[ioquake3] 44/59: OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Simon McVittie
smcv at debian.org
Wed Sep 21 19:57:09 UTC 2016
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to branch debian/master
in repository ioquake3.
commit 4faf1008a058e589ea97a182d5590ac737420ca2
Author: SmileTheory <SmileTheory at gmail.com>
Date: Wed Sep 14 02:59:54 2016 -0700
OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
---
code/renderergl2/tr_backend.c | 3 --
code/renderergl2/tr_bsp.c | 11 -------
code/renderergl2/tr_image.c | 4 ---
code/renderergl2/tr_init.c | 2 --
code/renderergl2/tr_local.h | 4 ---
code/renderergl2/tr_main.c | 10 +-----
code/renderergl2/tr_scene.c | 6 ----
code/renderergl2/tr_shade.c | 72 +++++++++++++------------------------------
code/renderergl2/tr_shader.c | 6 ++--
code/renderergl2/tr_sky.c | 2 +-
opengl2-readme.md | 10 ++----
11 files changed, 31 insertions(+), 99 deletions(-)
diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c
index 82a353d..5c349de 100644
--- a/code/renderergl2/tr_backend.c
+++ b/code/renderergl2/tr_backend.c
@@ -712,9 +712,6 @@ void RB_SetGL2D (void) {
// set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds();
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
-
- // reset color scaling
- backEnd.refdef.colorScale = 1.0f;
}
diff --git a/code/renderergl2/tr_bsp.c b/code/renderergl2/tr_bsp.c
index 8b923c3..8f56de8 100644
--- a/code/renderergl2/tr_bsp.c
+++ b/code/renderergl2/tr_bsp.c
@@ -105,11 +105,7 @@ static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
int shift, r, g, b;
// shift the color data based on overbright range
-#if defined(USE_OVERBRIGHT)
shift = r_mapOverBrightBits->integer - tr.overbrightBits;
-#else
- shift = 0;
-#endif
// shift the data based on overbright range
r = in[0] << shift;
@@ -144,9 +140,7 @@ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
{
float r, g, b;
-#if defined(USE_OVERBRIGHT)
scale *= 1 << (r_mapOverBrightBits->integer - tr.overbrightBits);
-#endif
r = in[0] * scale;
g = in[1] * scale;
@@ -2686,11 +2680,7 @@ void R_LoadLightGrid( lump_t *l ) {
if (hdrLightGrid)
{
-#if defined(USE_OVERBRIGHT)
float lightScale = 1 << (r_mapOverBrightBits->integer - tr.overbrightBits);
-#else
- float lightScale = 1.0f;
-#endif
//ri.Printf(PRINT_ALL, "found!\n");
@@ -3165,7 +3155,6 @@ void RE_LoadWorldMap( const char *name ) {
}
// set default map light scale
- tr.mapLightScale = 1.0f;
tr.sunShadowScale = 0.5f;
// set default sun direction to be used if it isn't
diff --git a/code/renderergl2/tr_image.c b/code/renderergl2/tr_image.c
index 95989b9..3e8099a 100644
--- a/code/renderergl2/tr_image.c
+++ b/code/renderergl2/tr_image.c
@@ -2845,11 +2845,7 @@ void R_SetColorMappings( void ) {
int inf;
// setup the overbright lighting
-#if defined(USE_OVERBRIGHT)
tr.overbrightBits = r_overBrightBits->integer;
-#else
- tr.overbrightBits = 0;
-#endif
// allow 2 overbright bits
if ( tr.overbrightBits > 2 ) {
diff --git a/code/renderergl2/tr_init.c b/code/renderergl2/tr_init.c
index 8809039..30803e2 100644
--- a/code/renderergl2/tr_init.c
+++ b/code/renderergl2/tr_init.c
@@ -155,7 +155,6 @@ cvar_t *r_imageUpsampleMaxSize;
cvar_t *r_imageUpsampleType;
cvar_t *r_genNormalMaps;
cvar_t *r_forceSun;
-cvar_t *r_forceSunMapLightScale;
cvar_t *r_forceSunLightScale;
cvar_t *r_forceSunAmbientScale;
cvar_t *r_sunlightMode;
@@ -1245,7 +1244,6 @@ void R_Register( void )
r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT );
- r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "1.0", CVAR_CHEAT );
r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "1.0", CVAR_CHEAT );
r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.5", CVAR_CHEAT );
r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/code/renderergl2/tr_local.h b/code/renderergl2/tr_local.h
index a2707cb..09e70d2 100644
--- a/code/renderergl2/tr_local.h
+++ b/code/renderergl2/tr_local.h
@@ -56,7 +56,6 @@ typedef unsigned int glIndex_t;
#define PSHADOW_MAP_SIZE 512
#define USE_VERT_TANGENT_SPACE
-#define USE_OVERBRIGHT
typedef struct cubemap_s {
char name[MAX_QPATH];
@@ -761,7 +760,6 @@ typedef struct {
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
- float colorScale;
float autoExposureMinMax[2];
float toneMinAvgMaxLinear[3];
@@ -1608,7 +1606,6 @@ typedef struct {
int viewCluster;
- float mapLightScale;
float sunShadowScale;
qboolean sunShadows;
@@ -1801,7 +1798,6 @@ extern cvar_t *r_imageUpsampleMaxSize;
extern cvar_t *r_imageUpsampleType;
extern cvar_t *r_genNormalMaps;
extern cvar_t *r_forceSun;
-extern cvar_t *r_forceSunMapLightScale;
extern cvar_t *r_forceSunLightScale;
extern cvar_t *r_forceSunAmbientScale;
extern cvar_t *r_sunlightMode;
diff --git a/code/renderergl2/tr_main.c b/code/renderergl2/tr_main.c
index 3576079..ddbbf90 100644
--- a/code/renderergl2/tr_main.c
+++ b/code/renderergl2/tr_main.c
@@ -2551,7 +2551,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
{
refdef_t refdef;
viewParms_t parms;
- float oldColorScale = tr.refdef.colorScale;
memset( &refdef, 0, sizeof( refdef ) );
refdef.rdflags = 0;
@@ -2629,7 +2628,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
scale = directed[0] + directed[1] + directed[2] + ambient[0] + ambient[1] + ambient[2] + 1.0f;
- tr.refdef.colorScale = 1.0f; //766.0f / scale;
// only print message for first side
if (scale < 1.0001f && cubemapSide == 0)
{
@@ -2670,12 +2668,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
R_RenderView(&parms);
- if (subscene)
- {
- tr.refdef.colorScale = oldColorScale;
- }
- else
- {
+ if (!subscene)
RE_EndScene();
- }
}
diff --git a/code/renderergl2/tr_scene.c b/code/renderergl2/tr_scene.c
index 410f81e..2d039e7 100644
--- a/code/renderergl2/tr_scene.c
+++ b/code/renderergl2/tr_scene.c
@@ -329,18 +329,12 @@ void RE_BeginScene(const refdef_t *fd)
VectorCopy(tr.sunDirection, tr.refdef.sunDir);
if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
- tr.refdef.colorScale = 1.0f;
VectorSet(tr.refdef.sunCol, 0, 0, 0);
VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
}
else
{
-#if defined(USE_OVERBRIGHT)
- float scale = (1 << (r_mapOverBrightBits->integer - tr.overbrightBits)) / 255.0f;
-#else
float scale = (1 << r_mapOverBrightBits->integer) / 255.0f;
-#endif
- tr.refdef.colorScale = r_forceSun->integer ? r_forceSunMapLightScale->value : tr.mapLightScale;
if (r_forceSun->integer)
VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c
index 1cfc42d..705f5d0 100644
--- a/code/renderergl2/tr_shade.c
+++ b/code/renderergl2/tr_shade.c
@@ -446,18 +446,16 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
|| ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
|| ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)
|| ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);
- qboolean isWorldDraw = !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL);
- float scale = 1.0f;
-#if defined(USE_OVERBRIGHT)
- float exactLight = 1.0f;
-#else
- float exactLight = (isBlend || !isWorldDraw) ? 1.0f : (float)(1 << r_mapOverBrightBits->integer);
-#endif
+ qboolean is2DDraw = backEnd.currentEntity == &backEnd.entity2D;
+
+ float overbright = (isBlend || is2DDraw) ? 1.0f : (float)(1 << tr.overbrightBits);
+
+ fog_t *fog;
baseColor[0] =
baseColor[1] =
- baseColor[2] = exactLight;
+ baseColor[2] =
baseColor[3] = 1.0f;
vertColor[0] =
@@ -470,11 +468,6 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
//
switch ( pStage->rgbGen )
{
- case CGEN_IDENTITY_LIGHTING:
- baseColor[0] =
- baseColor[1] =
- baseColor[2] = tr.identityLight;
- break;
case CGEN_EXACT_VERTEX:
case CGEN_EXACT_VERTEX_LIT:
baseColor[0] =
@@ -484,7 +477,7 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
vertColor[0] =
vertColor[1] =
- vertColor[2] = exactLight;
+ vertColor[2] = overbright;
vertColor[3] = 1.0f;
break;
case CGEN_CONST:
@@ -494,47 +487,33 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
baseColor[3] = pStage->constantColor[3] / 255.0f;
break;
case CGEN_VERTEX:
- baseColor[0] =
+ case CGEN_VERTEX_LIT:
+ baseColor[0] =
baseColor[1] =
baseColor[2] =
baseColor[3] = 0.0f;
vertColor[0] =
vertColor[1] =
- vertColor[2] = tr.identityLight;
+ vertColor[2] =
vertColor[3] = 1.0f;
break;
- case CGEN_VERTEX_LIT:
- baseColor[0] =
- baseColor[1] =
- baseColor[2] =
- baseColor[3] = 0.0f;
-
- vertColor[0] =
- vertColor[1] =
- vertColor[2] =
- vertColor[3] = tr.identityLight;
- break;
case CGEN_ONE_MINUS_VERTEX:
baseColor[0] =
baseColor[1] =
- baseColor[2] = tr.identityLight;
+ baseColor[2] = 1.0f;
vertColor[0] =
vertColor[1] =
- vertColor[2] = -tr.identityLight;
+ vertColor[2] = -1.0f;
break;
case CGEN_FOG:
- {
- fog_t *fog;
+ fog = tr.world->fogs + tess.fogNum;
- fog = tr.world->fogs + tess.fogNum;
-
- baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
- baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
- baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
- baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
- }
+ baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
+ baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
+ baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
+ baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
break;
case CGEN_WAVEFORM:
baseColor[0] =
@@ -561,6 +540,11 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
break;
case CGEN_IDENTITY:
case CGEN_LIGHTING_DIFFUSE:
+ baseColor[0] =
+ baseColor[1] =
+ baseColor[2] = overbright;
+ break;
+ case CGEN_IDENTITY_LIGHTING:
case CGEN_BAD:
break;
}
@@ -611,18 +595,6 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
break;
}
- if (tr.overbrightBits && !isBlend)
- scale *= 1 << tr.overbrightBits;
-
- if ((backEnd.refdef.colorScale != 1.0f) && !isBlend && isWorldDraw)
- scale *= backEnd.refdef.colorScale;
-
- if (scale != 1.0f)
- {
- VectorScale(baseColor, scale, baseColor);
- VectorScale(vertColor, scale, vertColor);
- }
-
// FIXME: find some way to implement this.
#if 0
// if in greyscale rendering mode turn all color values into greyscale.
diff --git a/code/renderergl2/tr_shader.c b/code/renderergl2/tr_shader.c
index 0ef9021..4da8a0b 100644
--- a/code/renderergl2/tr_shader.c
+++ b/code/renderergl2/tr_shader.c
@@ -1827,10 +1827,12 @@ static qboolean ParseShader( char **text )
if (isGL2Sun)
{
token = COM_ParseExt( text, qfalse );
- tr.mapLightScale = atof(token);
+ tr.sunShadowScale = atof(token);
+ // parse twice, since older shaders may include mapLightScale before sunShadowScale
token = COM_ParseExt( text, qfalse );
- tr.sunShadowScale = atof(token);
+ if (token[0])
+ tr.sunShadowScale = atof(token);
}
SkipRestOfLine( text );
diff --git a/code/renderergl2/tr_sky.c b/code/renderergl2/tr_sky.c
index cc6b9cd..3b4e860 100644
--- a/code/renderergl2/tr_sky.c
+++ b/code/renderergl2/tr_sky.c
@@ -448,7 +448,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
color[0] =
color[1] =
- color[2] = backEnd.refdef.colorScale;
+ color[2] =
color[3] = 1.0f;
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
diff --git a/opengl2-readme.md b/opengl2-readme.md
index bbddc36..857a460 100644
--- a/opengl2-readme.md
+++ b/opengl2-readme.md
@@ -264,10 +264,6 @@ Cvars for the sunlight and cascaded shadow maps:
1 - Do.
2 - Sunrise, sunset.
-* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor
- when r_forceSun 1.
- 1.0 - Default
-
* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor
when r_forceSun 1.
1.0 - Default
@@ -506,7 +502,7 @@ and is the equivalent for 'exactVertex'.
This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
- q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <mapLightScale> <ambientLightScale>
+ q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <shadowScale>
Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
and the last two indicate scaling factors for the map brightness and an ambient
@@ -527,7 +523,7 @@ There are currently two ways to use this in your own (and other people's) maps.
surfaceparm nolightmap
surfaceparm sky
q3map_sunExt 240 238 200 100 195 35 3 16
- q3gl2_sun 240 238 200 50 195 35 1.0 0.2
+ q3gl2_sun 240 238 200 50 195 35 0.2
q3map_skylight 50 16
q3map_lightimage $whiteimage
@@ -550,7 +546,7 @@ There are currently two ways to use this in your own (and other people's) maps.
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
- q3gl2_sun 240 238 200 50 195 35 0.5 0.2
+ q3gl2_sun 240 238 200 50 195 35 0.2
q3map_skylight 50 16
q3map_lightimage $whiteimage
--
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