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authorSmileTheory <SmileTheory@gmail.com>2013-04-22 21:52:16 -0700
committerTim Angus <tim@ngus.net>2013-05-03 16:11:37 +0100
commit9d3c009673517a8edf82bf0e1f63eca4eadb4a28 (patch)
tree96d622ef79738b1e65f2e6b24d47d29463f94f22
parentb8a640fbc8403f5de74cd54cd40cc5b629e86665 (diff)
Don't scale shadow multipliers by overbrightbits, and improve documentation.
-rw-r--r--src/renderergl2/tr_bsp.c3
-rw-r--r--src/renderergl2/tr_init.c2
-rw-r--r--src/renderergl2/tr_local.h2
-rw-r--r--src/renderergl2/tr_scene.c37
-rw-r--r--src/renderergl2/tr_shader.c4
5 files changed, 31 insertions, 17 deletions
diff --git a/src/renderergl2/tr_bsp.c b/src/renderergl2/tr_bsp.c
index b85189fd..dd8887b0 100644
--- a/src/renderergl2/tr_bsp.c
+++ b/src/renderergl2/tr_bsp.c
@@ -3278,7 +3278,8 @@ void RE_LoadWorldMap( const char *name ) {
}
// set default map light scale
- tr.mapLightScale = 1.0f;
+ tr.mapLightScale = 1.0f;
+ tr.sunShadowScale = 0.5f;
// set default sun direction to be used if it isn't
// overridden by a shader
diff --git a/src/renderergl2/tr_init.c b/src/renderergl2/tr_init.c
index a011bba4..c02c3345 100644
--- a/src/renderergl2/tr_init.c
+++ b/src/renderergl2/tr_init.c
@@ -1128,7 +1128,7 @@ void R_Register( void )
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", "0.75", 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 );
r_sunlightMode = ri.Cvar_Get( "r_sunlightMode", "1", CVAR_ARCHIVE | CVAR_LATCH );
diff --git a/src/renderergl2/tr_local.h b/src/renderergl2/tr_local.h
index 96f657e4..7105f1ae 100644
--- a/src/renderergl2/tr_local.h
+++ b/src/renderergl2/tr_local.h
@@ -1790,10 +1790,10 @@ typedef struct {
int viewCluster;
float mapLightScale;
+ float sunShadowScale;
qboolean sunShadows;
vec3_t sunLight; // from the sky shader for this level
- vec3_t sunAmbient;
vec3_t sunDirection;
frontEndCounters_t pc;
diff --git a/src/renderergl2/tr_scene.c b/src/renderergl2/tr_scene.c
index 1f6c765e..71e816b4 100644
--- a/src/renderergl2/tr_scene.c
+++ b/src/renderergl2/tr_scene.c
@@ -361,19 +361,34 @@ void RE_RenderScene( const refdef_t *fd ) {
VectorSet(tr.refdef.sunCol, 0, 0, 0);
VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
}
- else if (r_forceSun->integer == 1)
- {
- float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
- tr.refdef.colorScale = r_forceSunMapLightScale->value;
- VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
- VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
- }
else
{
- float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
- tr.refdef.colorScale = tr.mapLightScale;
- VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
- VectorScale(tr.sunAmbient, scale, tr.refdef.sunAmbCol);
+ tr.refdef.colorScale = r_forceSun->integer ? r_forceSunMapLightScale->value : tr.mapLightScale;
+
+ if (r_sunlightMode->integer == 1)
+ {
+ tr.refdef.sunCol[0] =
+ tr.refdef.sunCol[1] =
+ tr.refdef.sunCol[2] = 1.0f;
+
+ tr.refdef.sunAmbCol[0] =
+ tr.refdef.sunAmbCol[1] =
+ tr.refdef.sunAmbCol[2] = r_forceSun->integer ? r_forceSunAmbientScale->value : tr.sunShadowScale;
+ }
+ else
+ {
+ float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8);
+ if (r_forceSun->integer)
+ {
+ VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
+ VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol);
+ }
+ else
+ {
+ VectorScale(tr.sunLight, scale, tr.refdef.sunCol);
+ VectorScale(tr.sunLight, scale * tr.sunShadowScale, tr.refdef.sunAmbCol);
+ }
+ }
}
if (r_forceAutoExposure->integer)
diff --git a/src/renderergl2/tr_shader.c b/src/renderergl2/tr_shader.c
index 7eebf787..0d98129b 100644
--- a/src/renderergl2/tr_shader.c
+++ b/src/renderergl2/tr_shader.c
@@ -1637,8 +1637,6 @@ static qboolean ParseShader( char **text )
a = atof( token );
VectorScale( tr.sunLight, a, tr.sunLight);
- VectorSet( tr.sunAmbient, 0.0f, 0.0f, 0.0f);
-
token = COM_ParseExt( text, qfalse );
a = atof( token );
a = a / 180 * M_PI;
@@ -1657,7 +1655,7 @@ static qboolean ParseShader( char **text )
tr.mapLightScale = atof(token);
token = COM_ParseExt( text, qfalse );
- VectorScale( tr.sunLight, atof(token), tr.sunAmbient );
+ tr.sunShadowScale = atof(token);
}
SkipRestOfLine( text );