Parallax Corrected Cubemaps: Difference between revisions

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{{Pov}}
{{Note|Some areas of this article use personal pronouns (e.g. "I", "we've") and in general could use a little bit more professionalism}}
{{LanguageBar|title = Parallax Corrected Cubemaps}}
{{LanguageBar|title = Parallax Corrected Cubemaps}}


''{{Inline note|For the brush entity responsible for setting cubemap boundaries, see {{ent|parallax_obb}}}}
{{For|2={{ent|parallax_obb}}|1=the third-party Source brush entity responsible for setting cubemap boundaries}}
{{Inline note|For how to create a parallaxed cubemap, see [[/Creation|Parallax Corrected Cubemap Creation]]}}''
{{For|2={{ent|env_cubemap_box}}|1=the Source 2 point entity responsible for both creating both the cubemap and parallax bounding box}}


==What Is This?==
[[File:PCC comparison.jpg|400px|thumb|right|<center>'''Comparison of PCC'''</center>]]
By default, Source's cubemaps are naively reflected on the ground and do not follow the player's perspective. This causes an unrealistic-looking reflection for most surfaces. A possible solution can be to parallax-correct the cubemaps based on the player's camera position, using a custom shader and a bounding box trigger for a cubemap. This tutorial, based directly on the work of Brian Charles, will show you how to do just that.


Brian Charles' video that showcases the before and after of this tutorial can be found here: [https://www.youtube.com/watch?v=ZH6s1hbwoQQ Parallax Corrected Cubemaps in the Source Engine]
==Overview==
{{src|1.bold}}'s native [[cubemap]] implementation does not allow them to follow the player's perspective. While this is passable in most cases, tying the reflections to the player's view can increase realism, especially when using high-resolution reflections. A method to achieve this is called ''parallax correction''.
 
Parallax-corrected cubemaps use a [[parallax_obb|bounding box]] brush to bake their reflection based on a specified area around them, and a custom [[shader]] to make use of it.
 
This tutorial is based on the work of Brian Charles. A demonstration video can be found here: {{youtube|ZH6s1hbwoQQ|page=watch|Parallax Corrected Cubemaps in the Source Engine}}.


==The Code==
==The Code==
Before starting, we'll need this file:
First, the file
* [[Parallax Corrected Cubemaps/matrixinvert.h|matrixinvert.h]]
* [[Parallax Corrected Cubemaps/matrixinvert.h|matrixinvert.h]]


Which you'll put into '''<src code directory>/src/utils/vbsp/'''
should be added to {{path|<nowiki><src code directory>/src/utils/vbsp/</nowiki>}}.


Now let's jump right into it, shall we?
Next, open the project solution ({{path|everything|sln|icon=file}}) and navigate to {{path|<nowiki>/utils/vbsp/cubemap</nowiki>|cpp}}.
 
Go into your '''everything.sln''' solution and open '''cubemap.cpp'''


===cubemap.cpp===
===cubemap.cpp===
Now add this under (not inside) the <code>SideHasCubemapAndWasntManuallyReferenced( int iSide )</code> function:
Add the following below the <code>SideHasCubemapAndWasntManuallyReferenced( int iSide )</code> function:
<source lang="cpp">
<syntaxhighlight lang="cpp">
char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];
char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];
</source>
</syntaxhighlight>


Then right below, change the <code>CubeMap_InsertSample( ... )</code> function to look like this:
Then, modify the <code>CubeMap_InsertSample( ... )</code> function declaration as follows:
<source lang="cpp">
<syntaxhighlight lang="cpp">
void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr = "" )
void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr = "" )
</source>
</syntaxhighlight>


And inside that function, at the very top add this:
At the top of the function body, add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
g_pParallaxObbStrs[g_nCubemapSamples] = pParallaxObbStr;
g_pParallaxObbStrs[g_nCubemapSamples] = pParallaxObbStr;
</source>
</syntaxhighlight>


Now go down to the <code>PatchEnvmapForMaterialAndDependents( ... )</code> function and change it to look like this:
Update the <code>PatchEnvmapForMaterialAndDependents( ... )</code> function declaration to:
<source lang="cpp">
<syntaxhighlight lang="cpp">
static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, const PatchInfo_t &info, const char *pCubemapTexture, const char *pParallaxObbMatrix = "" )
static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, const PatchInfo_t &info, const char *pCubemapTexture, const char *pParallaxObbMatrix = "" )
</source>
</syntaxhighlight>


While in the same function, scroll a tiny bit down to the <code>if ( pDependentMaterial )</code> statement and change the line in it to this:
Within the <code>if ( pDependentMaterial )</code> statement, change the code to:
<source lang="cpp">
<syntaxhighlight lang="cpp">
bDependentMaterialPatched = PatchEnvmapForMaterialAndDependents( pDependentMaterial, info, pCubemapTexture, pParallaxObbMatrix );
bDependentMaterialPatched = PatchEnvmapForMaterialAndDependents( pDependentMaterial, info, pCubemapTexture, pParallaxObbMatrix );
</source>
</syntaxhighlight>


Scroll a tiny bit down again until you find this line:
Change
<source lang="cpp">
<syntaxhighlight lang="cpp">
MaterialPatchInfo_t pPatchInfo[2];
MaterialPatchInfo_t pPatchInfo[2];
</source>
</syntaxhighlight>
 
to:
Then just change 2 to 6, like so:
<syntaxhighlight lang="cpp">
<source lang="cpp">
MaterialPatchInfo_t pPatchInfo[6];
MaterialPatchInfo_t pPatchInfo[6];
</source>
</syntaxhighlight>


Do another tiny scroll down, and above this line:
Above the line
<source lang="cpp">
<syntaxhighlight lang="cpp">
char pDependentPatchedMaterialName[1024];
char pDependentPatchedMaterialName[1024];
</source>
</syntaxhighlight>
 
add:
Add:
<syntaxhighlight lang="cpp">
<source lang="cpp">
// Parallax cubemap matrix
// Parallax cubemap matrix
CUtlVector<char *> matRowList;
CUtlVector<char *> matRowList;
Line 83: Line 81:
++nPatchCount;
++nPatchCount;
}
}
</source>
</syntaxhighlight>


At the bottom of the function you'll find this line:
At the bottom of the function, change:
<source lang="cpp">
<syntaxhighlight lang="cpp">
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_REPLACE );
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_REPLACE );
</source>
</syntaxhighlight>
 
to:
Change it to this:
<syntaxhighlight lang="cpp">
<source lang="cpp">
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_INSERT );
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_INSERT );
</source>
</syntaxhighlight>


Then below that add this:
Then add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
// Clean up parallax stuff
// Clean up parallax stuff
matRowList.PurgeAndDeleteElements();
matRowList.PurgeAndDeleteElements();
</source>
</syntaxhighlight>


Scroll down to the <code>Cubemap_CreateTexInfo( ... )</code> function and change it to this:
Update the <code>Cubemap_CreateTexInfo( ... )</code> function declaration to:
<source lang="cpp">
<syntaxhighlight lang="cpp">
static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3], int cubemapIndex )
static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3], int cubemapIndex )
</source>
</syntaxhighlight>


Scroll a bit down inside that function and find this line:
After
<source lang="cpp">
<syntaxhighlight lang="cpp">
GeneratePatchedName( "c", info, false, pTextureName, 1024 );
GeneratePatchedName( "c", info, false, pTextureName, 1024 );
</source>
</syntaxhighlight>
 
add:
Now below that line add this:
<syntaxhighlight lang="cpp">
<source lang="cpp">
// Append origin info if this cubemap has a parallax OBB
// Append origin info if this cubemap has a parallax OBB
char originAppendedString[1024] = "";
char originAppendedString[1024] = "";
Line 119: Line 115:
Q_snprintf( originAppendedString, 1024, "%s;[%d %d %d]", g_pParallaxObbStrs[cubemapIndex], origin[0], origin[1], origin[2] );
Q_snprintf( originAppendedString, 1024, "%s;[%d %d %d]", g_pParallaxObbStrs[cubemapIndex], origin[0], origin[1], origin[2] );
}
}
</source>
</syntaxhighlight>


A bit down you'll see this if statement:
Change
<source lang="cpp">
<syntaxhighlight lang="cpp">
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName ) )
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName ) )
</source>
</syntaxhighlight>
 
to:
Change it to:
<syntaxhighlight lang="cpp">
<source lang="cpp">
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName, originAppendedString ) )
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName, originAppendedString ) )
</source>
</syntaxhighlight>


Scroll down until you find the <code>Cubemap_FixupBrushSidesMaterials( void )</code> function, and inside it find this line:
In the <code>Cubemap_FixupBrushSidesMaterials( void )</code> function, change:
<source lang="cpp">
<syntaxhighlight lang="cpp">
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin );
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin );
</source>
</syntaxhighlight>
 
to:
Change it to this:
<syntaxhighlight lang="cpp">
<source lang="cpp">
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin, cubemapID );
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin, cubemapID );
</source>
</syntaxhighlight>


Scroll down to the <code>Cubemap_AttachDefaultCubemapToSpecularSides( void )</code> function, and inside it find this line:
In <code>Cubemap_AttachDefaultCubemapToSpecularSides( void )</code>, change:
<source lang="cpp">
<syntaxhighlight lang="cpp">
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin );
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin );
</source>
</syntaxhighlight>
 
to:
Change it to this:
<syntaxhighlight lang="cpp">
<source lang="cpp">
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin, iCubemap );
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin, iCubemap );
</source>
</syntaxhighlight>


Now we're done with '''cubemap.cpp''', we can now move over to '''vbsp.h'''
This completes the changes for {{path|cubemap|cpp}}.


===vbsp.h===
===vbsp.h===
Now find this line:
Change the declaration:
<source lang="cpp">
<syntaxhighlight lang="cpp">
void Cubemap_InsertSample( const Vector& origin, int size );
void Cubemap_InsertSample( const Vector& origin, int size );
</source>
</syntaxhighlight>
 
to:
And change it to this:
<syntaxhighlight lang="cpp">
<source lang="cpp">
void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr );
void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr );
</source>
</syntaxhighlight>


And above that add this:
Above that, add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
extern char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];
extern char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];
</source>
</syntaxhighlight>


Now we're done with '''vbsp.h''', now let's go into '''map.cpp'''
This completes the changes for {{path|vbsp|h}}.


===map.cpp===
===map.cpp===
At the very top, add this include:
At the top, add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
#include "matrixinvert.h"
#include "matrixinvert.h"
</source>
</syntaxhighlight>


Then scroll down to the <code>LoadEntityCallback( ... )</code> function, then inside it find this line:
In the <code>LoadEntityCallback( ... )</code> function, after:
<source lang="cpp">
<syntaxhighlight lang="cpp">
const char *pSideListStr = ValueForKey( mapent, "sides" );
const char *pSideListStr = ValueForKey( mapent, "sides" );
</source>
</syntaxhighlight>
 
add:
Now below that line, add:
<syntaxhighlight lang="cpp">
<source lang="cpp">
char *pParallaxObbStr = ValueForKey( mapent, "parallaxobb" );
char *pParallaxObbStr = ValueForKey( mapent, "parallaxobb" );
</source>
</syntaxhighlight>


Then a tiny bit down find this line:
Replace:
<source lang="cpp">
<syntaxhighlight lang="cpp">
Cubemap_InsertSample( mapent->origin, size );
Cubemap_InsertSample( mapent->origin, size );
</source>
</syntaxhighlight>
 
with:
And change it to this:
<syntaxhighlight lang="cpp">
<source lang="cpp">
Cubemap_InsertSample( mapent->origin, size, pParallaxObbStr );
Cubemap_InsertSample( mapent->origin, size, pParallaxObbStr );
</source>
</syntaxhighlight>


Now below the parent if statement we're in, add this:
After the closing bracket of the <code>if</code> statement, add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
//
//
// parallax_obb brushes are removed after the transformation matrix is found and saved into  
// parallax_obb brushes are removed after the transformation matrix is found and saved into  
Line 278: Line 268:
return ( ChunkFile_Ok );
return ( ChunkFile_Ok );
}
}
</source>
</syntaxhighlight>


Now scroll down to the <code>LoadMapFile( ... )</code> function, inside it scroll down until you find this line:
In the <code>LoadMapFile( ... )</code> function, after:
<source lang="cpp">
<syntaxhighlight lang="cpp">
if ((eResult == ChunkFile_Ok) || (eResult == ChunkFile_EOF))
g_LoadingMap->CheckForInstances( pszFileName );
</source>
</syntaxhighlight>
 
add:
Now above that line, add this:
<syntaxhighlight lang="cpp">
<source lang="cpp">
if ( g_MainMap == g_LoadingMap )
// Fill out parallax obb matrix array
for ( int i = 0; i < g_nCubemapSamples; i++ )
{
{
if ( g_pParallaxObbStrs[i][0] != '\0' )
// Fill out parallax obb matrix array
for ( int i = 0; i < g_nCubemapSamples; i++ )
{
{
entity_t *obbEnt = EntityByName( g_pParallaxObbStrs[i] );
if ( g_pParallaxObbStrs[i][0] != '\0' )
g_pParallaxObbStrs[i] = ValueForKey( obbEnt, "transformationmatrix" );
{
entity_t *obbEnt = EntityByName( g_pParallaxObbStrs[i] );
g_pParallaxObbStrs[i] = ValueForKey( obbEnt, "transformationmatrix" );
}
}
}
}
 
// Remove parallax_obb entities (in a nice slow linear search)
// Remove parallax_obb entities (in a nice slow linear search)
for ( int i = 0; i < g_MainMap->num_entities; i++ )
for ( int i = 0; i < g_MainMap->num_entities; i++ )
{
entity_t *mapent = &g_MainMap->entities[i];
const char *pClassName = ValueForKey( mapent, "classname" );
if ( !strcmp( "parallax_obb", pClassName ) )
{
{
mapent->numbrushes = 0;
entity_t *mapent = &g_MainMap->entities[i];
mapent->epairs = NULL;
const char *pClassName = ValueForKey( mapent, "classname" );
if ( !strcmp( "parallax_obb", pClassName ) )
{
mapent->numbrushes = 0;
mapent->epairs = NULL;
}
}
}
}
}
</source>
</syntaxhighlight>


And that should be it! Try compiling the VBSP project, it should compile without any errors.
This completes the changes for {{path|map|cpp}}.  


Now all that's left is moving the freshly compiled '''vbsp.exe''' file to your game's '''bin/''' folder.
The {{vbsp|4}} project should now compile without errors. If errors occur, review the changes for accuracy.
 
Once {{code|vbsp.exe}} is compiled, move it to the game's {{path|bin/}} folder (not the mod's {{code|bin/}}; the game's - typically the same one where [[Hammer]] is located).
{{warning|[[Steam]] often replaces custom vbsp.exe with its original version whenever it verifies the file integrity of the game.{{workaround|To prevent the loss of the custom vbsp.exe, rename it, then point to it in [[Hammer]]'s game configuration.}}}}


==The Shaders==
==The Shaders==
Now, the '''fun''' stuff: shader editing! The Parallax Corrected Cubemaps that will now be patched into your materials need a custom [[LightmappedGeneric]] shader for them to be properly displayed.
The Parallax Corrected Cubemaps that are now patched into materials require a custom [[LightmappedGeneric]] shader for proper display.


Let's start simple. To edit shaders, you'll need to open your '''everything.sln''' file. Bonus points if you already had it open!
To edit shaders, open the {{path|everything|sln|icon=file}} file.


{{warning|This section is the lengthiest and most tedious, just due to having to compile a custom '''LightmappedGeneric''' shader, which can take upwards of 30 minutes per compile, even on beefy computers!}}
{{warning|This section is the lengthiest and most tedious, due to the need to compile a custom '''LightmappedGeneric''' shader, which can take upwards of 30 minutes per compile, even on high-end computers.}}


{{note|It's recommended to follow the [[Shader Authoring]] tutorial to get set up with the wonderful DirectX 2008 SDK, and a feel for compiling shaders. This tutorial assumes you're comfortable with that.}}
{{note|It is recommended to follow the [[Shader Authoring]] tutorial to become familiar with shader compilation. This tutorial assumes a basic understanding of that process.}}
 
{{warning|Valve does not like when you override default shaders in the SDK 2013 project. Therefore, we will be creating identical shaders to the '''LightmappedGeneric''' one, just with the '''SDK_''' prefix.}}


===Shader C++ Files===
===Shader C++ Files===
Firstly, let's get the '''LightmappedGeneric''' shader familiar with the Parallax Corrected bounding boxes you stored in the material.
First, update the '''LightmappedGeneric''' shader to recognize the Parallax Corrected bounding boxes stored in the material.


====lightmappedgeneric_dx9_helper.h====
====lightmappedgeneric_dx9_helper.h====
Add the following lines to the end of the <code>LightmappedGeneric_DX9_Vars_t</code> struct (after the <code>int m_nOutlineEnd1;</code> member):
Add the following lines to the end of the <code>LightmappedGeneric_DX9_Vars_t</code> struct (after the <code>int m_nOutlineEnd1;</code> member):
<source lang="cpp">
<syntaxhighlight lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
int m_nEnvmapParallaxObb1;
int m_nEnvmapParallaxObb1;
Line 336: Line 329:
int m_nEnvmapParallaxObb3;
int m_nEnvmapParallaxObb3;
int m_nEnvmapOrigin;
int m_nEnvmapOrigin;
</source>
</syntaxhighlight>


====lightmappedgeneric_dx9.cpp====
====lightmappedgeneric_dx9.cpp====
As warned about before, we need to turn this into an SDK shader, since compiling a default '''LightmappedGeneric''' shader works, but you can't use it in-game. Change the line:
Add the following lines inside the  
<source lang="cpp">
<syntaxhighlight lang="cpp">
BEGIN_VS_SHADER( LightmappedGeneric,
"Help for LightmappedGeneric" )
</source>
 
to be:
<source lang="cpp">
BEGIN_VS_SHADER( SDK_LightmappedGeneric, "Help for SDK_LightmappedGeneric" )
</source>
 
Now we need the implementation file to populate these shader parameters. Add the following lines inside of the  
<source lang="cpp">
BEGIN_SHADER_PARAMS
BEGIN_SHADER_PARAMS
</source>
</syntaxhighlight>
 
block, after the  
block at the top of this file, after the  
<syntaxhighlight lang="cpp">
<source lang="cpp">
SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline")
SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline")
</source>
</syntaxhighlight>
 
line:
line:
<source lang="cpp">
<syntaxhighlight lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" )
Line 367: Line 347:
SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" )
SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" )
</source>
</syntaxhighlight>


If you did your homework in the [[Shader Authoring]] section, you'll know that this is defining the shader parameters inside of the material file. Now let's assign them to the struct's new members. In the same file, inside of the
In the same file, inside the
<source lang="cpp">
<syntaxhighlight lang="cpp">
void SetupVars( LightmappedGeneric_DX9_Vars_t& info )
void SetupVars( LightmappedGeneric_DX9_Vars_t& info )
</source>
</syntaxhighlight>
 
function, add the following lines at the end (after <code>info.m_nOutlineEnd1 = OUTLINEEND1;</code>):
function, add the following lines at the end of it (after the <code>info.m_nOutlineEnd1 = OUTLINEEND1;</code> line):
<syntaxhighlight lang="cpp">
<source lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
info.m_nEnvmapParallaxObb1 = ENVMAPPARALLAXOBB1;
info.m_nEnvmapParallaxObb1 = ENVMAPPARALLAXOBB1;
Line 381: Line 360:
info.m_nEnvmapParallaxObb3 = ENVMAPPARALLAXOBB3;
info.m_nEnvmapParallaxObb3 = ENVMAPPARALLAXOBB3;
info.m_nEnvmapOrigin = ENVMAPORIGIN;
info.m_nEnvmapOrigin = ENVMAPORIGIN;
</source>
</syntaxhighlight>
 
Great, now our shader's code knows about our patched parameters. But we still have to do stuff with them!


====lightmappedgeneric_dx9_helper.cpp====
====lightmappedgeneric_dx9_helper.cpp====
As mentioned before, again, we need to change some prefixes. For your includes, change the lines:
Inside
<source lang="cpp">
<syntaxhighlight lang="cpp">
#include "lightmappedgeneric_ps20.inc"
#include "lightmappedgeneric_vs20.inc"
#include "lightmappedgeneric_ps20b.inc"
</source>
 
to be:
<source lang="cpp">
#include "SDK_lightmappedgeneric_ps20.inc"
#include "SDK_lightmappedgeneric_vs20.inc"
#include "SDK_lightmappedgeneric_ps20b.inc"
</source>
 
You'll generate these in a bit, don't worry. But now this will cause some more issues further in the code! You'll need to replace all instances of the code of the default shader with your newly copied SDK one.
 
For example:
<source lang="cpp">
DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
</source>
 
to:
<source lang="cpp">
DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
</source>
 
'''DO IT FOR EVERY INSTANCE!''' Changing the imports will help when you come back to compile this module in a bit, as the old '''lightmappedgeneric_*''' shaders will be underlined red, as to help you find where you missed a specific spot.
 
Firstly, let's do a safety check. We need to ensure we have '''all''' the required components for the Parallax Corrected Cubemaps to work properly. Inside of
<source lang="cpp">
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
</source>  
</syntaxhighlight>
 
add the following lines after <code>InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );</code>:
near the top of this file, add the following lines of code to the (you guessed it) end of it, after the <code>InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );</code> line:
<syntaxhighlight lang="cpp">
<source lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
// Cubemap parallax correction requires all 4 lines (if the 2nd, 3rd, or 4th are undef, undef the first one (checking done on first var)
// Cubemap parallax correction requires all 4 lines (if the 2nd, 3rd, or 4th are undef, undef the first one (checking done on first var)
if ( !( params[info.m_nEnvmapParallaxObb2]->IsDefined() && params[info.m_nEnvmapParallaxObb3]->IsDefined() && params[info.m_nEnvmapOrigin]->IsDefined() ) )
if ( !( params[info.m_nEnvmapParallaxObb2]->IsDefined() && params[info.m_nEnvmapParallaxObb3]->IsDefined() && params[info.m_nEnvmapOrigin]->IsDefined() ) )
{
{
params[info.m_nEnvmapParallaxObb1]->SetUndefined();
params[info.m_nEnvmapParallaxObb1]->SetIntValue( 0 );
}
}
</source>
</syntaxhighlight>


This allows the parallax-correcting code to not run if there's some issue with your patched materials or something.
In the  
 
<syntaxhighlight lang="cpp">
Next, we need to tell the shader itself whether the above code we added returns true, and if so, to render the parallax corrected cubemap. Inside the  
<source lang="cpp">
void DrawLightmappedGeneric_DX9_Internal( ... )
void DrawLightmappedGeneric_DX9_Internal( ... )
</source>
</syntaxhighlight>
 
function, after
function, after the line
<syntaxhighlight lang="cpp">
<source lang="cpp">
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
</source>
</syntaxhighlight>
 
add:
add the following boolean declaration:
<syntaxhighlight lang="cpp">
<source lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
bool hasParallaxCorrection = params[info.m_nEnvmapParallaxObb1]->IsDefined();
bool hasParallaxCorrection = params[info.m_nEnvmapParallaxObb1]->GetType() == MATERIAL_VAR_TYPE_VECTOR;
</source>
</syntaxhighlight>


Now let's check this boolean. Further down this gargantuan function, we need to set the combo on the pixel shader. Inside of the
Within the <code>if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )</code> block, add before
<source lang="cpp">
<syntaxhighlight lang="cpp">
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
</source>
</syntaxhighlight>
 
the following:
block, add the following line '''BEFORE''' the
<syntaxhighlight lang="cpp">
<source lang="cpp">
SET_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20b );
</source>
 
line:
<source lang="cpp">
// Parallax cubemaps enabled for 2_0b and onwards
// Parallax cubemaps enabled for 2_0b and onwards
SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection );
SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection );
</source>
</syntaxhighlight>


If you're able to read, you can start to realize what we're going to do next: since Shader Model 2.0 was all the rage for the GoldSource days, and something like parallax corrected cubemaps is a little high-tech for it, we need to enable it only if the graphics card running the engine supports Shader Model 2.0b (and higher). So a little further in this mega-function, inside of the <code>else</code> statement for the code above, '''RIGHT BEFORE''' the line <code>SET_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );</code>, add the following:
In the <code>else</code> statement for the above, before <code>SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );</code>, add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, 0 ); // No parallax cubemaps with ps_2_0 :(
SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, 0 ); // No parallax cubemaps with ps_2_0 :(
</source>
</syntaxhighlight>
 
So now our pixel shader (which we're editing next section) knows whether or not it should handle the parallax corrected cubemaps.


Lastly, but certainly not least-ly (I mean come on we still haven't even edited the shader yet!), we need to send the pixel shader the proper value to use to display our parallax-corrected cubemap. So, even further down in this hulking hunk of hot garbage function, RIGHT BEFORE the <code>pContextData->m_SemiStaticCmdsOut.End();</code> line, add the following block of code:
Before <code>pContextData->m_SemiStaticCmdsOut.End();</code>, add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
if ( hasParallaxCorrection )
if ( hasParallaxCorrection )
Line 494: Line 430:
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 22, &matrix[0][0], 4 );
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 22, &matrix[0][0], 4 );
}
}
</source>
</syntaxhighlight>
 
Woo! Now our shader has the right data passed into it. Alright, time to put on your DirectX 8 hats, we're going in!


===The Shader Files===
===The Shader Files===
====lightmappedgeneric_ps2_3_x.h====
====lightmappedgeneric_ps2_3_x.h====
Now, I know what you're thinking. This isn't anywhere close to a shader file! It's a gosh dang C++ header file! But worry not, this file is included inside of the next file we edit, the actual shader source (FXC) file. So all of this code will actually get compiled into the shader, making it a shader source in disguise!
Below
 
<syntaxhighlight lang="cpp">
First things first, let's declare us some registers to snag up. If you're wondering why this shader doesn't work with Shader Model 2.0, here is why. Inside this file, right below
<source lang="cpp">
const float4 g_ShadowTweaks : register( c19 );
const float4 g_ShadowTweaks : register( c19 );
</source>
</syntaxhighlight>
 
add:
add:
<source lang="cpp">
<syntaxhighlight lang="cpp">
// Parallax cubemaps
// Parallax cubemaps
#if ( PARALLAXCORRECT )
#if ( PARALLAXCORRECT )
Line 514: Line 445:
const float4x4 g_ObbMatrix : register( c22 ); // Through c25
const float4x4 g_ObbMatrix : register( c22 ); // Through c25
#endif
#endif
</source>
</syntaxhighlight>


Don't worry about that <code>PARALLAXCORRECT</code>, it'll make sense in a bit.
Within the cubemap processing block, after <code>fresnel = fresnel * g_OneMinusFresnelReflection + g_FresnelReflection;</code>, add:
 
<syntaxhighlight lang="cpp">
Now, let's do the main shader math we need! We can skip further down the file, and find where cubemaps are processed, inside of the <code>if( bCubemap )</code> block, add the following block of code after the <code>fresnel = fresnel * g_OneMinusFresnelReflection + g_FresnelReflection;</code> line:
<source lang="cpp">
// Parallax correction (2_0b and beyond)
// Parallax correction (2_0b and beyond)
// Adapted from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
// Adapted from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
Line 538: Line 467:
#endif
#endif
#endif
#endif
</source>
</syntaxhighlight>
 
Wonderful. Our shader will now properly do fancy maths to parallax the cubemap based on the player's position. Onwards to the FXC file!
 
====A Shader By Any Other Name====
You'll then need to make a copy of these files:
<source lang="text">
lightmappedgeneric_ps2x.fxc
lightmappedgeneric_ps11.fxc
lightmappedgeneric_vs20.fxc
</source>


And then rename the copies to:
====lightmappedgeneric_ps2x.fxc====
<source lang="text">
After <code>// STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX]</code>, add:
SDK_lightmappedgeneric_ps2x.fxc
<syntaxhighlight lang="text">
SDK_lightmappedgeneric_ps11.fxc
SDK_lightmappedgeneric_vs20.fxc
</source>
 
====SDK_lightmappedgeneric_ps2x.fxc====
Heck yeah, here we go, shader file editing! Told you we'd get here! Alright, you ready? Brace yourself, these edits are ''such'' a doozy.
 
Add the following line, after <code>// STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX]</code>:
<source lang="text">
// STATIC: "PARALLAXCORRECT" "0..1"
// STATIC: "PARALLAXCORRECT" "0..1"
</source>
</syntaxhighlight>


This is declaring the static combo that our code from the previous section declares. But hold on tight, we still got more!
After <code>// SKIP ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )</code>, add:
 
<syntaxhighlight lang="text">
We need to optimize the shader to not compile under certain conditions. For example, when shadercompile is working on the Shader Model 2.0 version, we can tell it not to build the version with the Parallax Corrected Cubemaps inside of it. Similarly, if there isn't even a dang cubemap to begin with, we don't want the parallax-correcting code to run! So after the line <code>// SKIP ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )</code>, add:
<source lang="text">
// SKIP: $PARALLAXCORRECT && !$CUBEMAP
// SKIP: $PARALLAXCORRECT && !$CUBEMAP
// SKIP: $PARALLAXCORRECT [ps20]
// SKIP: $PARALLAXCORRECT [ps20]
</source>
</syntaxhighlight>
 
That's all there is to it! You can open your eyes now. Actually, hopefully, they were open for all of this tutorial, because otherwise, you will be getting ''very'' interesting results.


===Compile the Shader(s)===
===Compile the Shader(s)===
{{note|''Psst, if you need extra help with this section, look at the [[Source SDK 2013: Your First Shader|Your First Shader]] page, it's a pretty good resource for compiling shaders!''}}
Ensure the following shaders are listed in {{path|stdshader_dx9_20b|txt}} (or the custom game file):
<syntaxhighlight lang="text">
lightmappedgeneric_ps2x.fxc
lightmappedgeneric_ps11.fxc
lightmappedgeneric_vs20.fxc
</syntaxhighlight>


Now we need to compile the shader. Got some coffee to go make? Some meal to go prepare? Some arbitrary 30-minute task? Good! Compiling a custom '''LightmappedGeneric''' shader is going to take roughly that time. Any time you need to change anything with the shader, it'll take 30 minutes to fully recompile it! So, hopefully, this works on the first try.
Compile the shaders. This process may take a significant amount of time. Upon completion, the appropriate {{path|lightmappedgeneric_*|inc|icon=file}} and {{path|lightmappedgeneric_*|vcs|icon=file}} files will be generated. Copy these to the game's {{path|shaders/fxc/}} folder.


Inside of your '''stdshader_dx9_20b.txt''' file (or your custom game one, I don't judge), make sure that the following shaders are added:
With the new '''[[INC|.inc]]''' files, compile the {{path|game_shader_dx9|sln|icon=file}} project. The resulting {{path|game_shader_dx9|dll|icon=file}} should be copied to the game's {{path|bin/}} folder, alongside the server and client DLLs.
 
<source lang="text">
SDK_lightmappedgeneric_ps2x.fxc
SDK_lightmappedgeneric_ps11.fxc
SDK_lightmappedgeneric_vs20.fxc
</source>
 
Now, compile. Go do that task I was asking you about. It's gonna take a while because it's a Perl script compiling one of the more complex shaders, so it has a lot of combinations to go through. It's going to use all of your resources, too, so don't get spooked. Is it winter? Good, it'll warm up your room.
 
When it completes, it will generate the proper '''SDK_lightmappedgeneric_*.inc''' files that your code uses, and you should have your '''SDK_lightmappedgeneric_*.vcs''' files inside of the '''shaders/fxc/''' subdirectory. You can copy these over to your game's '''shaders/fxc/''' folder.
 
With your new '''.inc''' files, you should be able to compile the '''game_shader_dx9''' project. Ensure the naming of everything matches! If you are missing an '''SDK_*''' include, try looking for the file and make sure it's named properly! With the project compiled, you will have a nifty '''game_shader_dx9.dll''' to copy over to your game's '''bin/''' folder, alongside your server and client DLLs.


==What Next?==
==What Next?==
===Using the new SDK_LightmappedGeneric Shader===
Now, since Valve doesn't allow the SDK 2013 branch to override the default '''LightmappedGeneric''' shader, you're going to either need to stub the materialsystem and manually replace all of the shaders, or just create/copy VMTs that use the shader.


===The FGD File===
===The FGD File===
'''parallaxcubes.fgd:'''
{{CodeBlock|src=parallaxcubes.fgd
<source lang="text">
|<nowiki>@include "YOUR FGD HERE. THIS ONE WILL OVERRIDE THE REGULAR ENV_CUBEMAP ENTITY AND ALSO ADD THE PARALLAX_OBB ENTITY. ONLY INCLUDE THIS ONE IN HAMMER."
@include "YOUR FGD HERE. THIS ONE WILL OVERRIDE THE REGULAR ENV_CUBEMAP ENTITY AND ALSO ADD THE PARALLAX_OBB ENTITY. ONLY INCLUDE THIS ONE IN HAMMER."


@PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap :  
@PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap :  
Line 627: Line 523:
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
targetname(target_source) : "Name" : : "The name that other entities refer to this entity by."
]
]
</source>
</nowiki>}}


===(Optional) Test Map===
===(Optional) Test Map===
Creation of Parallax Corrected Cubemaps can be found in [[{{PAGENAME}}/Creation]] article.
Instructions for creating Parallax Corrected Cubemaps can be found in the [[{{PAGENAME}}/Creation]] article.


{{todo|Test Map coming soon}}
{{todo|Test Map coming soon}}


==Conclusion==
==Conclusion==
And that's it, try launching your mod to see if it works!
At this point, the mod should be ready to launch with parallax-corrected cubemaps enabled.
 
This is currently only tested on the SP branch of Source SDK 2013. The MP branch and Source SDK 2007 remain untested as of writing this article.

Latest revision as of 10:51, 14 October 2025

English (en)Français (fr)Русский (ru)Translate (Translate)
For the third-party Source brush entity responsible for setting cubemap boundaries, see parallax_obb.
For the Source 2 point entity responsible for both creating both the cubemap and parallax bounding box, see env_cubemap_box.
Comparison of PCC

Overview

Source's native cubemap implementation does not allow them to follow the player's perspective. While this is passable in most cases, tying the reflections to the player's view can increase realism, especially when using high-resolution reflections. A method to achieve this is called parallax correction.

Parallax-corrected cubemaps use a bounding box brush to bake their reflection based on a specified area around them, and a custom shader to make use of it.

This tutorial is based on the work of Brian Charles. A demonstration video can be found here: YouTube logo Parallax Corrected Cubemaps in the Source Engine.

The Code

First, the file

should be added to 🖿<src code directory>/src/utils/vbsp/.

Next, open the project solution (Fileeverything.sln) and navigate to 🖿/utils/vbsp/cubemap.cpp.

cubemap.cpp

Add the following below the SideHasCubemapAndWasntManuallyReferenced( int iSide ) function:

char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];

Then, modify the CubeMap_InsertSample( ... ) function declaration as follows:

void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr = "" )

At the top of the function body, add:

g_pParallaxObbStrs[g_nCubemapSamples] = pParallaxObbStr;

Update the PatchEnvmapForMaterialAndDependents( ... ) function declaration to:

static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, const PatchInfo_t &info, const char *pCubemapTexture, const char *pParallaxObbMatrix = "" )

Within the if ( pDependentMaterial ) statement, change the code to:

	bDependentMaterialPatched = PatchEnvmapForMaterialAndDependents( pDependentMaterial, info, pCubemapTexture, pParallaxObbMatrix );

Change

	MaterialPatchInfo_t pPatchInfo[2];

to:

	MaterialPatchInfo_t pPatchInfo[6];

Above the line

	char pDependentPatchedMaterialName[1024];

add:

	// Parallax cubemap matrix
	CUtlVector<char *> matRowList;
	if ( pParallaxObbMatrix[0] != '\0' )
	{
		V_SplitString( pParallaxObbMatrix, ";", matRowList );
	
		pPatchInfo[nPatchCount].m_pKey = "$envMapParallaxOBB1";
		pPatchInfo[nPatchCount].m_pValue = matRowList[0];
		++nPatchCount;
		pPatchInfo[nPatchCount].m_pKey = "$envMapParallaxOBB2";
		pPatchInfo[nPatchCount].m_pValue = matRowList[1];
		++nPatchCount;
		pPatchInfo[nPatchCount].m_pKey = "$envMapParallaxOBB3";
		pPatchInfo[nPatchCount].m_pValue = matRowList[2];
		++nPatchCount;
		pPatchInfo[nPatchCount].m_pKey = "$envMapOrigin";
		pPatchInfo[nPatchCount].m_pValue = matRowList[3];
		++nPatchCount;
	}

At the bottom of the function, change:

	CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_REPLACE );

to:

	CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_INSERT );

Then add:

	// Clean up parallax stuff
	matRowList.PurgeAndDeleteElements();

Update the Cubemap_CreateTexInfo( ... ) function declaration to:

static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3], int cubemapIndex )

After

	GeneratePatchedName( "c", info, false, pTextureName, 1024 );

add:

	// Append origin info if this cubemap has a parallax OBB
	char originAppendedString[1024] = "";
	if ( g_pParallaxObbStrs[cubemapIndex][0] != '\0' )
	{
		Q_snprintf( originAppendedString, 1024, "%s;[%d %d %d]", g_pParallaxObbStrs[cubemapIndex], origin[0], origin[1], origin[2] );
	}

Change

	if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName ) )

to:

	if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName, originAppendedString ) )

In the Cubemap_FixupBrushSidesMaterials( void ) function, change:

	pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin );

to:

	pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin, cubemapID );

In Cubemap_AttachDefaultCubemapToSpecularSides( void ), change:

	pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin );

to:

	pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin, iCubemap );

This completes the changes for 🖿cubemap.cpp.

vbsp.h

Change the declaration:

void Cubemap_InsertSample( const Vector& origin, int size );

to:

void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr );

Above that, add:

extern char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];

This completes the changes for 🖿vbsp.h.

map.cpp

At the top, add:

#include "matrixinvert.h"

In the LoadEntityCallback( ... ) function, after:

	const char *pSideListStr = ValueForKey( mapent, "sides" );

add:

	char *pParallaxObbStr = ValueForKey( mapent, "parallaxobb" );

Replace:

	Cubemap_InsertSample( mapent->origin, size );

with:

	Cubemap_InsertSample( mapent->origin, size, pParallaxObbStr );

After the closing bracket of the if statement, add:

	//
	// parallax_obb brushes are removed after the transformation matrix is found and saved into 
	// the entity's data (ent will be removed after data transferred to patched materials)
	//
	if ( !strcmp( "parallax_obb", pClassName ) )
	{
		matrix3x4_t obbMatrix, invObbMatrix;
		SetIdentityMatrix( obbMatrix );
		SetIdentityMatrix( invObbMatrix );

		// Get corner and its 3 edges (scaled, local x, y, and z axes)
		mapbrush_t *brush = &mapbrushes[mapent->firstbrush];
		Vector corner, x, y, z;

		// Find first valid winding (with these whiles, if not enough valid windings then identity matrix is passed through to VMTs)
		int i = 0;
		while ( i < brush->numsides )
		{
			winding_t *wind = brush->original_sides[i].winding;
			if ( !wind )
			{
				i++;
				continue;
			}

			corner = wind->p[0];
			y = wind->p[1] - corner;
			z = wind->p[3] - corner;
			x = CrossProduct( y, z ).Normalized();

			i++;
			break;
		}

		// Skip second valid winding (opposite face from first, unusable for finding Z's length)
		while ( i < brush->numsides )
		{
			winding_t *wind = brush->original_sides[i].winding;
			if ( !wind )
			{
				i++;
				continue;
			}
			i++;
			break;
		}

		// Find third valid winding
		while ( i < brush->numsides )
		{
			winding_t *wind = brush->original_sides[i].winding;
			if ( !wind )
			{
				i++;
				continue;
			}

			// Find length of X
			// Start with diagonal, then scale X by the projection of diag onto X
			Vector diag = wind->p[0] - wind->p[2];
			x *= abs( DotProduct( diag, x ) );

			// Build transformation matrix (what is needed to turn a [0,0,0] - [1,1,1] cube into this brush)
			MatrixSetColumn( x, 0, obbMatrix );
			MatrixSetColumn( y, 1, obbMatrix );
			MatrixSetColumn( z, 2, obbMatrix );
			MatrixSetColumn( corner, 3, obbMatrix );

			// Find inverse (we need the world to local matrix, "transformationmatrix" is kind of a misnomer)
			MatrixInversion( obbMatrix, invObbMatrix );
			break;
		}
			
		char szMatrix[1024];
		Q_snprintf( szMatrix, 1024, "[%f %f %f %f];[%f %f %f %f];[%f %f %f %f]", invObbMatrix[0][0], invObbMatrix[0][1], invObbMatrix[0][2], invObbMatrix[0][3], invObbMatrix[1][0], invObbMatrix[1][1], invObbMatrix[1][2], invObbMatrix[1][3], invObbMatrix[2][0], invObbMatrix[2][1], invObbMatrix[2][2], invObbMatrix[2][3] );
		SetKeyValue( mapent, "transformationmatrix", szMatrix );

		return ( ChunkFile_Ok );
	}

In the LoadMapFile( ... ) function, after:

	g_LoadingMap->CheckForInstances( pszFileName );

add:

	if ( g_MainMap == g_LoadingMap )
	{
		// Fill out parallax obb matrix array
		for ( int i = 0; i < g_nCubemapSamples; i++ )
		{
			if ( g_pParallaxObbStrs[i][0] != '\0' )
			{
				entity_t *obbEnt = EntityByName( g_pParallaxObbStrs[i] );
				g_pParallaxObbStrs[i] = ValueForKey( obbEnt, "transformationmatrix" );
			}
		}
		
		// Remove parallax_obb entities (in a nice slow linear search)
		for ( int i = 0; i < g_MainMap->num_entities; i++ )
		{
			entity_t *mapent = &g_MainMap->entities[i];
			const char *pClassName = ValueForKey( mapent, "classname" );
			if ( !strcmp( "parallax_obb", pClassName ) )
			{
				mapent->numbrushes = 0;
				mapent->epairs = NULL;
			}
		}
	}

This completes the changes for 🖿map.cpp.

The VBSP VBSP project should now compile without errors. If errors occur, review the changes for accuracy.

Once vbsp.exe is compiled, move it to the game's 🖿bin/ folder (not the mod's bin/; the game's - typically the same one where Hammer is located).

Warning.pngWarning:Steam often replaces custom vbsp.exe with its original version whenever it verifies the file integrity of the game.
PlacementTip.pngWorkaround:To prevent the loss of the custom vbsp.exe, rename it, then point to it in Hammer's game configuration.

The Shaders

The Parallax Corrected Cubemaps that are now patched into materials require a custom LightmappedGeneric shader for proper display.

To edit shaders, open the Fileeverything.sln file.

Warning.pngWarning:This section is the lengthiest and most tedious, due to the need to compile a custom LightmappedGeneric shader, which can take upwards of 30 minutes per compile, even on high-end computers.
Note.pngNote:It is recommended to follow the Shader Authoring tutorial to become familiar with shader compilation. This tutorial assumes a basic understanding of that process.

Shader C++ Files

First, update the LightmappedGeneric shader to recognize the Parallax Corrected bounding boxes stored in the material.

lightmappedgeneric_dx9_helper.h

Add the following lines to the end of the LightmappedGeneric_DX9_Vars_t struct (after the int m_nOutlineEnd1; member):

	// Parallax cubemaps
	int m_nEnvmapParallaxObb1;
	int m_nEnvmapParallaxObb2;
	int m_nEnvmapParallaxObb3;
	int m_nEnvmapOrigin;

lightmappedgeneric_dx9.cpp

Add the following lines inside the

BEGIN_SHADER_PARAMS

block, after the

	SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline")

line:

	// Parallax cubemaps
	SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" )
	SHADER_PARAM( ENVMAPPARALLAXOBB2, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "The second line of the parallax correction OBB matrix" )
	SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" )
	SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" )

In the same file, inside the

void SetupVars( LightmappedGeneric_DX9_Vars_t& info )

function, add the following lines at the end (after info.m_nOutlineEnd1 = OUTLINEEND1;):

	// Parallax cubemaps
	info.m_nEnvmapParallaxObb1 = ENVMAPPARALLAXOBB1;
	info.m_nEnvmapParallaxObb2 = ENVMAPPARALLAXOBB2;
	info.m_nEnvmapParallaxObb3 = ENVMAPPARALLAXOBB3;
	info.m_nEnvmapOrigin = ENVMAPORIGIN;

lightmappedgeneric_dx9_helper.cpp

Inside

void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )

add the following lines after InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );:

	// Parallax cubemaps
	// Cubemap parallax correction requires all 4 lines (if the 2nd, 3rd, or 4th are undef, undef the first one (checking done on first var)
	if ( !( params[info.m_nEnvmapParallaxObb2]->IsDefined() && params[info.m_nEnvmapParallaxObb3]->IsDefined() && params[info.m_nEnvmapOrigin]->IsDefined() ) )
	{
		params[info.m_nEnvmapParallaxObb1]->SetIntValue( 0 );
	}

In the

void DrawLightmappedGeneric_DX9_Internal( ... )

function, after

	bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );

add:

	// Parallax cubemaps
	bool hasParallaxCorrection = params[info.m_nEnvmapParallaxObb1]->GetType() == MATERIAL_VAR_TYPE_VECTOR;

Within the if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) block, add before

	SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );

the following:

	// Parallax cubemaps enabled for 2_0b and onwards
	SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection );

In the else statement for the above, before SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );, add:

	// Parallax cubemaps
	SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, 0 ); // No parallax cubemaps with ps_2_0 :(

Before pContextData->m_SemiStaticCmdsOut.End();, add:

	// Parallax cubemaps
	if ( hasParallaxCorrection )
	{
		pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 21, params[info.m_nEnvmapOrigin]->GetVecValue() );

		float *vecs[3];
		vecs[0] = const_cast<float *>( params[info.m_nEnvmapParallaxObb1]->GetVecValue() );
		vecs[1] = const_cast<float *>( params[info.m_nEnvmapParallaxObb2]->GetVecValue() );
		vecs[2] = const_cast<float *>( params[info.m_nEnvmapParallaxObb3]->GetVecValue() );
		float matrix[4][4];
		for ( int i = 0; i < 3; i++ )
		{
			for ( int j = 0; j < 4; j++ )
			{
				matrix[i][j] = vecs[i][j];
			}
		}
		matrix[3][0] = matrix[3][1] = matrix[3][2] = 0;
		matrix[3][3] = 1;
		pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 22, &matrix[0][0], 4 );
	}

The Shader Files

lightmappedgeneric_ps2_3_x.h

Below

const float4 g_ShadowTweaks : register( c19 );

add:

// Parallax cubemaps
#if ( PARALLAXCORRECT )
const float3 g_CubemapPos : register( c21 );
const float4x4 g_ObbMatrix : register( c22 ); // Through c25
#endif

Within the cubemap processing block, after fresnel = fresnel * g_OneMinusFresnelReflection + g_FresnelReflection;, add:

	// Parallax correction (2_0b and beyond)
	// Adapted from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
#if !( defined( SHADER_MODEL_PS_1_1 ) || defined( SHADER_MODEL_PS_1_4 ) || defined( SHADER_MODEL_PS_2_0 ) )
#if ( PARALLAXCORRECT )
	float3 worldPos = i.worldPos_projPosZ.xyz;
	float3 positionLS = mul( float4( worldPos, 1 ), g_ObbMatrix );
	float3 rayLS = mul( reflectVect, (float3x3)g_ObbMatrix );

	float3 firstPlaneIntersect = ( float3( 1.0f, 1.0f, 1.0f ) - positionLS ) / rayLS;
	float3 secondPlaneIntersect = ( -positionLS ) / rayLS;
	float3 furthestPlane = max( firstPlaneIntersect, secondPlaneIntersect );
	float distance = min( furthestPlane.x, min( furthestPlane.y, furthestPlane.z ) );

	// Use distance in WS directly to recover intersection
	float3 intersectPositionWS = worldPos + reflectVect * distance;
	reflectVect = intersectPositionWS - g_CubemapPos;
#endif
#endif

lightmappedgeneric_ps2x.fxc

After // STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX], add:

// STATIC: "PARALLAXCORRECT" "0..1"

After // SKIP ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 ), add:

// SKIP: $PARALLAXCORRECT && !$CUBEMAP
// SKIP: $PARALLAXCORRECT [ps20]

Compile the Shader(s)

Ensure the following shaders are listed in 🖿stdshader_dx9_20b.txt (or the custom game file):

lightmappedgeneric_ps2x.fxc
lightmappedgeneric_ps11.fxc
lightmappedgeneric_vs20.fxc

Compile the shaders. This process may take a significant amount of time. Upon completion, the appropriate Filelightmappedgeneric_*.inc and Filelightmappedgeneric_*.vcs files will be generated. Copy these to the game's 🖿shaders/fxc/ folder.

With the new .inc files, compile the Filegame_shader_dx9.sln project. The resulting Filegame_shader_dx9.dll should be copied to the game's 🖿bin/ folder, alongside the server and client DLLs.

What Next?

The FGD File

parallaxcubes.fgd
@include "YOUR FGD HERE. THIS ONE WILL OVERRIDE THE REGULAR ENV_CUBEMAP ENTITY AND ALSO ADD THE PARALLAX_OBB ENTITY. ONLY INCLUDE THIS ONE IN HAMMER." @PointClass color(0 0 255) sidelist(sides) iconsprite("editor/env_cubemap.vmt") = env_cubemap : "An entity that creates a sample point for the Cubic Environment Map." [ cubemapsize(choices) : "Cubemap Size" : 0 = [ 0 : "Default" 1 : "1x1" 2 : "2x2" 3 : "4x4" 4 : "8x8" 5 : "16x16" 6 : "32x32" 7 : "64x64" 8 : "128x128" 9 : "256x256" ] sides(sidelist) : "Brush faces": : "(Optional) Brushes faces to directly attach to the env_cubemap. Press Pick then click on faces in the 3D View to select them. Use CTRL while clicking to add or remove from the selection." parallaxobb(target_destination) : "Cubemap Bounds" : : "(Optional) assigns this cubemap a bounding box for parallax correction (brush entity tied to parallax_obb)." ] @SolidClass = parallax_obb [ targetname(target_source) : "Name" : : "The name that other entities refer to this entity by." ]

(Optional) Test Map

Instructions for creating Parallax Corrected Cubemaps can be found in the Parallax Corrected Cubemaps/Creation article.

Todo: Test Map coming soon

Conclusion

At this point, the mod should be ready to launch with parallax-corrected cubemaps enabled.