Add r_glsl_emissive to work around q2 remaster fullbright issues.
This commit is contained in:
parent
9c96ab9b31
commit
6cffd6f3ab
3 changed files with 17 additions and 8 deletions
|
@ -491,6 +491,7 @@ cvar_t r_glsl_offsetmapping_scale = CVAR ("r_glsl_offsetmapping_scale", "0.04
|
|||
cvar_t r_glsl_offsetmapping_reliefmapping = CVARFD("r_glsl_offsetmapping_reliefmapping", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes the paralax sampling mode to be a bit nicer, but noticably more expensive at high resolutions. r_glsl_offsetmapping must be set.");
|
||||
cvar_t r_glsl_turbscale_reflect = CVARFD ("r_glsl_turbscale_reflect", "1", CVAR_ARCHIVE, "Controls the strength of the water reflection ripples (used by the altwater glsl code).");
|
||||
cvar_t r_glsl_turbscale_refract = CVARFD ("r_glsl_turbscale_refract", "1", CVAR_ARCHIVE, "Controls the strength of the underwater ripples (used by the altwater glsl code).");
|
||||
cvar_t r_glsl_emissive = CVARFD ("r_glsl_emissive", "1", CVAR_SHADERSYSTEM, "When set, specifies that the _luma or _glow textures are emissive... When 0 they are taken as a mask for the proportion of the lightmap that will apply (for q2e compat, has issues with overbrights).");
|
||||
|
||||
cvar_t r_fastturbcolour = CVARFD ("r_fastturbcolour", "0.1 0.2 0.3", CVAR_ARCHIVE, "The colour to use for water surfaces draw with r_waterstyle 0.");
|
||||
cvar_t r_waterstyle = CVARFD ("r_waterstyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes how water, and teleporters are drawn. Possible values are:\n0: fastturb-style block colour.\n1: regular q1-style water.\n2: refraction(ripply and transparent)\n3: refraction with reflection at an angle\n4: ripplemapped without reflections (requires particle effects)\n5: ripples+reflections");
|
||||
|
@ -911,6 +912,7 @@ void Renderer_Init(void)
|
|||
Cvar_Register (&r_glsl_offsetmapping_reliefmapping, GRAPHICALNICETIES);
|
||||
Cvar_Register (&r_glsl_turbscale_reflect, GRAPHICALNICETIES);
|
||||
Cvar_Register (&r_glsl_turbscale_refract, GRAPHICALNICETIES);
|
||||
Cvar_Register (&r_glsl_emissive, GRAPHICALNICETIES);
|
||||
|
||||
Cvar_Register(&scr_viewsize, SCREENOPTIONS);
|
||||
Cvar_Register(&scr_fov, SCREENOPTIONS);
|
||||
|
|
|
@ -58,8 +58,9 @@
|
|||
/*set some stuff so our regular qw client appears more like hexen2. sv_mintic must be 0.015 to 'fix' the ravenstaff so that its projectiles don't impact upon each other, or even 0.05 to exactly match the hardcoded assumptions in obj_push. There's maps that depend on a low framerate via waterjump framerate-dependance too.*/
|
||||
#define HEX2CFG "//schemes hexen2\n" "set v_gammainverted 1\nset com_parseutf8 -1\nset gl_font gfx/hexen2\nset in_builtinkeymap 0\nset_calc cl_playerclass int (random * 5) + 1\nset cl_forwardspeed 200\nset cl_backspeed 200\ncl_sidespeed 225\nset sv_maxspeed 640\ncl_run 0\nset watervis 1\nset r_lavaalpha 1\nset r_lavastyle -2\nset r_wateralpha 0.5\nset sv_pupglow 1\ngl_shaftlight 0.5\nsv_mintic 0.05\nset r_meshpitch -1\nset r_meshroll -1\nr_sprite_backfacing 1\nset mod_warnmodels 0\nset cl_model_bobbing 1\nsv_sound_watersplash \"misc/hith2o.wav\"\nsv_sound_land \"fx/thngland.wav\"\nset sv_walkpitch 0\n"
|
||||
/*yay q2!*/
|
||||
#define Q2CFG "//schemes quake2\n" "set v_gammainverted 1\nset com_parseutf8 0\ncom_gamedirnativecode 1\nset sv_bigcoords 0\nsv_port "STRINGIFY(PORT_Q2SERVER)"\ncl_defaultport "STRINGIFY(PORT_Q2SERVER)"\n" \
|
||||
"set r_replacemodels " IFMINIMAL("","md3 md5/md5mesh")"\n"
|
||||
#define Q2CFG "//schemes quake2\n" "set v_gammainverted 1\nset com_parseutf8 0\ncom_gamedirnativecode 1\nset sv_bigcoords 0\nsv_port "STRINGIFY(PORT_Q2SERVER)" "STRINGIFY(PORT_Q2EXSERVER)"\ncl_defaultport "STRINGIFY(PORT_Q2SERVER)"\n" \
|
||||
"set r_replacemodels " IFMINIMAL("","md3 md5/md5mesh")"\n" \
|
||||
"set r_glsl_emissive 0\n" /*work around the _glow textures not being meant to glow*/
|
||||
/*Q3's ui doesn't like empty model/headmodel/handicap cvars, even if the gamecode copes*/
|
||||
#define Q3CFG "//schemes quake3\n" "set v_gammainverted 0\nset snd_ignorecueloops 1\nsetfl g_gametype 0 s\nset gl_clear 1\nset r_clearcolour 0 0 0\nset com_parseutf8 0\ngl_overbright "FORWEB("0","2")"\nseta model sarge\nseta headmodel sarge\nseta handicap 100\ncom_gamedirnativecode 1\nsv_port "STRINGIFY(PORT_Q3SERVER)"\ncl_defaultport "STRINGIFY(PORT_Q3SERVER)"\ncom_protocolversion 68\n"
|
||||
//#define RMQCFG "sv_bigcoords 1\n"
|
||||
|
|
|
@ -8,7 +8,8 @@
|
|||
!!permu SPECULAR
|
||||
!!permu REFLECTCUBEMASK
|
||||
!!permu FAKESHADOWS
|
||||
!!cvarf r_glsl_offsetmapping_scale
|
||||
!!cvardf r_glsl_offsetmapping_scale
|
||||
!!cvardf r_glsl_emissive=1
|
||||
!!cvardf r_glsl_pcf
|
||||
!!cvardf r_tessellation_level=5
|
||||
!!samps diffuse
|
||||
|
@ -415,11 +416,16 @@ void main ()
|
|||
col.b = texture2D(s_colourmap, vec2(pal, 1.0-lightmaps.b)).b; //without lits, it should be identical.
|
||||
#else
|
||||
//now we have our diffuse+specular terms, modulate by lightmap values.
|
||||
col.rgb *= lightmaps.rgb;
|
||||
//add on the fullbright
|
||||
#ifdef FULLBRIGHT
|
||||
col.rgb += texture2D(s_fullbright, tc).rgb;
|
||||
#endif
|
||||
#if defined(FULLBRIGHT)
|
||||
vec4 fb = texture2D(s_fullbright, tc);
|
||||
#if r_glsl_emissive==0 //q2e-like mask that gets darker when lights get overbright.
|
||||
col.rgb *= mix(lightmaps.rgb, vec3(1.0), fb.rgb*fb.a);
|
||||
#else //actually emissive layer
|
||||
col.rgb = col.rgb * lightmaps.rgb + fb.rgb*fb.a;
|
||||
#endif
|
||||
#else
|
||||
col.rgb *= lightmaps.rgb;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//entity modifiers
|
||||
|
|
Loading…
Reference in a new issue