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smcv pushed a commit to annotated tag 1.5a
in repository iortcw.

commit d888e92f69acc1cb377db20541c8e18d79f4658f
Author: MAN-AT-ARMS <m4n4t4...@gmail.com>
Date:   Wed Jun 8 08:43:42 2016 -0400

    All: Rend2: Set cubemap mip selection to match output from ggxcc
---
 MP/code/rend2/glsl/lightall_fp.glsl |  6 +++---
 MP/code/rend2/tr_glsl.c             | 14 ++++++++++++++
 SP/code/rend2/glsl/lightall_fp.glsl |  6 +++---
 SP/code/rend2/tr_glsl.c             | 14 ++++++++++++++
 4 files changed, 34 insertions(+), 6 deletions(-)

diff --git a/MP/code/rend2/glsl/lightall_fp.glsl 
b/MP/code/rend2/glsl/lightall_fp.glsl
index 64cae3f..9e53d4a 100644
--- a/MP/code/rend2/glsl/lightall_fp.glsl
+++ b/MP/code/rend2/glsl/lightall_fp.glsl
@@ -370,11 +370,11 @@ void main()
        // from 
http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
        vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
 
-       vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 * 
roughness).rgb * u_EnableTextures.w;
+       vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 
ROUGHNESS_MIPS * roughness).rgb * u_EnableTextures.w;
 
-       // normalize cubemap based on lowest mip (~diffuse)
+       // normalize cubemap based on last roughness mip (~diffuse)
        // multiplying cubemap values by lighting below depends on either this 
or the cubemap being normalized at generation
-       //vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 6.0).rgb, 
0.5 / 255.0);
+       //vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 
ROUGHNESS_MIPS).rgb, 0.5 / 255.0);
        //cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
 
     #if defined(USE_PBR)
diff --git a/MP/code/rend2/tr_glsl.c b/MP/code/rend2/tr_glsl.c
index 054aac2..cf2a514 100644
--- a/MP/code/rend2/tr_glsl.c
+++ b/MP/code/rend2/tr_glsl.c
@@ -331,6 +331,20 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const 
GLcharARB *extra, cha
        if (r_pbr->integer)
                Q_strcat(dest, size, "#define USE_PBR\n");
 
+       if (r_cubeMapping->integer)
+       {
+               int cubeMipSize = r_cubemapSize->integer;
+               int numRoughnessMips = 0;
+
+               while (cubeMipSize)
+               {
+                       cubeMipSize >>= 1;
+                       numRoughnessMips++;
+               }
+               numRoughnessMips = MAX(1, numRoughnessMips - 2);
+               Q_strcat(dest, size, va("#define ROUGHNESS_MIPS float(%d)\n", 
numRoughnessMips));
+       }
+
        if (extra)
        {
                Q_strcat(dest, size, extra);
diff --git a/SP/code/rend2/glsl/lightall_fp.glsl 
b/SP/code/rend2/glsl/lightall_fp.glsl
index 64cae3f..9e53d4a 100644
--- a/SP/code/rend2/glsl/lightall_fp.glsl
+++ b/SP/code/rend2/glsl/lightall_fp.glsl
@@ -370,11 +370,11 @@ void main()
        // from 
http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
        vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
 
-       vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 * 
roughness).rgb * u_EnableTextures.w;
+       vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 
ROUGHNESS_MIPS * roughness).rgb * u_EnableTextures.w;
 
-       // normalize cubemap based on lowest mip (~diffuse)
+       // normalize cubemap based on last roughness mip (~diffuse)
        // multiplying cubemap values by lighting below depends on either this 
or the cubemap being normalized at generation
-       //vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 6.0).rgb, 
0.5 / 255.0);
+       //vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 
ROUGHNESS_MIPS).rgb, 0.5 / 255.0);
        //cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
 
     #if defined(USE_PBR)
diff --git a/SP/code/rend2/tr_glsl.c b/SP/code/rend2/tr_glsl.c
index 054aac2..cf2a514 100644
--- a/SP/code/rend2/tr_glsl.c
+++ b/SP/code/rend2/tr_glsl.c
@@ -331,6 +331,20 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const 
GLcharARB *extra, cha
        if (r_pbr->integer)
                Q_strcat(dest, size, "#define USE_PBR\n");
 
+       if (r_cubeMapping->integer)
+       {
+               int cubeMipSize = r_cubemapSize->integer;
+               int numRoughnessMips = 0;
+
+               while (cubeMipSize)
+               {
+                       cubeMipSize >>= 1;
+                       numRoughnessMips++;
+               }
+               numRoughnessMips = MAX(1, numRoughnessMips - 2);
+               Q_strcat(dest, size, va("#define ROUGHNESS_MIPS float(%d)\n", 
numRoughnessMips));
+       }
+
        if (extra)
        {
                Q_strcat(dest, size, extra);

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