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https://bitbucket.org/CPMADevs/cnq3
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added r_lightmapGreyscale
thanks to Jakub 'kubaxvx' Matraszek for his contribution
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4 changed files with 17 additions and 3 deletions
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@ -79,7 +79,11 @@ add: r_rtColorFormat <0|1|2> (default: 0) selects the color format for render ta
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r_rtColorFormat 0 = R8G8B8A8
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r_rtColorFormat 1 = R10G10B10A2
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r_rtColorFormat 2 = R16G16B16A16
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add: r_lightmapGreyscale <0.0 to 1.0> (default: 0) to control how monochromatic the lightmaps look
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r_lightmapGreyscale 0 = full color (nothing done)
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r_lightmapGreyscale 1 = completely monochrome
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add: r_mapBrightness now works on q3map2's external lightmap atlas images
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add: the renderer can now batch surfaces with different (but sufficiently similar) shaders
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@ -41,13 +41,20 @@ static int lightmapsPerAtlas;
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static void R_ColorShiftLightingBytesRGB( const byte* in, byte* out )
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{
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const int scale16 = (int)( r_mapBrightness->value * 65536.0f );
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// scale based on brightness
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const int scale16 = (int)( r_mapBrightness->value * 65536.0f );
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int r = ( (int)in[0] * scale16 ) >> 16;
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int g = ( (int)in[1] * scale16 ) >> 16;
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int b = ( (int)in[2] * scale16 ) >> 16;
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// desaturate by moving the channels towards the grey "midpoint"
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// credit for the following snippet goes to Jakub 'kubaxvx' Matraszek
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const int grey = (r + g + b) / 3; // could use the Rec. 601 or 709 coefficients instead
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const int greyscale16 = (int)( r_lightmapGreyscale->value * 65536.0f );
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r = ( ( r << 16 ) + greyscale16 * ( grey - r ) ) >> 16;
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g = ( ( g << 16 ) + greyscale16 * ( grey - g ) ) >> 16;
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b = ( ( b << 16 ) + greyscale16 * ( grey - b ) ) >> 16;
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// normalize by color instead of saturating to white
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if ( ( r | g | b ) > 255 ) {
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int max;
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@ -60,6 +60,7 @@ cvar_t *r_drawworld;
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cvar_t *r_speeds;
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cvar_t *r_fullbright;
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cvar_t *r_lightmap;
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cvar_t *r_lightmapGreyscale;
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cvar_t *r_novis;
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cvar_t *r_nocull;
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cvar_t *r_nocurves;
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@ -389,6 +390,7 @@ static const cvarTableItem_t r_cvars[] =
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{ &r_subdivisions, "r_subdivisions", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_FLOAT, "1", "64", help_r_subdivisions },
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{ &r_fullbright, "r_fullbright", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, help_r_fullbright },
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{ &r_lightmap, "r_lightmap", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, help_r_lightmap },
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{ &r_lightmapGreyscale, "r_lightmapGreyscale", "0", CVAR_ARCHIVE | CVAR_LATCH, CVART_FLOAT, "0", "1", "how monochrome the lightmap looks" },
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{ &r_softSprites, "r_softSprites", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, help_r_softSprites },
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{ &r_gpuMipGen, "r_gpuMipGen", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, help_r_gpuMipGen },
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{ &r_alphaToCoverage, "r_alphaToCoverage", "1", CVAR_ARCHIVE | CVAR_LATCH, CVART_BOOL, NULL, NULL, help_r_alphaToCoverage },
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@ -982,6 +982,7 @@ extern cvar_t *r_gamma;
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extern cvar_t *r_greyscale;
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extern cvar_t *r_noiseScale; // the strength of the dithering noise
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extern cvar_t *r_lightmap; // render lightmaps only
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extern cvar_t *r_lightmapGreyscale; // how monochrome the lightmap looks
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extern cvar_t *r_fullbright; // avoid lightmap pass
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extern cvar_t *r_softSprites; // draws certain surfaces as depth particles
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extern cvar_t *r_gpuMipGen; // uses GPU-side mip-map generation
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