[iortcw] 115/152: All: Rend2: Remove map color scaling and r_forceSunMapLightScale
Simon McVittie
smcv at debian.org
Fri Sep 8 10:40:21 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to annotated tag 1.5a
in repository iortcw.
commit fec857dafe6c906beafc401d36fa57314d999d34
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Fri Sep 16 18:14:26 2016 -0400
All: Rend2: Remove map color scaling and r_forceSunMapLightScale
Also simplify overbright code in ComputeShaderColors()
---
MP/code/rend2/tr_backend.c | 3 --
MP/code/rend2/tr_bsp.c | 12 +-------
MP/code/rend2/tr_image.c | 4 ---
MP/code/rend2/tr_init.c | 2 --
MP/code/rend2/tr_local.h | 4 ---
MP/code/rend2/tr_main.c | 10 +------
MP/code/rend2/tr_scene.c | 6 ----
MP/code/rend2/tr_shade.c | 73 ++++++++++++++--------------------------------
MP/code/rend2/tr_shader.c | 6 ++--
MP/code/rend2/tr_sky.c | 4 +--
MP/rend2-readme.md | 10 ++-----
SP/code/rend2/tr_backend.c | 3 --
SP/code/rend2/tr_bsp.c | 11 -------
SP/code/rend2/tr_image.c | 4 ---
SP/code/rend2/tr_init.c | 2 --
SP/code/rend2/tr_local.h | 4 ---
SP/code/rend2/tr_main.c | 10 +------
SP/code/rend2/tr_scene.c | 6 ----
SP/code/rend2/tr_shade.c | 71 +++++++++++++-------------------------------
SP/code/rend2/tr_shader.c | 6 ++--
SP/code/rend2/tr_sky.c | 4 +--
SP/rend2-readme.md | 10 ++-----
22 files changed, 64 insertions(+), 201 deletions(-)
diff --git a/MP/code/rend2/tr_backend.c b/MP/code/rend2/tr_backend.c
index dcd2a69..8662635 100644
--- a/MP/code/rend2/tr_backend.c
+++ b/MP/code/rend2/tr_backend.c
@@ -786,9 +786,6 @@ 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/MP/code/rend2/tr_bsp.c b/MP/code/rend2/tr_bsp.c
index 3d1f0df..4f016c2 100644
--- a/MP/code/rend2/tr_bsp.c
+++ b/MP/code/rend2/tr_bsp.c
@@ -111,11 +111,7 @@ 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;
@@ -149,9 +145,7 @@ 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;
@@ -3035,11 +3029,8 @@ 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");
if (size != sizeof(float) * 6 * numGridPoints)
@@ -3518,7 +3509,6 @@ 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/MP/code/rend2/tr_image.c b/MP/code/rend2/tr_image.c
index 54bb371..122e436 100644
--- a/MP/code/rend2/tr_image.c
+++ b/MP/code/rend2/tr_image.c
@@ -3018,11 +3018,7 @@ 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/MP/code/rend2/tr_init.c b/MP/code/rend2/tr_init.c
index 0250ee7..540d128 100644
--- a/MP/code/rend2/tr_init.c
+++ b/MP/code/rend2/tr_init.c
@@ -174,7 +174,6 @@ 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;
@@ -1370,7 +1369,6 @@ 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_ARCHIVE );
- 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/MP/code/rend2/tr_local.h b/MP/code/rend2/tr_local.h
index b55edd7..c4ffdc2 100644
--- a/MP/code/rend2/tr_local.h
+++ b/MP/code/rend2/tr_local.h
@@ -58,7 +58,6 @@ typedef unsigned int glIndex_t;
#define PSHADOW_MAP_SIZE 512
#define USE_VERT_TANGENT_SPACE
-#define USE_OVERBRIGHT
// a trRefEntity_t has all the information passed in by
// the client game, as well as some locally derived info
@@ -855,7 +854,6 @@ typedef struct {
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
- float colorScale;
float autoExposureMinMax[2];
float toneMinAvgMaxLinear[3];
@@ -1741,7 +1739,6 @@ typedef struct {
int viewCluster;
- float mapLightScale;
float sunShadowScale;
qboolean sunShadows;
@@ -1998,7 +1995,6 @@ 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/MP/code/rend2/tr_main.c b/MP/code/rend2/tr_main.c
index a304455..e198528 100644
--- a/MP/code/rend2/tr_main.c
+++ b/MP/code/rend2/tr_main.c
@@ -2750,7 +2750,6 @@ 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;
@@ -2828,7 +2827,6 @@ 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)
{
@@ -2869,13 +2867,7 @@ 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/MP/code/rend2/tr_scene.c b/MP/code/rend2/tr_scene.c
index 07cb46c..15d98b2 100644
--- a/MP/code/rend2/tr_scene.c
+++ b/MP/code/rend2/tr_scene.c
@@ -445,18 +445,12 @@ 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/MP/code/rend2/tr_shade.c b/MP/code/rend2/tr_shade.c
index c364638..07037f6 100644
--- a/MP/code/rend2/tr_shade.c
+++ b/MP/code/rend2/tr_shade.c
@@ -481,18 +481,16 @@ 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] =
@@ -505,11 +503,6 @@ 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] =
@@ -519,7 +512,7 @@ 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:
@@ -529,47 +522,32 @@ 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;
-
- 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;
- }
+ 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;
break;
case CGEN_WAVEFORM:
baseColor[0] =
@@ -596,6 +574,11 @@ 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;
}
@@ -654,18 +637,6 @@ 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/MP/code/rend2/tr_shader.c b/MP/code/rend2/tr_shader.c
index e6abba6..876c35b 100644
--- a/MP/code/rend2/tr_shader.c
+++ b/MP/code/rend2/tr_shader.c
@@ -1775,10 +1775,12 @@ 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/MP/code/rend2/tr_sky.c b/MP/code/rend2/tr_sky.c
index 550ee11..53086bc 100644
--- a/MP/code/rend2/tr_sky.c
+++ b/MP/code/rend2/tr_sky.c
@@ -461,7 +461,7 @@ 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);
@@ -578,7 +578,7 @@ static void DrawSkySideInner( struct image_s *image, const int mins[2], const in
color[0] =
color[1] =
- color[2] = backEnd.refdef.colorScale;
+ color[2] =
color[3] = 1.0f;
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
diff --git a/MP/rend2-readme.md b/MP/rend2-readme.md
index 9493631..184833c 100644
--- a/MP/rend2-readme.md
+++ b/MP/rend2-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> <ambientLightScale>
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
diff --git a/SP/code/rend2/tr_backend.c b/SP/code/rend2/tr_backend.c
index e5a7d08..e264247 100644
--- a/SP/code/rend2/tr_backend.c
+++ b/SP/code/rend2/tr_backend.c
@@ -1136,9 +1136,6 @@ 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/SP/code/rend2/tr_bsp.c b/SP/code/rend2/tr_bsp.c
index 4e4fc37..f685e74 100644
--- a/SP/code/rend2/tr_bsp.c
+++ b/SP/code/rend2/tr_bsp.c
@@ -111,11 +111,7 @@ 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;
@@ -149,9 +145,7 @@ 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;
@@ -3024,11 +3018,7 @@ 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");
@@ -3506,7 +3496,6 @@ 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/SP/code/rend2/tr_image.c b/SP/code/rend2/tr_image.c
index 9fd2fb5..e6b3b80 100644
--- a/SP/code/rend2/tr_image.c
+++ b/SP/code/rend2/tr_image.c
@@ -3028,11 +3028,7 @@ 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/SP/code/rend2/tr_init.c b/SP/code/rend2/tr_init.c
index c5ecc71..f539ba2 100644
--- a/SP/code/rend2/tr_init.c
+++ b/SP/code/rend2/tr_init.c
@@ -179,7 +179,6 @@ 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;
@@ -1393,7 +1392,6 @@ 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_ARCHIVE );
- 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/SP/code/rend2/tr_local.h b/SP/code/rend2/tr_local.h
index 2bd9754..66b3ee5 100644
--- a/SP/code/rend2/tr_local.h
+++ b/SP/code/rend2/tr_local.h
@@ -58,7 +58,6 @@ typedef unsigned int glIndex_t;
#define PSHADOW_MAP_SIZE 512
#define USE_VERT_TANGENT_SPACE
-#define USE_OVERBRIGHT
// a trRefEntity_t has all the information passed in by
// the client game, as well as some locally derived info
@@ -859,7 +858,6 @@ typedef struct {
float sunDir[4];
float sunCol[4];
float sunAmbCol[4];
- float colorScale;
float autoExposureMinMax[2];
float toneMinAvgMaxLinear[3];
@@ -1755,7 +1753,6 @@ typedef struct {
int viewCluster;
- float mapLightScale;
float sunShadowScale;
qboolean sunShadows;
@@ -2018,7 +2015,6 @@ 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/SP/code/rend2/tr_main.c b/SP/code/rend2/tr_main.c
index fe4def0..cc7bab3 100644
--- a/SP/code/rend2/tr_main.c
+++ b/SP/code/rend2/tr_main.c
@@ -2792,7 +2792,6 @@ 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;
@@ -2870,7 +2869,6 @@ 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)
{
@@ -2911,13 +2909,7 @@ 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/SP/code/rend2/tr_scene.c b/SP/code/rend2/tr_scene.c
index 648173b..4741ff5 100644
--- a/SP/code/rend2/tr_scene.c
+++ b/SP/code/rend2/tr_scene.c
@@ -458,18 +458,12 @@ 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/SP/code/rend2/tr_shade.c b/SP/code/rend2/tr_shade.c
index 9800079..d0b85e4 100644
--- a/SP/code/rend2/tr_shade.c
+++ b/SP/code/rend2/tr_shade.c
@@ -475,18 +475,15 @@ 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;
+qboolean is2DDraw = backEnd.currentEntity == &backEnd.entity2D;
-#if defined(USE_OVERBRIGHT)
- float exactLight = 1.0f;
-#else
- float exactLight = (isBlend || !isWorldDraw) ? 1.0f : (float)(1 << r_mapOverBrightBits->integer);
-#endif
+ 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] =
@@ -499,11 +496,6 @@ 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] =
@@ -513,7 +505,7 @@ 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:
@@ -523,47 +515,33 @@ 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] =
@@ -590,6 +568,11 @@ 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;
}
@@ -648,18 +631,6 @@ 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/SP/code/rend2/tr_shader.c b/SP/code/rend2/tr_shader.c
index 9d249d6..3575b51 100644
--- a/SP/code/rend2/tr_shader.c
+++ b/SP/code/rend2/tr_shader.c
@@ -1787,10 +1787,12 @@ 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/SP/code/rend2/tr_sky.c b/SP/code/rend2/tr_sky.c
index 71c6d7e..426e517 100644
--- a/SP/code/rend2/tr_sky.c
+++ b/SP/code/rend2/tr_sky.c
@@ -458,7 +458,7 @@ 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);
@@ -575,7 +575,7 @@ static void DrawSkySideInner( struct image_s *image, const int mins[2], const in
color[0] =
color[1] =
- color[2] = backEnd.refdef.colorScale;
+ color[2] =
color[3] = 1.0f;
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
diff --git a/SP/rend2-readme.md b/SP/rend2-readme.md
index 079346c..78f35b7 100644
--- a/SP/rend2-readme.md
+++ b/SP/rend2-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> <ambientLightScale>
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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