Specular reflections now sample from the texture color.

This commit is contained in:
Justin Marshall
2026-05-21 19:50:23 -07:00
parent 345e6bfc81
commit 7b60a99f96
7 changed files with 44 additions and 22 deletions
+1 -1
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@@ -17,7 +17,7 @@
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerCommandArguments>+set r_fullscreen 0 +set r_mode 11 +set sv_pure 0 </LocalDebuggerCommandArguments>
<LocalDebuggerWorkingDirectory>D:\projects\Doom3</LocalDebuggerWorkingDirectory>
<LocalDebuggerCommandArgumentsHistory>+set r_fullscreen 1 +set r_mode 9 +set sv_pure 0 +set fs_game e3|+set r_fullscreen 0 +set r_mode 9 +set sv_pure 0|+set r_fullscreen 0 +set r_mode 9 +set sv_pure 0 +set fs_game e3|+set r_fullscreen 0 +set r_mode 9 +set sv_pure 0 |+set r_fullscreen 0 +set r_mode 11 +set sv_pure 0 |</LocalDebuggerCommandArgumentsHistory>
<LocalDebuggerCommandArgumentsHistory>+set r_fullscreen 0 +set r_mode 9 +set sv_pure 0|+set r_fullscreen 0 +set r_mode 9 +set sv_pure 0 +set fs_game e3|+set r_fullscreen 0 +set r_mode 9 +set sv_pure 0 |+set r_fullscreen 0 +set r_mode 11 +set sv_pure 0 +set fs_game e3|+set r_fullscreen 0 +set r_mode 11 +set sv_pure 0 |</LocalDebuggerCommandArgumentsHistory>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Q4 Debug|x64'">
<LocalDebuggerCommand>D:\projects\Doom3\Quake4.exe</LocalDebuggerCommand>
+3 -1
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@@ -5037,6 +5037,7 @@ float3 EstimateRayTracedSpecularReflection(
float3 reflectedRadiance = 0.0;
float distanceFade = 1.0;
float3 reflectedSurfaceAverageColor = 1.0;
if (!hit)
{
@@ -5049,6 +5050,7 @@ float3 EstimateRayTracedSpecularReflection(
{
distanceFade = ComputeSpecularReflectionDistanceFade(hitT, reflectionMaxT);
float3 rayHitPos = reflectionOrigin + R * hitT;
reflectedSurfaceAverageColor = GetMeshAverageColor(meshIndex);
uint2 hitPixel = pixel;
float3 hitPos = rayHitPos;
@@ -5094,8 +5096,8 @@ float3 EstimateRayTracedSpecularReflection(
}
}
reflectedRadiance *= reflectedSurfaceAverageColor;
reflectedRadiance = CompressEmissiveRadiance(reflectedRadiance, hasSpecularMap ? 5.0 : 3.5);
reflectedRadiance *= hit ? GetMeshAverageColor(meshIndex) : 1.0;
float cavityFade = lerp(0.42, 1.0, saturate(cavity));
float reflectionStrength = hasSpecularMap
+16 -15
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@@ -2184,15 +2184,7 @@ static inline bool QD3D12_CurrentDrawUsesAlphaBlend()
static inline uint32_t QD3D12_CurrentEffectiveRayMaterialFlags()
{
uint32_t flags = QD3D12_CurrentRayMaterialFlags();
// Alpha-blended fixed-function surfaces are visually transparent. Mirror that
// into the DXR material bits automatically so callers do not also have to tag
// the same draw as glass just to make shadow/GI rays continue through it.
if (QD3D12_CurrentDrawUsesAlphaBlend())
flags |= GL_RAYTRACING_MATERIAL_FLAG_GLASS;
return QD3D12_ClampRayMaterialFlags(flags);
return QD3D12_CurrentRayMaterialFlags();
}
static inline float QD3D12_CurrentEffectiveGeometryFlag()
@@ -2203,6 +2195,12 @@ static inline float QD3D12_CurrentEffectiveGeometryFlag()
return (float)bits;
}
static inline bool QD3D12_GeometryFlagHasGlass(float geometryFlag)
{
const uint32_t bits = (uint32_t)max(0.0f, floorf(geometryFlag + 0.5f));
return (bits & QD3D12_GEOMETRY_FLAG_GLASS_BIT) != 0u;
}
static inline float QD3D12_CurrentEffectiveMaterialType()
{
if (QD3D12_RayMaterialFlagsHaveGlass(QD3D12_CurrentEffectiveRayMaterialFlags()) &&
@@ -9401,15 +9399,17 @@ static D3D12_GRAPHICS_PIPELINE_STATE_DESC BuildPSODesc(
d.RasterizerState.MultisampleEnable = (d.SampleDesc.Count > 1) ? TRUE : FALSE;
const bool alphaBlended = QD3D12_PipelineUsesAlphaBlend(mode);
const bool glassGBuffer = alphaBlended && QD3D12_GeometryFlagHasGlass(key.geometryFlag);
d.BlendState.RenderTarget[0].RenderTargetWriteMask = key.colorWriteMask;
if (!nativeColorOnly)
{
d.BlendState.RenderTarget[1].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[2].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[3].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[4].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[5].RenderTargetWriteMask = (key.colorWriteMask && !alphaBlended) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
const UINT8 gbufferWriteMask = (key.colorWriteMask && (!alphaBlended || glassGBuffer)) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0;
d.BlendState.RenderTarget[1].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[2].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[3].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[4].RenderTargetWriteMask = gbufferWriteMask;
d.BlendState.RenderTarget[5].RenderTargetWriteMask = gbufferWriteMask;
}
d.BlendState.AlphaToCoverageEnable = FALSE;
@@ -9714,6 +9714,7 @@ static D3D12_GRAPHICS_PIPELINE_STATE_DESC BuildARBPSODesc(
d.RasterizerState.MultisampleEnable = (d.SampleDesc.Count > 1) ? TRUE : FALSE;
const bool alphaBlended = QD3D12_PipelineUsesAlphaBlend(key.pipeline);
const bool glassGBuffer = alphaBlended && QD3D12_GeometryFlagHasGlass(key.geometryFlag);
d.BlendState.AlphaToCoverageEnable = FALSE;
d.BlendState.IndependentBlendEnable = nativeColorOnly ? FALSE : TRUE;
@@ -9730,7 +9731,7 @@ static D3D12_GRAPHICS_PIPELINE_STATE_DESC BuildARBPSODesc(
rt.DestBlendAlpha = D3D12_BLEND_ZERO;
rt.BlendOpAlpha = D3D12_BLEND_OP_ADD;
rt.LogicOp = D3D12_LOGIC_OP_NOOP;
rt.RenderTargetWriteMask = (i == 0) ? key.colorWriteMask : 0;
rt.RenderTargetWriteMask = (i == 0) ? key.colorWriteMask : ((!nativeColorOnly && glassGBuffer) ? D3D12_COLOR_WRITE_ENABLE_ALL : 0);
}
if (alphaBlended)
+3 -2
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@@ -1569,8 +1569,9 @@ void APIENTRY glGetQueryObjectiv(GLuint id, GLenum pname, GLint* params);
enum GeometryFlag_t
{
GEOMETRY_FLAG_NONE = 0,
GEOMETRY_FLAG_SKELETAL,
GEOMETRY_FLAG_UNLIT
GEOMETRY_FLAG_SKELETAL = 1,
GEOMETRY_FLAG_UNLIT = 2,
GEOMETRY_FLAG_GLASS = 4
};
void APIENTRY glGeometryFlagf(GLfloat flag);
+18
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@@ -859,6 +859,18 @@ void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
idDrawVert *ac = RB_BindAmbientBuffer( tri );
glVertexPointer( 3, GL_FLOAT, sizeof( idDrawVert ), ac->xyz.ToFloatPtr() );
glTexCoordPointer( 2, GL_FLOAT, sizeof( idDrawVert ), reinterpret_cast<void *>(&ac->st) );
glNormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->normal.ToFloatPtr() );
glTangentPointer( GL_FLOAT, sizeof( idDrawVert ), ac->tangents[0].ToFloatPtr() );
glBinormalPointer( GL_FLOAT, sizeof( idDrawVert ), ac->tangents[1].ToFloatPtr() );
glEnableClientState( GL_NORMAL_ARRAY );
glEnableClientState( GL_TANGENT_ARRAY_QD3D12 );
glEnableClientState( GL_BINORMAL_ARRAY_QD3D12 );
const bool glassMaterial = shader->GetSurfaceType() == SURFTYPE_GLASS;
const float baseGeometryFlag = surf->geo->isSkeletal ? (float)GEOMETRY_FLAG_SKELETAL : (float)GEOMETRY_FLAG_NONE;
glGlassMaterialQD3D12( glassMaterial ? GL_TRUE : GL_FALSE );
glGeometryFlagf( glassMaterial ? ( baseGeometryFlag + (float)GEOMETRY_FLAG_GLASS ) : baseGeometryFlag );
for ( stage = 0; stage < shader->GetNumStages() ; stage++ ) {
pStage = shader->GetStage(stage);
@@ -1062,6 +1074,12 @@ void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
if ( surf->space->weaponDepthHack || surf->space->modelDepthHack != 0.0f ) {
RB_LeaveDepthHack();
}
glGlassMaterialQD3D12( GL_FALSE );
glGeometryFlagf( GEOMETRY_FLAG_NONE );
glDisableClientState( GL_NORMAL_ARRAY );
glDisableClientState( GL_TANGENT_ARRAY_QD3D12 );
glDisableClientState( GL_BINORMAL_ARRAY_QD3D12 );
}
/*
-2
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@@ -6037,8 +6037,6 @@ void CXYWnd::XY_Draw() {
if( m_precisionCrosshairMode != PRECISION_CROSSHAIR_NONE )
DrawPrecisionCrosshair();
glFlush();
// QE_CheckOpenGLForErrors();
}