[iortcw] 247/497: All: Rend2: Bit more parallax optimization

Simon McVittie smcv at debian.org
Fri Sep 8 10:37:01 UTC 2017


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

commit f943abf5280676da5e06f011d76144839b9a7da0
Author: M4N4T4RMS at gmail.com <M4N4T4RMS at gmail.com@e65d2741-a53d-b2dc-ae96-bb75fa5e4c4a>
Date:   Fri Nov 14 22:25:59 2014 +0000

    All: Rend2: Bit more parallax optimization
---
 MP/code/rend2/glsl/lightall_fp.glsl | 12 ++++++++----
 SP/code/rend2/glsl/lightall_fp.glsl | 12 ++++++++----
 2 files changed, 16 insertions(+), 8 deletions(-)

diff --git a/MP/code/rend2/glsl/lightall_fp.glsl b/MP/code/rend2/glsl/lightall_fp.glsl
index d1155de..d118278 100644
--- a/MP/code/rend2/glsl/lightall_fp.glsl
+++ b/MP/code/rend2/glsl/lightall_fp.glsl
@@ -103,6 +103,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
 	// texture depth at best depth
 	float texDepth = 0.0;
 
+	float prevT = SampleDepth(normalMap, dp);
+	float prevTexDepth = prevT;
+
 	// search front to back for first point inside object
 	for(int i = 0; i < linearSearchSteps - 1; ++i)
 	{
@@ -115,15 +118,16 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
 			{
 				bestDepth = depth;	// store best depth
 				texDepth = t;
+				prevTexDepth = prevT;
 			}
+		prevT = 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);
+	float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps));
+	bestDepth -= (depth - size - prevTexDepth) * div;
 #else
 	// recurse around first point (depth) for closest match
 	for(int i = 0; i < binarySearchSteps; ++i)
@@ -369,7 +373,7 @@ void main()
 	vec2 texCoords = var_TexCoords.xy;
 
 #if defined(USE_PARALLAXMAP)
-	vec3 offsetDir = normalize(E * tangentToWorld);
+	vec3 offsetDir = viewDir * tangentToWorld;
 
 	offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
 
diff --git a/SP/code/rend2/glsl/lightall_fp.glsl b/SP/code/rend2/glsl/lightall_fp.glsl
index d1155de..d118278 100644
--- a/SP/code/rend2/glsl/lightall_fp.glsl
+++ b/SP/code/rend2/glsl/lightall_fp.glsl
@@ -103,6 +103,9 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
 	// texture depth at best depth
 	float texDepth = 0.0;
 
+	float prevT = SampleDepth(normalMap, dp);
+	float prevTexDepth = prevT;
+
 	// search front to back for first point inside object
 	for(int i = 0; i < linearSearchSteps - 1; ++i)
 	{
@@ -115,15 +118,16 @@ float RayIntersectDisplaceMap(vec2 dp, vec2 ds, sampler2D normalMap)
 			{
 				bestDepth = depth;	// store best depth
 				texDepth = t;
+				prevTexDepth = prevT;
 			}
+		prevT = 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);
+	float div = 1.0 / (1.0 + (prevTexDepth - texDepth) * float(linearSearchSteps));
+	bestDepth -= (depth - size - prevTexDepth) * div;
 #else
 	// recurse around first point (depth) for closest match
 	for(int i = 0; i < binarySearchSteps; ++i)
@@ -369,7 +373,7 @@ void main()
 	vec2 texCoords = var_TexCoords.xy;
 
 #if defined(USE_PARALLAXMAP)
-	vec3 offsetDir = normalize(E * tangentToWorld);
+	vec3 offsetDir = viewDir * tangentToWorld;
 
 	offsetDir.xy *= -u_NormalScale.a / offsetDir.z;
 

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