diff options
-rw-r--r-- | src/renderergl2/glsl/generic_fp.glsl | 2 | ||||
-rw-r--r-- | src/renderergl2/glsl/lightall_fp.glsl | 2 | ||||
-rw-r--r-- | src/renderergl2/tr_bsp.c | 87 |
3 files changed, 44 insertions, 47 deletions
diff --git a/src/renderergl2/glsl/generic_fp.glsl b/src/renderergl2/glsl/generic_fp.glsl index f485797f..aefa33c3 100644 --- a/src/renderergl2/glsl/generic_fp.glsl +++ b/src/renderergl2/glsl/generic_fp.glsl @@ -21,7 +21,7 @@ void main() #if defined(USE_LIGHTMAP) vec4 color2 = texture2D(u_LightMap, var_LightTex); #if defined(RGBM_LIGHTMAP) - color2.rgb *= 32.0 * color2.a; + color2.rgb *= color2.a; color2.a = 1.0; #endif diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl index d134e409..b983d6fe 100644 --- a/src/renderergl2/glsl/lightall_fp.glsl +++ b/src/renderergl2/glsl/lightall_fp.glsl @@ -346,7 +346,7 @@ void main() vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw); vec3 lightColor = lightSample.rgb; #if defined(RGBM_LIGHTMAP) - lightColor *= 32.0 * lightSample.a; + lightColor *= lightSample.a; #endif #elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT) vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist); diff --git a/src/renderergl2/tr_bsp.c b/src/renderergl2/tr_bsp.c index 42478035..0e018ca2 100644 --- a/src/renderergl2/tr_bsp.c +++ b/src/renderergl2/tr_bsp.c @@ -166,8 +166,6 @@ void ColorToRGBM(const vec3_t color, unsigned char rgbm[4]) vec3_t sample; float maxComponent; - VectorScale(color, 1.0f / 32.0f, sample); - maxComponent = MAX(sample[0], sample[1]); maxComponent = MAX(maxComponent, sample[2]); maxComponent = CLAMP(maxComponent, 1.0f/255.0f, 1.0f); @@ -327,7 +325,6 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) { { char filename[MAX_QPATH]; byte *hdrLightmap = NULL; - float lightScale = 1.0f; int size = 0; // look for hdr lightmaps @@ -384,55 +381,55 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) { buf_p = buf + i * tr.lightmapSize * tr.lightmapSize * 3; } - lightScale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8); //exp2(r_mapOverBrightBits->integer - tr.overbrightBits - 8); - for ( j = 0 ; j < tr.lightmapSize * tr.lightmapSize; j++ ) { - if (r_hdr->integer) + if (hdrLightmap) { float color[3]; - if (hdrLightmap) - { #if 0 // HDRFILE_RGBE - float exponent = exp2(buf_p[j*4+3] - 128); + float exponent = exp2(buf_p[j*4+3] - 128); - color[0] = buf_p[j*4+0] * exponent; - color[1] = buf_p[j*4+1] * exponent; - color[2] = buf_p[j*4+2] * exponent; + color[0] = buf_p[j*4+0] * exponent; + color[1] = buf_p[j*4+1] * exponent; + color[2] = buf_p[j*4+2] * exponent; #else // HDRFILE_FLOAT - memcpy(color, &buf_p[j*12], 12); + memcpy(color, &buf_p[j*12], 12); - color[0] = LittleFloat(color[0]); - color[1] = LittleFloat(color[1]); - color[2] = LittleFloat(color[2]); + color[0] = LittleFloat(color[0]); + color[1] = LittleFloat(color[1]); + color[2] = LittleFloat(color[2]); #endif - } - else - { - //hack: convert LDR lightmap to HDR one - color[0] = (buf_p[j*3+0] + 1.0f); - color[1] = (buf_p[j*3+1] + 1.0f); - color[2] = (buf_p[j*3+2] + 1.0f); - - // if under an arbitrary value (say 12) grey it out - // this prevents weird splotches in dimly lit areas - if (color[0] + color[1] + color[2] < 12.0f) - { - float avg = (color[0] + color[1] + color[2]) * 0.3333f; - color[0] = avg; - color[1] = avg; - color[2] = avg; - } - } - - VectorScale(color, lightScale, color); + R_ColorShiftLightingFloats(color, color, 1.0f/255.0f); if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer) ColorToRGBA16F(color, (unsigned short *)(&image[j*8])); else ColorToRGBM(color, &image[j*4]); } + else if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer) + { + float color[3]; + + //hack: convert LDR lightmap to HDR one + color[0] = MAX(buf_p[j*3+0], 0.499f); + color[1] = MAX(buf_p[j*3+1], 0.499f); + color[2] = MAX(buf_p[j*3+2], 0.499f); + + // if under an arbitrary value (say 12) grey it out + // this prevents weird splotches in dimly lit areas + if (color[0] + color[1] + color[2] < 12.0f) + { + float avg = (color[0] + color[1] + color[2]) * 0.3333f; + color[0] = avg; + color[1] = avg; + color[2] = avg; + } + + R_ColorShiftLightingFloats(color, color, 1.0f/255.0f); + + ColorToRGBA16F(color, (unsigned short *)(&image[j*8])); + } else { if ( r_lightmap->integer == 2 ) @@ -738,9 +735,9 @@ static void ParseFace( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, //hack: convert LDR vertex colors to HDR if (r_hdr->integer) { - color[0] = verts[i].color[0] + 1.0f; - color[1] = verts[i].color[1] + 1.0f; - color[2] = verts[i].color[2] + 1.0f; + color[0] = MAX(verts[i].color[0], 0.499f); + color[1] = MAX(verts[i].color[1], 0.499f); + color[2] = MAX(verts[i].color[2], 0.499f); } else { @@ -882,9 +879,9 @@ static void ParseMesh ( dsurface_t *ds, drawVert_t *verts, float *hdrVertColors, //hack: convert LDR vertex colors to HDR if (r_hdr->integer) { - color[0] = verts[i].color[0] + 1.0f; - color[1] = verts[i].color[1] + 1.0f; - color[2] = verts[i].color[2] + 1.0f; + color[0] = MAX(verts[i].color[0], 0.499f); + color[1] = MAX(verts[i].color[1], 0.499f); + color[2] = MAX(verts[i].color[2], 0.499f); } else { @@ -983,9 +980,9 @@ static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, float *hdrVertColor //hack: convert LDR vertex colors to HDR if (r_hdr->integer) { - color[0] = verts[i].color[0] + 1.0f; - color[1] = verts[i].color[1] + 1.0f; - color[2] = verts[i].color[2] + 1.0f; + color[0] = MAX(verts[i].color[0], 0.499f); + color[1] = MAX(verts[i].color[1], 0.499f); + color[2] = MAX(verts[i].color[2], 0.499f); } else { |