[iortcw] 246/497: All: Rend2: Add support for parallax occlusion mapping

2017-09-08 Thread Simon McVittie
This is an automated email from the git hooks/post-receive script.

smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit d3b70dfcde73160918f07ce988582e6d8c15dee6
Author: m4n4t4...@gmail.com 

Date:   Fri Nov 14 00:03:41 2014 +

All: Rend2: Add support for parallax occlusion mapping
---
 MP/code/rend2/glsl/lightall_fp.glsl | 14 +-
 MP/code/rend2/tr_glsl.c |  4 
 MP/rend2-readme.txt |  3 ++-
 SP/code/rend2/glsl/lightall_fp.glsl | 14 +-
 SP/code/rend2/tr_glsl.c |  4 
 SP/rend2-readme.txt |  3 ++-
 6 files changed, 38 insertions(+), 4 deletions(-)

diff --git a/MP/code/rend2/glsl/lightall_fp.glsl 
b/MP/code/rend2/glsl/lightall_fp.glsl
index f2da782..d1155de 100644
--- a/MP/code/rend2/glsl/lightall_fp.glsl
+++ b/MP/code/rend2/glsl/lightall_fp.glsl
@@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
 
+   // texture depth at best depth
+   float texDepth = 0.0;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)

if(bestDepth > 0.996)   // if no depth found yet
if(depth >= t)
+   {
bestDepth = depth;  // store best depth
+   texDepth = t;
+   }
}
 
depth = bestDepth;
-   
+
+#if !defined (USE_RELIEFMAP)
+   float prevDepth = depth - size;
+   float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
+   bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + 
prevTexDepth);
+#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
{
@@ -129,6 +140,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)
 
depth += size;
}
+#endif
 
return bestDepth;
 }
diff --git a/MP/code/rend2/tr_glsl.c b/MP/code/rend2/tr_glsl.c
index 074218d..ca8e5a5 100644
--- a/MP/code/rend2/tr_glsl.c
+++ b/MP/code/rend2/tr_glsl.c
@@ -1091,7 +1091,11 @@ void GLSL_InitGPUShaders(void)
 #endif
 
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & 
LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
+   {
Q_strcat(extradefines, 1024, "#define 
USE_PARALLAXMAP\n");
+   if (r_parallaxMapping->integer > 1)
+   Q_strcat(extradefines, 1024, 
"#define USE_RELIEFMAP\n");
+   }
}
 
if (r_specularMapping->integer)
diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.txt
index fc2fd10..7d62bb2 100644
--- a/MP/rend2-readme.txt
+++ b/MP/rend2-readme.txt
@@ -187,7 +187,8 @@ Cvars for advanced material usage:
   r_parallaxMapping  - Enable parallax mapping for materials that
support it.
  0 - No. (default)
- 1 - Yes.
+ 1 - Use parallax occlusion mapping.
+ 2 - Use relief mapping. (slower)
 
   r_baseSpecular - Set the specular reflectance of materials
which don't include a specular map or
diff --git a/SP/code/rend2/glsl/lightall_fp.glsl 
b/SP/code/rend2/glsl/lightall_fp.glsl
index f2da782..d1155de 100644
--- a/SP/code/rend2/glsl/lightall_fp.glsl
+++ b/SP/code/rend2/glsl/lightall_fp.glsl
@@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
 
+   // texture depth at best depth
+   float texDepth = 0.0;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)

if(bestDepth > 0.996)   // if no depth found yet
if(depth >= t)
+   {
bestDepth = depth;  // store best depth
+   texDepth = t;
+   }
}
 
depth = bestDepth;
-   
+
+#if !defined (USE_RELIEFMAP)
+   float prevDepth = depth - size;
+   float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
+   bestDepth -= size * 

[iortcw] 246/497: All: Rend2: Add support for parallax occlusion mapping

2016-09-21 Thread Simon McVittie
This is an automated email from the git hooks/post-receive script.

smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit d3b70dfcde73160918f07ce988582e6d8c15dee6
Author: m4n4t4...@gmail.com 

Date:   Fri Nov 14 00:03:41 2014 +

All: Rend2: Add support for parallax occlusion mapping
---
 MP/code/rend2/glsl/lightall_fp.glsl | 14 +-
 MP/code/rend2/tr_glsl.c |  4 
 MP/rend2-readme.txt |  3 ++-
 SP/code/rend2/glsl/lightall_fp.glsl | 14 +-
 SP/code/rend2/tr_glsl.c |  4 
 SP/rend2-readme.txt |  3 ++-
 6 files changed, 38 insertions(+), 4 deletions(-)

diff --git a/MP/code/rend2/glsl/lightall_fp.glsl 
b/MP/code/rend2/glsl/lightall_fp.glsl
index f2da782..d1155de 100644
--- a/MP/code/rend2/glsl/lightall_fp.glsl
+++ b/MP/code/rend2/glsl/lightall_fp.glsl
@@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
 
+   // texture depth at best depth
+   float texDepth = 0.0;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)

if(bestDepth > 0.996)   // if no depth found yet
if(depth >= t)
+   {
bestDepth = depth;  // store best depth
+   texDepth = t;
+   }
}
 
depth = bestDepth;
-   
+
+#if !defined (USE_RELIEFMAP)
+   float prevDepth = depth - size;
+   float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
+   bestDepth -= size * (prevDepth - prevTexDepth) / (size - texDepth + 
prevTexDepth);
+#else
// recurse around first point (depth) for closest match
for(int i = 0; i < binarySearchSteps; ++i)
{
@@ -129,6 +140,7 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)
 
depth += size;
}
+#endif
 
return bestDepth;
 }
diff --git a/MP/code/rend2/tr_glsl.c b/MP/code/rend2/tr_glsl.c
index 074218d..ca8e5a5 100644
--- a/MP/code/rend2/tr_glsl.c
+++ b/MP/code/rend2/tr_glsl.c
@@ -1091,7 +1091,11 @@ void GLSL_InitGPUShaders(void)
 #endif
 
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & 
LIGHTDEF_ENTITY) && r_parallaxMapping->integer)
+   {
Q_strcat(extradefines, 1024, "#define 
USE_PARALLAXMAP\n");
+   if (r_parallaxMapping->integer > 1)
+   Q_strcat(extradefines, 1024, 
"#define USE_RELIEFMAP\n");
+   }
}
 
if (r_specularMapping->integer)
diff --git a/MP/rend2-readme.txt b/MP/rend2-readme.txt
index fc2fd10..7d62bb2 100644
--- a/MP/rend2-readme.txt
+++ b/MP/rend2-readme.txt
@@ -187,7 +187,8 @@ Cvars for advanced material usage:
   r_parallaxMapping  - Enable parallax mapping for materials that
support it.
  0 - No. (default)
- 1 - Yes.
+ 1 - Use parallax occlusion mapping.
+ 2 - Use relief mapping. (slower)
 
   r_baseSpecular - Set the specular reflectance of materials
which don't include a specular map or
diff --git a/SP/code/rend2/glsl/lightall_fp.glsl 
b/SP/code/rend2/glsl/lightall_fp.glsl
index f2da782..d1155de 100644
--- a/SP/code/rend2/glsl/lightall_fp.glsl
+++ b/SP/code/rend2/glsl/lightall_fp.glsl
@@ -100,6 +100,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)
// best match found (starts with last position 1.0)
float bestDepth = 1.0;
 
+   // texture depth at best depth
+   float texDepth = 0.0;
+
// search front to back for first point inside object
for(int i = 0; i < linearSearchSteps - 1; ++i)
{
@@ -109,11 +112,19 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D 
normalMap)

if(bestDepth > 0.996)   // if no depth found yet
if(depth >= t)
+   {
bestDepth = depth;  // store best depth
+   texDepth = t;
+   }
}
 
depth = bestDepth;
-   
+
+#if !defined (USE_RELIEFMAP)
+   float prevDepth = depth - size;
+   float prevTexDepth = SampleDepth(normalMap, dp + ds * prevDepth);
+   bestDepth -= size *