Commit Graph

17 Commits (368a073415064957c292242483e2967a4c3e28b3)

Author SHA1 Message Date
Peter Wortmann 480ade634d Shiny materials, shader reorganisation
This implements the proposal made in the forum for "shiny" materials -
material can now determine the angle at which the most light is reflected.
Shiny materials might set this lower to approximate a "reflection" effect,
and increase the "spottiness" at the same time. To compensate for the
lack of brightness without light, "emittance" can be used.

Not sure this is the most elegant way to model this - the "proper" way
here would be to have emittance, shading and specular as three separate
light parameters instead of molding one into the other and using the third
to compensate.

Furthermore, this reorganises shaders in a major way: We reduce the
number of shader files down to three, pushing a number of possible
configurations into preprocessor. I believe this should be easier to
understand, which for the moment trumps theoretical extensibility
benefits.
2015-09-20 14:50:22 +01:00
Peter Wortmann 30857e835e Shader gamma implementation
In comparison to the old system, this is a downgrade - instead of being
able to set a full color mapping by gamma ramp, we now get just a value
per colour channel.

Upside is that we do not need to play around with the global gamma ramps
any more, which was arguably the wrong way to do it.

This commit will likely break everything that has been using gamma so far.
2015-08-31 17:35:08 +01:00
Nicolas Hake 4db690b0c6 Add copyright header to files that were missing it 2015-02-16 18:40:52 +01:00
Tobias Zwick 2a4b268087 fix the same bug as Sven2 10 minutes ago, but also clean up the update function, rename variables, add comments, etc. 2015-01-01 16:08:32 +01:00
Armin Burgmeier a3049207c9 Use full ambient lighting in global viewports
This allows to see the whole landscape without any areas covered by FoW
in the global viewport. Basically the ambient lighting is set to 1.0
independent of the ambient light map. In the course of this, a second
shader for the landscape has been introduced.
2014-12-28 15:07:42 +01:00
Armin Burgmeier a7f9ba1e91 Compute ambient texture coordinate based on fragment coordinate
This will allow to use the same shader slice also for the sprite and mesh
shaders.
2014-11-24 14:51:08 -05:00
Armin Burgmeier db6df15377 Add SetAmbientBrightness and GetAmbientBrightness script functions 2014-11-20 17:07:31 -05:00
Peter Wortmann 7fea618221 Collected trivial bug-fixes
Turns out we actually can't optimise out the second texture normal
lookup - it makes a noticeable difference in-game. Also there was
possible slice collision, it might be worth warning about this kind
of stuff.

Also removed unused variable, and made error messages more consistent
in terms of whitespace.
2014-11-20 21:44:11 +01:00
Peter Wortmann 72289713f9 Modular shader system
The idea here is that we compose shaders out of "slices", which can
come from the engine ("built-in"), from files or possibly even from
models. This should allow us to more easily share the code between
different rendering shaders (e.g. for lights / normals).

TODO: Workarounds not yet implemented, so this might degrade less
gracefully.
2014-11-20 11:52:14 +01:00
Armin Burgmeier 88f8f75441 Add ambient lighting
This introduces a new texture, an ambient light map, that is generated
automatically at the beginning of the round by the sky portion of the
landscape. This basically makes everything that is close to sky visible
by default.

The shaders have been adapted so that they deploy direction-independent
lighting for the ambient component, and the current (diffuse) behaviour
for the diffuse component. This makes the shaders use an additional
texture unit that represents the ambient light. We can think about merging
this information into the light texture, but the coordinate systems are
different at the moment, so this could be performed at the stage of light
texture generation.

For meshes, the ambient material is not actually used, but instead a
diffuse light from the front is used. This makes many meshes look more
interesting, maybe also because the ambient material setting of most
meshes are not set correctly at the moment.
2014-11-17 09:35:50 -05:00
Tobias Zwick b11e8d5d7a Merge branch 'master' into lights
Conflicts:
	planet/Graphics.ocg/LandscapeShader.c
	src/graphics/C4DrawGLMesh.cpp
	src/graphics/C4DrawGL.cpp
	src/landscape/C4Landscape.cpp
	src/landscape/C4Landscape.h
	src/landscape/C4LandscapeRender.cpp
	src/landscape/C4Scenario.cpp
	src/landscape/C4Scenario.h
2014-10-06 23:27:16 +02:00
Tim Blume 240193ad5a Remove remains of Direct3D support
Direct3D hasn't worked for more than a year now, and there don't seem to
be any efforts to revive it. Remove it and concentrate on better OpenGL
support.
2013-11-02 21:39:34 +01:00
Sven Eberhardt 324a1f03c0 Fix LandscapeRender ReInit when loading scenario sections.
The LandscapeRender Init() proc loads graphics from the main graphics group, which is already closed when a section is loaded. So just keep the renderer around on landscape recreation now.
2013-07-03 22:28:50 +02:00
Peter Wortmann be0fe99126 Made material zoom configurable
Also set default to 8. This might be a pretty controversial change, but
the amounts of screenshots we have at zoom levels beyond 4 just calls for
a more high-res approach.
2012-11-05 16:50:59 +00:00
Peter Wortmann a4b4065206 Made material zoom configurable
Also set default to 8. This might be a pretty controversial change, but
the amounts of screenshots we have at zoom levels beyond 4 just calls for
a more high-res approach.
2012-11-05 17:17:12 +00:00
Peter Wortmann 56bdeec585 FoW/lights preview
This is pretty much still prototype stage. Lots of bug, lots of stuff missing.
2012-08-19 19:35:10 +01:00
Günther Brammer 1a29f8625d Reorder engine source file organization a bit
This mostly consists of flattening the hierarchy, splitting the
graphics stuff out of platform, and a few smaller cleanups.
2012-04-27 19:04:43 +02:00