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https://github.com/id-Software/DOOM-3-BFG.git
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Fixed r_skipShadows and removed r_logFile
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0d9d13d6f0
commit
ca6b434a63
4 changed files with 5 additions and 10 deletions
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@ -1229,7 +1229,7 @@ void idRenderBackend::DrawSingleInteraction( drawInteraction_t* din, bool useFas
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}
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else
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{
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if( r_useShadowMapping.GetBool() && din->vLight->globalShadows && din->vLight->ImageAtlasPlaced() )
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if( !r_skipShadows.GetBool() && r_useShadowMapping.GetBool() && din->vLight->globalShadows && din->vLight->ImageAtlasPlaced() )
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{
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// RB: we have shadow mapping enabled and shadow maps so do a shadow compare
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@ -1297,7 +1297,7 @@ void idRenderBackend::DrawSingleInteraction( drawInteraction_t* din, bool useFas
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}
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else
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{
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if( r_useShadowMapping.GetBool() && din->vLight->globalShadows && din->vLight->ImageAtlasPlaced() )
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if( !r_skipShadows.GetBool() && r_useShadowMapping.GetBool() && din->vLight->globalShadows && din->vLight->ImageAtlasPlaced() )
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{
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// RB: we have shadow mapping enabled and shadow maps so do a shadow compare
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@ -1498,7 +1498,7 @@ void idRenderBackend::RenderInteractions( const drawSurf_t* surfList, const view
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bool lightDepthBoundsDisabled = false;
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// RB begin
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if( r_useShadowMapping.GetBool() && vLight->ImageAtlasPlaced() )
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if( !r_skipShadows.GetBool() && r_useShadowMapping.GetBool() && vLight->ImageAtlasPlaced() )
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{
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const static int JITTER_SIZE = 128;
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@ -1736,7 +1736,7 @@ void idRenderBackend::RenderInteractions( const drawSurf_t* surfList, const view
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SetVertexParm( RENDERPARM_LIGHTFALLOFF_S, lightProjection[3].ToFloatPtr() );
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// RB begin
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if( r_useShadowMapping.GetBool() && vLight->ImageAtlasPlaced() )
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if( !r_skipShadows.GetBool() && r_useShadowMapping.GetBool() && vLight->ImageAtlasPlaced() )
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{
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if( vLight->parallel )
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{
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@ -1781,7 +1781,6 @@ void idRenderBackend::RenderInteractions( const drawSurf_t* surfList, const view
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idRenderMatrix::Multiply( vLight->shadowP[0], modelToShadowMatrix, shadowClipMVP );
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SetVertexParms( ( renderParm_t )( RENDERPARM_SHADOW_MATRIX_0_X ), shadowClipMVP[0], 4 );
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}
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}
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// RB end
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@ -3382,8 +3381,6 @@ void idRenderBackend::ShadowMapPassFast( const drawSurf_t* drawSurfs, viewLight_
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{
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globalFramebuffers.shadowAtlasFBO->Bind();
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// TODO light offset in atlas
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GL_ViewportAndScissor( vLight->imageAtlasOffset[slice].x, vLight->imageAtlasOffset[slice].y, vLight->imageSize.x, vLight->imageSize.y );
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}
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else
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@ -1091,7 +1091,6 @@ extern idCVar r_swapInterval; // changes wglSwapIntarval
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extern idCVar r_offsetFactor; // polygon offset parameter
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extern idCVar r_offsetUnits; // polygon offset parameter
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extern idCVar r_singleTriangle; // only draw a single triangle per primitive
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extern idCVar r_logFile; // number of frames to emit GL logs
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extern idCVar r_clear; // force screen clear every frame
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extern idCVar r_subviewOnly; // 1 = don't render main view, allowing subviews to be debugged
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extern idCVar r_lightScale; // all light intensities are multiplied by this, which is normally 3
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@ -42,7 +42,7 @@ TODO: Emit statistics to the logfile at the end of views and frames.
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================================================================================================
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*/
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idCVar r_logLevel( "r_logLevel", "0", CVAR_INTEGER, "1 = blocks only, 2 = everything", 1, 2 );
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idCVar r_logLevel( "r_logLevel", "0", CVAR_INTEGER, "1 = blocks only, 2 = everything", 0, 2 );
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static const int LOG_LEVEL_BLOCKS_ONLY = 1;
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static const int LOG_LEVEL_EVERYTHING = 2;
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@ -165,7 +165,6 @@ idCVar r_useLightPortalCulling( "r_useLightPortalCulling", "1", CVAR_RENDERER |
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idCVar r_useLightAreaCulling( "r_useLightAreaCulling", "1", CVAR_RENDERER | CVAR_BOOL, "0 = off, 1 = on" );
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idCVar r_useLightScissors( "r_useLightScissors", "3", CVAR_RENDERER | CVAR_INTEGER, "0 = no scissor, 1 = non-clipped scissor, 2 = near-clipped scissor, 3 = fully-clipped scissor", 0, 3, idCmdSystem::ArgCompletion_Integer<0, 3> );
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idCVar r_useEntityPortalCulling( "r_useEntityPortalCulling", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = cull frustum corners to plane, 2 = exact clip the frustum faces", 0, 2, idCmdSystem::ArgCompletion_Integer<0, 2> );
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idCVar r_logFile( "r_logFile", "0", CVAR_RENDERER | CVAR_INTEGER, "number of frames to emit GL logs" );
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idCVar r_clear( "r_clear", "2", CVAR_RENDERER, "force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom" );
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idCVar r_offsetFactor( "r_offsetfactor", "0", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" );
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