[iortcw] 117/152: All: Rend2: Clamp entity lighting to more resemble OpenGL1
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 0da8efa7c722854759d60ac10b9504fe4b4db528
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Fri Sep 16 21:09:18 2016 -0400
All: Rend2: Clamp entity lighting to more resemble OpenGL1
Supplants previous commit for this issue.
See https://github.com/MAN-AT-ARMS/iortcw-archive/commit/752ebecde733c8f0c1917d826197219f7a4d101e
---
MP/code/rend2/tr_light.c | 37 +++++++++++++++++++++++++++++++------
MP/code/rend2/tr_shade.c | 15 ---------------
SP/code/rend2/tr_light.c | 37 +++++++++++++++++++++++++++++++------
SP/code/rend2/tr_shade.c | 15 ---------------
4 files changed, 62 insertions(+), 42 deletions(-)
diff --git a/MP/code/rend2/tr_light.c b/MP/code/rend2/tr_light.c
index b0ba83a..fc892c2 100644
--- a/MP/code/rend2/tr_light.c
+++ b/MP/code/rend2/tr_light.c
@@ -412,13 +412,38 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
VectorMA( lightDir, d, dir, lightDir );
}
- // clamp ambient
- if ( !r_hdr->integer )
+ // clamp lights
+ // FIXME: old renderer clamps (ambient + NL * directed) per vertex
+ // check if that's worth implementing
{
- for ( i = 0 ; i < 3 ; i++ ) {
- if ( ent->ambientLight[i] > tr.identityLightByte ) {
- ent->ambientLight[i] = tr.identityLightByte;
- }
+ float r, g, b, max;
+
+ r = ent->ambientLight[0];
+ g = ent->ambientLight[1];
+ b = ent->ambientLight[2];
+
+ max = MAX(MAX(r, g), b);
+
+ if (max > 255.0f)
+ {
+ max = 255.0f / max;
+ ent->ambientLight[0] *= max;
+ ent->ambientLight[1] *= max;
+ ent->ambientLight[2] *= max;
+ }
+
+ r = ent->directedLight[0];
+ g = ent->directedLight[1];
+ b = ent->directedLight[2];
+
+ max = MAX(MAX(r, g), b);
+
+ if (max > 255.0f)
+ {
+ max = 255.0f / max;
+ ent->directedLight[0] *= max;
+ ent->directedLight[1] *= max;
+ ent->directedLight[2] *= max;
}
}
diff --git a/MP/code/rend2/tr_shade.c b/MP/code/rend2/tr_shade.c
index e912a82..71807a8 100644
--- a/MP/code/rend2/tr_shade.c
+++ b/MP/code/rend2/tr_shade.c
@@ -1418,26 +1418,11 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
{
vec4_t vec;
- vec_t cap = 1.0f / (1 << tr.overbrightBits);
VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec);
- if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
- {
- vec_t hi = MAX(vec[0], vec[1]);
- hi = MAX(hi, vec[2]);
-
- VectorScale(vec, cap / hi, vec);
- }
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec);
VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec);
- if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
- {
- vec_t hi = MAX(vec[0], vec[1]);
- hi = MAX(hi, vec[2]);
-
- VectorScale(vec, cap / hi, vec);
- }
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec);
VectorCopy(backEnd.currentEntity->lightDir, vec);
diff --git a/SP/code/rend2/tr_light.c b/SP/code/rend2/tr_light.c
index 9fd6a19..835762f 100644
--- a/SP/code/rend2/tr_light.c
+++ b/SP/code/rend2/tr_light.c
@@ -413,13 +413,38 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
VectorMA( lightDir, d, dir, lightDir );
}
- // clamp ambient
- if ( !r_hdr->integer )
+ // clamp lights
+ // FIXME: old renderer clamps (ambient + NL * directed) per vertex
+ // check if that's worth implementing
{
- for ( i = 0 ; i < 3 ; i++ ) {
- if ( ent->ambientLight[i] > tr.identityLightByte ) {
- ent->ambientLight[i] = tr.identityLightByte;
- }
+ float r, g, b, max;
+
+ r = ent->ambientLight[0];
+ g = ent->ambientLight[1];
+ b = ent->ambientLight[2];
+
+ max = MAX(MAX(r, g), b);
+
+ if (max > 255.0f)
+ {
+ max = 255.0f / max;
+ ent->ambientLight[0] *= max;
+ ent->ambientLight[1] *= max;
+ ent->ambientLight[2] *= max;
+ }
+
+ r = ent->directedLight[0];
+ g = ent->directedLight[1];
+ b = ent->directedLight[2];
+
+ max = MAX(MAX(r, g), b);
+
+ if (max > 255.0f)
+ {
+ max = 255.0f / max;
+ ent->directedLight[0] *= max;
+ ent->directedLight[1] *= max;
+ ent->directedLight[2] *= max;
}
}
diff --git a/SP/code/rend2/tr_shade.c b/SP/code/rend2/tr_shade.c
index 10c28da..8253f8b 100644
--- a/SP/code/rend2/tr_shade.c
+++ b/SP/code/rend2/tr_shade.c
@@ -1413,26 +1413,11 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
if (pStage->rgbGen == CGEN_LIGHTING_DIFFUSE)
{
vec4_t vec;
- vec_t cap = 1.0f / (1 << tr.overbrightBits);
VectorScale(backEnd.currentEntity->ambientLight, 1.0f / 255.0f, vec);
- if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
- {
- vec_t hi = MAX(vec[0], vec[1]);
- hi = MAX(hi, vec[2]);
-
- VectorScale(vec, cap / hi, vec);
- }
GLSL_SetUniformVec3(sp, UNIFORM_AMBIENTLIGHT, vec);
VectorScale(backEnd.currentEntity->directedLight, 1.0f / 255.0f, vec);
- if ((vec[0] > cap) || (vec[1] > cap) || (vec[2] > cap))
- {
- vec_t hi = MAX(vec[0], vec[1]);
- hi = MAX(hi, vec[2]);
-
- VectorScale(vec, cap / hi, vec);
- }
GLSL_SetUniformVec3(sp, UNIFORM_DIRECTEDLIGHT, vec);
VectorCopy(backEnd.currentEntity->lightDir, vec);
--
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git
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