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BurningVideo 0.51 - NormalMap
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6101 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,13 +1,17 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- BurningVideo: 0.50
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- BurningVideo: 0.51
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- 10 year anniversary update
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- Lighting model reworked. moved to eyespace like openGL. [Specular Highlights, Fog, Sphere/Reflection Map]
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- increased internal s4DVertex to support 4 Textures and 4 Colors [switchable]
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- Textures are handled as sRGB during Mipmap Generation. More accurate, less visual disruption
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- 2D is drawn as 3D like hardware drivers. [switchable]. enables viewport scaling, material2D
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- Texture Spatial Resolution Limiting working. [lower memory consumption,SOFTWARE_DRIVER_2_TEXTURE_MAXSIZE]
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- NormalMap for 1 Light accurate. still all lights are accumulated
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- SuperTuxKart 8.0.1 playable
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- Known Problems
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- Depthbuffer range not equal to Hardware Drivers. Problems with Orthographic Stencil Shadows
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- Triangle MipMap Selection. Wrong for TextureAtlas and Billboards
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- Fix CPLYMeshFileLoader checking for wrong vertex count when switching between 16/32 bit. Thanks @randomMesh for reporting.
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- Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes.
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- Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function.
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@ -70,7 +70,7 @@ bool CMainMenu::run()
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gui::IGUIListBox* box = guienv->addListBox(core::rect<int>(10,10,220,120), optTab, 1);
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box->addItem(L"OpenGL 1.5");
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box->addItem(L"Direct3D 9.0c");
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box->addItem(L"Burning's Video 0.5");
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box->addItem(L"Burning's Video 0.51");
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box->addItem(L"Irrlicht Software Renderer 1.0");
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switch (driverType )
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{
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@ -145,7 +145,7 @@ inline void rotateVec3Vec4(const irr::core::CMatrix4<T>& m, T* burning_restrict
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out[3] = 0.f;
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}
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//https://github.com/ekmett/approximate/blob/master/cbits/fast.c powf_fast_precise
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//based on https://github.com/ekmett/approximate/blob/master/cbits/fast.c powf_fast_precise
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static inline float powf_limit(const float a, const float b)
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{
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if (a <= 0.0000001f) return 0.f;
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@ -410,7 +410,6 @@ CBurningVideoDriver::~CBurningVideoDriver()
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}
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// delete triangle renderers
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for (s32 i=0; i<ETR2_COUNT; ++i)
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{
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if (BurningShader[i])
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@ -539,9 +538,6 @@ void CBurningVideoDriver::transform_calc(E_TRANSFORMATION_STATE_BURNING_VIDEO st
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case ETS_VIEW_PROJECTION:
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ok = flag[ETS_VIEW] & flag[ETS_PROJECTION] & ETF_VALID;
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break;
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//case ETS_VIEW_INVERSE:
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// ok = TransformationFlag[ETS_VIEW] & ETF_VALID;
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// break;
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case ETS_MODEL_VIEW:
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ok = flag[ETS_WORLD] & flag[ETS_VIEW] & ETF_VALID;
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break;
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@ -574,10 +570,6 @@ void CBurningVideoDriver::transform_calc(E_TRANSFORMATION_STATE_BURNING_VIDEO st
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}
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break;
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//case ETS_VIEW_INVERSE:
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// mat44_inverse(matrix[state],matrix[ETS_VIEW]);
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// break;
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case ETS_VIEW_PROJECTION:
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matrix[state].setbyproduct_nocheck (matrix[ETS_PROJECTION], matrix[ETS_VIEW]);
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break;
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@ -642,7 +634,6 @@ void CBurningVideoDriver::setTransform(E_TRANSFORMATION_STATE state, const core:
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case ETS_VIEW:
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flag[ETS_PROJ_MODEL_VIEW] &= ~ETF_VALID;
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flag[ETS_VIEW_PROJECTION] &= ~ETF_VALID;
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//flag[ETS_VIEW_INVERSE] &= ~ETF_VALID;
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flag[ETS_MODEL_VIEW] &= ~ETF_VALID;
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flag[ETS_NORMAL] &= ~ETF_VALID;
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break;
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@ -1120,21 +1111,20 @@ inline void CBurningVideoDriver::ndc_2_dc_and_project (s4DVertexPair* dest,const
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for ( size_t g = 0; g != vIn; g += sizeof_s4DVertexPairRel)
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{
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if ( dest[g].flag & VERTEX4D_PROJECTED )
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continue;
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//cache doesn't work anymore?
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//if ( dest[g].flag & VERTEX4D_PROJECTED )
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// continue;
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//dest[g].flag = source[g].flag | VERTEX4D_PROJECTED;
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dest[g].flag = source[g].flag | VERTEX4D_PROJECTED;
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const f32 w = source[g].Pos.w;
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const f32 iw = reciprocal_zero ( w );
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const f32 iw = reciprocal_zero (source[g].Pos.w);
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// to device coordinates
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dest[g].Pos.x = iw * ( source[g].Pos.x * dc[0] + w * dc[1] );
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dest[g].Pos.y = iw * ( source[g].Pos.y * dc[2] + w * dc[3] );
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dest[g].Pos.x = iw * source[g].Pos.x * dc[0] + dc[1];
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dest[g].Pos.y = iw * source[g].Pos.y * dc[2] + dc[3];
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//burning uses direct Z. for OpenGL it should be -Z and texture flip
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//burning uses direct Z. for OpenGL it should be -Z,[-1;1] and texture flip
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#if !defined(SOFTWARE_DRIVER_2_USE_WBUFFER) || 1
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dest[g].Pos.z = iw * source[g].Pos.z;
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dest[g].Pos.z = -iw * source[g].Pos.z * 0.5f + 0.5f;
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#endif
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dest[g].Pos.w = iw;
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@ -1234,6 +1224,7 @@ f32 MipmapLevel(const sVec2& uv, const sVec2& textureSize)
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attribute need not to follow winding rule from position.
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Edge-walking problem
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Texture Wrapping problem
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Atlas problem
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*/
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REALINLINE s32 CBurningVideoDriver::lodFactor_inside(const s4DVertexPair* burning_restrict const face[],
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const size_t m, f32 dc_area, f32 lod_bias) const
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@ -1731,7 +1722,7 @@ void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex, const u32 dest
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Uw Vw 0 0
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*/
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const sVec4& u = EyeSpace.cam_dir;
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const sVec4& u = EyeSpace.cam_dir; // EyeSpace.vertex.normalized
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const sVec4& n = EyeSpace.normal;
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sVec4 r;
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@ -1741,11 +1732,6 @@ void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex, const u32 dest
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// texgen
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if (flag[ETS_TEXTURE_0+t] & ETF_TEXGEN_CAMERA_SPHERE )
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{
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//u.x = EyeSpace.vertex.x;
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//u.y = EyeSpace.vertex.y;
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//u.z = EyeSpace.vertex.z;
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//u.normalize_dir_xyz();
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//reflect(u,N) u - 2.0 * dot(N, u) * N
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// cam is (0,0,-1), tex flipped
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f32 dot = -2.f * n.dot_xyz(u);
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@ -1767,11 +1753,6 @@ void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex, const u32 dest
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}
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else if (flag[ETS_TEXTURE_0+t] & ETF_TEXGEN_CAMERA_REFLECTION )
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{
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//u.x = EyeSpace.vertex.x;
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//u.y = EyeSpace.vertex.y;
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//u.z = EyeSpace.vertex.z;
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//u.normalize_dir_xyz();
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//reflect(u,N) u - 2.0 * dot(N, u) * N
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// cam is (0,0,-1), tex flipped
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f32 dot = -2.f * n.dot_xyz(u);
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@ -1868,7 +1849,6 @@ void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex, const u32 dest
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for ( u32 i = 0; i < 2 && i < EyeSpace.Light.size (); ++i )
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{
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const SBurningShaderLight &light = EyeSpace.Light[i];
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if ( !light.LightIsOn )
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continue;
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@ -1876,41 +1856,19 @@ void CBurningVideoDriver::VertexCache_fill(const u32 sourceIndex, const u32 dest
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vp.y = light.pos4.y - EyeSpace.vertex.y;
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vp.z = light.pos4.z - EyeSpace.vertex.z;
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//vp.normalize_dir_xyz();
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// lightcolor with standard model
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// but shader is brighter and using different normalmatrix
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// transform by tangent matrix
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sVec4 l;
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#if 0
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l.x = (vp.x * tangent->Tangent.X + vp.y * tangent->Tangent.Y + vp.z * tangent->Tangent.Z );
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l.y = (vp.x * tangent->Binormal.X + vp.y * tangent->Binormal.Y + vp.z * tangent->Binormal.Z );
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l.z = (vp.x * tangent->Normal.X + vp.y * tangent->Normal.Y + vp.z * tangent->Normal.Z );
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#else
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l.x = (vp.x * tangent->Tangent.X + vp.y * tangent->Binormal.X + vp.z * tangent->Normal.X );
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l.y = (vp.x * tangent->Tangent.Y + vp.y * tangent->Binormal.Y + vp.z * tangent->Normal.Y );
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l.z = (vp.x * tangent->Tangent.Z + vp.y * tangent->Binormal.Z + vp.z * tangent->Normal.Z );
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#endif
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/*
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f32 scale = 1.f / 128.f;
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if ( dest->LightTangent[0].y != 0.f )
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scale /= dest->LightTangent[0].y;
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// emboss, shift coordinates
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dest->Tex[1].x = dest->Tex[0].x + l.r * scale;
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dest->Tex[1].y = dest->Tex[0].y + l.g * scale;
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*/
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dest->Tex[1].x = dest->Tex[0].x;
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dest->Tex[1].y = dest->Tex[0].y;
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// scale bias
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light_accu.x += l.x;
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light_accu.y += l.y;
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light_accu.z += l.z;
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light_accu.x += (vp.x * tangent->Tangent.X + vp.y * tangent->Tangent.Y + vp.z * tangent->Tangent.Z );
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light_accu.y += (vp.x * tangent->Binormal.X + vp.y * tangent->Binormal.Y + vp.z * tangent->Binormal.Z );
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light_accu.z += (vp.x * tangent->Normal.X + vp.y * tangent->Normal.Y + vp.z * tangent->Normal.Z );
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}
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//normalize [-1,+1] to [0,1]
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light_accu.normalize_pack_xyz(dest->LightTangent[0],0.5f, 0.5f);
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//normalize [-1,+1] to [0,1] -> obsolete
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light_accu.normalize_pack_xyz(dest->LightTangent[0],1.f, 0.f);
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dest->Tex[1].x = dest->Tex[0].x;
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dest->Tex[1].y = dest->Tex[0].y;
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}
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else if (Material.org.Lighting)
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{
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@ -2483,28 +2441,6 @@ s32 CBurningVideoDriver::addDynamicLight(const SLight& dl)
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return EyeSpace.Light.size() - 1;
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}
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#if 0
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/*!
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Camera Position in World Space
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*/
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void CBurningVideoDriver::getCameraPosWorldSpace()
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{
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transform_calc(ETS_VIEW_INVERSE);
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const f32 *M = Transformation[ETS_VIEW_INVERSE].pointer();
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/* The viewpoint is at (0., 0., 0.) in eye space.
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Turning this into a vector [0 0 0 1] and multiply it by
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the inverse of the view matrix, the resulting vector is the
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object space location of the camera.
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*/
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EyeSpace.camworldpos.x = M[12];
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EyeSpace.camworldpos.y = M[13];
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EyeSpace.camworldpos.z = M[14];
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EyeSpace.camworldpos.w = 1.f;
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}
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#endif
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//! Turns a dynamic light on or off
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void CBurningVideoDriver::turnLightOn(s32 lightIndex, bool turnOn)
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@ -2761,8 +2697,6 @@ void CBurningVideoDriver::setMaterial(const SMaterial& material)
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}
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//! Sets the fog mode.
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void CBurningVideoDriver::setFog(SColor color, E_FOG_TYPE fogType, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog)
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@ -2806,8 +2740,7 @@ void CBurningVideoDriver::lightVertex_eye(s4DVertex *dest, u32 vertexargb)
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for (i = 0; i < EyeSpace.Light.size(); ++i)
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{
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const SBurningShaderLight &light = EyeSpace.Light[i];
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const SBurningShaderLight& light = EyeSpace.Light[i];
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if (!light.LightIsOn)
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continue;
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@ -2961,6 +2894,7 @@ void CBurningVideoDriver::lightVertex_eye(s4DVertex *dest, u32 vertexargb)
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dColor.sat(dest->Color[0], vertexargb);
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}
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#endif
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@ -3542,8 +3476,6 @@ const core::dimension2d<u32>& CBurningVideoDriver::getCurrentRenderTargetSize()
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}
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//! Draws a 3d line.
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void CBurningVideoDriver::draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color_start)
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@ -3619,15 +3551,15 @@ void CBurningVideoDriver::draw3DLine(const core::vector3df& start,
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const wchar_t* CBurningVideoDriver::getName() const
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{
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#ifdef BURNINGVIDEO_RENDERER_BEAUTIFUL
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return L"Burning's Video 0.50 beautiful";
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return L"Burning's Video 0.51 beautiful";
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#elif defined ( BURNINGVIDEO_RENDERER_ULTRA_FAST )
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return L"Burning's Video 0.50 ultra fast";
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return L"Burning's Video 0.51 ultra fast";
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#elif defined ( BURNINGVIDEO_RENDERER_FAST )
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return L"Burning's Video 0.50 fast";
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return L"Burning's Video 0.51 fast";
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#elif defined ( BURNINGVIDEO_RENDERER_CE )
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return L"Burning's Video 0.50 CE";
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return L"Burning's Video 0.51 CE";
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#else
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return L"Burning's Video 0.50";
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return L"Burning's Video 0.51";
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#endif
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}
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@ -299,7 +299,6 @@ namespace video
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ETS_MODEL_VIEW,
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ETS_NORMAL, //3x3 ModelView Tansposed Inverse
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//ETS_VIEW_INVERSE,
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ETS_COUNT_BURNING = 16
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};
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@ -229,8 +229,11 @@ void CTRNormalMap::fragmentShader()
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f32 inversew = FIX_POINT_F32_MUL;
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tFixPoint tx0, tx1;
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tFixPoint ty0, ty1;
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tFixPoint tx0, ty0;
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#ifdef IPOL_T1
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tFixPoint tx1, ty1;
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#endif
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tFixPoint r0, g0, b0;
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tFixPoint r1, g1, b1;
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@ -296,11 +299,10 @@ void CTRNormalMap::fragmentShader()
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tx1 = tofix ( line.t[1][0].x,inversew);
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ty1 = tofix ( line.t[1][0].y,inversew);
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// diffuse map
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getSample_texture ( r0, g0, b0, &IT[0], tx0, ty0 );
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// normal map
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// normal map ( same texcoord0 but different mipmapping)
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getSample_texture ( r1, g1, b1, &IT[1], tx1, ty1 );
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r1 = ( r1 - FIX_POINT_HALF_COLOR) >> (COLOR_MAX_LOG2-1);
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@ -313,30 +315,22 @@ void CTRNormalMap::fragmentShader()
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lz = tofix ( line.l[0][0].z, inversew );
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// DOT 3 Normal Map light in tangent space
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ndotl = saturateFix ( FIX_POINT_HALF_COLOR + ((imulFix_simple(r1,lx) + imulFix_simple(g1,ly) + imulFix_simple(b1,lz) ) << (COLOR_MAX_LOG2-1)) );
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//max(dot(LightVector, Normal), 0.0);
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ndotl = clampfix_mincolor( (imulFix_simple(r1,lx) + imulFix_simple(g1,ly) + imulFix_simple(b1,lz) ) );
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#endif
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#ifdef IPOL_C0
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//getSample_color(a3,r3,g3,b3, line.c[0][0],inversew);
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//a3 = tofix(line.c[0][0].x, inversew);
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//LightColor[0]
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r3 = tofix(line.c[0][0].y, inversew);
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g3 = tofix(line.c[0][0].z, inversew);
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b3 = tofix(line.c[0][0].w, inversew);
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// N . L
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r2 = imulFix ( imulFix_tex1 ( r0, ndotl ), r3 );
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g2 = imulFix ( imulFix_tex1 ( g0, ndotl ), g3 );
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b2 = imulFix ( imulFix_tex1 ( b0, ndotl ), b3 );
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// Lambert * LightColor[0] * Diffuse Texture;
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r2 = imulFix (imulFix_simple( r3, ndotl ), r0 );
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g2 = imulFix (imulFix_simple( g3, ndotl ), g0 );
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b2 = imulFix (imulFix_simple( b3, ndotl ), b0 );
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/*
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// heightmap: (1 - neu ) + alt - 0.5, on_minus_srcalpha + add signed
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// emboss bump map
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a4 -= a1;
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r2 = clampfix_maxcolor ( clampfix_mincolor ( imulFix ( r0 + a4, r3 ) ) );
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g2 = clampfix_maxcolor ( clampfix_mincolor ( imulFix ( g0 + a4, g3 ) ) );
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b2 = clampfix_maxcolor ( clampfix_mincolor ( imulFix ( b0 + a4, b3 ) ) );
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*/
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//vertex alpha blend ( and omit depthwrite ,hacky..)
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if (a3 + 2 < FIX_POINT_ONE)
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{
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