Add sunlight/lightmap merging by multiply (r_sunlightMode 1)

Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2)
Change single lightmap blends to use lightall
This commit is contained in:
SmileTheory 2013-04-02 00:17:24 -07:00
parent 66acde6d60
commit 28e14c4546
8 changed files with 195 additions and 306 deletions

View file

@ -144,6 +144,7 @@ cvar_t *r_forceSun;
cvar_t *r_forceSunMapLightScale;
cvar_t *r_forceSunLightScale;
cvar_t *r_forceSunAmbientScale;
cvar_t *r_sunlightMode;
cvar_t *r_drawSunRays;
cvar_t *r_sunShadows;
cvar_t *r_shadowFilter;
@ -1195,10 +1196,11 @@ void R_Register( void )
r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT );
r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "0.5", CVAR_CHEAT );
r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "0.5", CVAR_CHEAT );
r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.2", 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_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_sunlightMode = ri.Cvar_Get( "r_sunlightMode", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_sunShadows = ri.Cvar_Get( "r_sunShadows", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_shadowFilter = ri.Cvar_Get( "r_shadowFilter", "1", CVAR_ARCHIVE | CVAR_LATCH );