= blend2 * blend2;
return blend;
#else
return pow(1.0 - EH, 5.0);
#endif
}
float CalcVisibility(float NH, float NL, float NE, float EH, float gloss)
{
#if defined(USE_GOTANDA)
// Neumann-Neumann as done by Yoshiharu Gotanda
// http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf
return 1.0 / max(max(NL, NE), EPSILON);
#elif defined(USE_LAZAROV)
// Cook-Torrance as done by Dimitar Lazarov
// http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
float k = min(1.0, gloss + 0.545);
return 1.0 / (k * (EH * EH - 1.0) + 1.0);
#elif defined(USE_GGX)
float roughness = exp2(gloss * -6.5);
// Modified from http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
// NL, NE in numerator factored out from cook-torrance
float k = roughness + 1.0;
k *= k * 0.125;
float k2 = 1.0 - k;
float invGeo1 = NL * k2 + k;
float invGeo2 = NE * k2 + k;
return 1.0 / (invGeo1 * invGeo2);
#else
return 1.0;
#endif
}
vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float gloss, float shininess)
{
#if defined(USE_GGX)
float distrib = CalcGGX(NH, gloss);
#else
float distrib = CalcBlinn(NH, shininess);
#endif
#if defined(USE_BLINN)
vec3 fSpecular = specular;
#else
vec3 fSpecular = mix(specular, vec3(1.0), CalcFresnel(EH));
#endif
float vis = CalcVisibility(NH, NL, NE, EH, gloss);
return fSpecular * (distrib * vis);
} }
@ -421,14 +300,7 @@ void main()
shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0); shadowValue *= float(dot(var_Normal.xyz, var_PrimaryLightDir.xyz) > 0.0);
#if defined(SHADOWMAP_MODULATE) #if defined(SHADOWMAP_MODULATE)
//vec3 shadowColor = min(u_PrimaryLightAmbient, lightColor); lightColor *= shadowValue * (1.0 - u_PrimaryLightAmbient.r) + u_PrimaryLightAmbient.r;
vec3 shadowColor = u_PrimaryLightAmbient * lightColor;
#if 0
// Only shadow when the world light is parallel to the primary light
shadowValue = 1.0 + (shadowValue - 1.0) * clamp(dot(L, var_PrimaryLightDir.xyz), 0.0, 1.0);
#endif
lightColor = mix(shadowColor, lightColor, shadowValue);
#endif #endif
#endif #endif
@ -465,65 +337,39 @@ void main()
#if defined(r_materialGamma) #if defined(r_materialGamma)
diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma)); diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
#if !defined(SPECULAR_IS_METALLIC)
specular.rgb = pow(specular.rgb, vec3(r_materialGamma)); specular.rgb = pow(specular.rgb, vec3(r_materialGamma));
#endif
#endif #endif
float gloss = specular.a; float gloss = specular.a;
float shininess = exp2(gloss * 13.0); float r = exp2(-3.0 * gloss);
#if defined(SPECULAR_IS_METALLIC) #if defined(SPECULAR_IS_METALLIC)
// diffuse is actually base color, and red of specular is metallicness // diffuse is actually base color, and green of specular is metallicness
float metallic = specular.r; float metallic = specular.g;
specular.rgb = (0.96 * metallic) * diffuse.rgb + vec3(0.04); specular.rgb = metallic * diffuse.rgb + vec3(0.04 - 0.04 * metallic);
diffuse.rgb *= 1.0 - metallic; diffuse.rgb *= 1.0 - metallic;
#else #else
// adjust diffuse by specular reflectance, to maintain energy conservation // adjust diffuse by specular reflectance, to maintain energy conservation
diffuse.rgb *= vec3(1.0) - specular.rgb; diffuse.rgb *= vec3(1.0) - specular.rgb;
#endif #endif
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess); reflectance = CalcDiffuse(diffuse.rgb, EH, NH, r);
#if defined(USE_SHADOWMAP) && defined(SHADOWMAP_MODULATE)
#if defined(r_deluxeSpecular) || defined(USE_LIGHT_VECTOR) // bit of a hack, with modulated shadowmaps, add specular to sunlight
float adjGloss = gloss; H = normalize(var_PrimaryLightDir.xyz + E);
float adjShininess = shininess;
#if !defined(USE_LIGHT_VECTOR)
adjGloss *= r_deluxeSpecular;
adjShininess = exp2(adjGloss * 13.0);
#endif
H = normalize(L + E);
EH = clamp(dot(E, H), 0.0, 1.0); EH = clamp(dot(E, H), 0.0, 1.0);
NH = clamp(dot(N, H), 0.0, 1.0); NH = clamp(dot(N, H), 0.0, 1.0);
reflectance += shadowValue * CalcSpecular(specular.rgb, NH, NL, NE, EH, r);
#if !defined(USE_LIGHT_VECTOR)
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess) * r_deluxeSpecular;
#else
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, adjGloss, adjShininess);
#endif
#endif #endif
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL); gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
#if 0
vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
// do ambient as two hemisphere lights, one straight up one straight down
float hemiDiffuseUp = N.z * 0.5 + 0.5;
float hemiDiffuseDown = 1.0 - hemiDiffuseUp;
float hemiSpecularUp = mix(hemiDiffuseUp, float(N.z >= 0.0), gloss);
float hemiSpecularDown = 1.0 - hemiSpecularUp;
gl_FragColor.rgb += ambientColor * 0.75 * (diffuse.rgb * hemiDiffuseUp + aSpecular * hemiSpecularUp);
gl_FragColor.rgb += ambientColor * 0.25 * (diffuse.rgb * hemiDiffuseDown + aSpecular * hemiSpecularDown);
#else
gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb); gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb);
#endif
#if defined(USE_CUBEMAP) #if defined(USE_CUBEMAP)
reflectance = EnvironmentBRDF(gloss, NE, specular.rgb); reflectance = EnvironmentBRDF(r, NE, specular.rgb);
vec3 R = reflect(E, N); vec3 R = reflect(E, N);
@ -565,8 +411,8 @@ void main()
EH2 = clamp(dot(E, H2), 0.0, 1.0); EH2 = clamp(dot(E, H2), 0.0, 1.0);
NH2 = clamp(dot(N, H2), 0.0, 1.0); NH2 = clamp(dot(N, H2), 0.0, 1.0);
reflectance = CalcDiffuse(diffuse.rgb, N, L2, E, NE, NL2, shininess); reflectance = CalcDiffuse(diffuse.rgb, EH2, NH2, r);
reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess); reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, r);
lightColor = u_PrimaryLightColor * var_Color.rgb; lightColor = u_PrimaryLightColor * var_Color.rgb;

View file

@ -1022,9 +1022,6 @@ void GLSL_InitGPUShaders(void)
extradefines[0] = '\0'; extradefines[0] = '\0';
if (r_deluxeSpecular->value > 0.000001f)
Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
if (r_specularIsMetallic->value) if (r_specularIsMetallic->value)
Q_strcat(extradefines, 1024, "#define SPECULAR_IS_METALLIC\n"); Q_strcat(extradefines, 1024, "#define SPECULAR_IS_METALLIC\n");
@ -1067,12 +1064,6 @@ void GLSL_InitGPUShaders(void)
{ {
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n"); Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
if (r_normalMapping->integer == 2)
Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n");
if (r_normalMapping->integer == 3)
Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n");
#ifdef USE_VERT_TANGENT_SPACE #ifdef USE_VERT_TANGENT_SPACE
Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n"); Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n");
attribs |= ATTR_TANGENT; attribs |= ATTR_TANGENT;
@ -1087,34 +1078,8 @@ void GLSL_InitGPUShaders(void)
} }
if (r_specularMapping->integer) if (r_specularMapping->integer)
{
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n"); Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
switch (r_specularMapping->integer)
{
case 1:
default:
Q_strcat(extradefines, 1024, "#define USE_BLINN\n");
break;
case 2:
Q_strcat(extradefines, 1024, "#define USE_BLINN_FRESNEL\n");
break;
case 3:
Q_strcat(extradefines, 1024, "#define USE_MCAULEY\n");
break;
case 4:
Q_strcat(extradefines, 1024, "#define USE_GOTANDA\n");
break;
case 5:
Q_strcat(extradefines, 1024, "#define USE_LAZAROV\n");
break;
}
}
if (r_cubeMapping->integer) if (r_cubeMapping->integer)
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n"); Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
} }

View file

@ -142,7 +142,6 @@ cvar_t *r_specularMapping;
cvar_t *r_deluxeMapping; cvar_t *r_deluxeMapping;
cvar_t *r_parallaxMapping; cvar_t *r_parallaxMapping;
cvar_t *r_cubeMapping; cvar_t *r_cubeMapping;
cvar_t *r_deluxeSpecular;
cvar_t *r_specularIsMetallic; cvar_t *r_specularIsMetallic;
cvar_t *r_baseNormalX; cvar_t *r_baseNormalX;
cvar_t *r_baseNormalY; cvar_t *r_baseNormalY;
@ -1213,7 +1212,6 @@ void R_Register( void )
r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_deluxeMapping = ri.Cvar_Get( "r_deluxeMapping", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_parallaxMapping = ri.Cvar_Get( "r_parallaxMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_cubeMapping = ri.Cvar_Get( "r_cubeMapping", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_deluxeSpecular = ri.Cvar_Get( "r_deluxeSpecular", "0.3", CVAR_ARCHIVE | CVAR_LATCH );
r_specularIsMetallic = ri.Cvar_Get( "r_specularIsMetallic", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_specularIsMetallic = ri.Cvar_Get( "r_specularIsMetallic", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH ); r_baseNormalX = ri.Cvar_Get( "r_baseNormalX", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH ); r_baseNormalY = ri.Cvar_Get( "r_baseNormalY", "1.0", CVAR_ARCHIVE | CVAR_LATCH );

View file

@ -1784,7 +1784,6 @@ extern cvar_t *r_specularMapping;
extern cvar_t *r_deluxeMapping; extern cvar_t *r_deluxeMapping;
extern cvar_t *r_parallaxMapping; extern cvar_t *r_parallaxMapping;
extern cvar_t *r_cubeMapping; extern cvar_t *r_cubeMapping;
extern cvar_t *r_deluxeSpecular;
extern cvar_t *r_specularIsMetallic; extern cvar_t *r_specularIsMetallic;
extern cvar_t *r_baseNormalX; extern cvar_t *r_baseNormalX;
extern cvar_t *r_baseNormalY; extern cvar_t *r_baseNormalY;

View file

@ -160,24 +160,15 @@ Cvars for HDR and tonemapping:
Cvars for advanced material usage: Cvars for advanced material usage:
* `r_normalMapping` - Enable normal mapping for materials that * `r_normalMapping` - Enable normal maps for materials that
support it, and also specify advanced support it.
shading techniques.
0 - No. 0 - No.
1 - Yes. (default) 1 - Yes. (default)
2 - Yes, and use Oren-Nayar reflectance
model.
3 - Yes, and use tri-Ace's Oren-Nayar
reflectance model.
* `r_specularMapping` - Enable specular mapping for materials that * `r_specularMapping` - Enable specular maps for materials that
support it, and also specify advanced support it.
specular techniques.
0 - No. 0 - No.
1 - Yes, and use tri-Ace. (default) 1 - Yes. (default)
2 - Yes, and use Blinn-Phong.
3 - Yes, and use Cook-Torrance.
4 - Yes, and use Torrance-Sparrow.
* `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled * `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled
with light directions.) Even if the map with light directions.) Even if the map
@ -333,13 +324,6 @@ Cvars that you probably don't care about or shouldn't mess with:
0 - No. 0 - No.
1 - Yes. (default) 1 - Yes. (default)
* `r_normalAmbient` - Split map light into ambient and directed
portions when doing deluxe mapping. Not
very useful.
0 - Don't. (default).
0.3 - 30% ambient, 70% directed.
1.0 - 100% ambient.
* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into * `r_mergeLightmaps` - Merge the small (128x128) lightmaps into
2 or fewer giant (4096x4096) lightmaps. 2 or fewer giant (4096x4096) lightmaps.
Easy speedup. Easy speedup.