mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 07:11:46 +00:00
OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
This commit is contained in:
parent
4c169ab574
commit
4faf1008a0
11 changed files with 32 additions and 100 deletions
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@ -712,9 +712,6 @@ void RB_SetGL2D (void) {
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// set time for 2D shaders
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backEnd.refdef.time = ri.Milliseconds();
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backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
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// reset color scaling
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backEnd.refdef.colorScale = 1.0f;
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}
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@ -105,11 +105,7 @@ static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
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int shift, r, g, b;
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// shift the color data based on overbright range
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#if defined(USE_OVERBRIGHT)
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shift = r_mapOverBrightBits->integer - tr.overbrightBits;
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#else
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shift = 0;
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#endif
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// shift the data based on overbright range
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r = in[0] << shift;
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@ -144,9 +140,7 @@ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
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{
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float r, g, b;
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#if defined(USE_OVERBRIGHT)
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scale *= 1 << (r_mapOverBrightBits->integer - tr.overbrightBits);
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#endif
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r = in[0] * scale;
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g = in[1] * scale;
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@ -2686,11 +2680,7 @@ void R_LoadLightGrid( lump_t *l ) {
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if (hdrLightGrid)
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{
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#if defined(USE_OVERBRIGHT)
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float lightScale = 1 << (r_mapOverBrightBits->integer - tr.overbrightBits);
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#else
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float lightScale = 1.0f;
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#endif
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//ri.Printf(PRINT_ALL, "found!\n");
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@ -3165,7 +3155,6 @@ void RE_LoadWorldMap( const char *name ) {
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}
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// set default map light scale
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tr.mapLightScale = 1.0f;
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tr.sunShadowScale = 0.5f;
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// set default sun direction to be used if it isn't
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@ -2845,11 +2845,7 @@ void R_SetColorMappings( void ) {
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int inf;
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// setup the overbright lighting
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#if defined(USE_OVERBRIGHT)
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tr.overbrightBits = r_overBrightBits->integer;
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#else
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tr.overbrightBits = 0;
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#endif
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// allow 2 overbright bits
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if ( tr.overbrightBits > 2 ) {
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@ -155,7 +155,6 @@ cvar_t *r_imageUpsampleMaxSize;
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cvar_t *r_imageUpsampleType;
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cvar_t *r_genNormalMaps;
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cvar_t *r_forceSun;
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cvar_t *r_forceSunMapLightScale;
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cvar_t *r_forceSunLightScale;
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cvar_t *r_forceSunAmbientScale;
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cvar_t *r_sunlightMode;
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@ -1245,7 +1244,6 @@ void R_Register( void )
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r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT );
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r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", "1.0", CVAR_CHEAT );
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r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "1.0", CVAR_CHEAT );
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r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.5", CVAR_CHEAT );
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r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | CVAR_LATCH );
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@ -56,7 +56,6 @@ typedef unsigned int glIndex_t;
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#define PSHADOW_MAP_SIZE 512
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#define USE_VERT_TANGENT_SPACE
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#define USE_OVERBRIGHT
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typedef struct cubemap_s {
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char name[MAX_QPATH];
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@ -761,7 +760,6 @@ typedef struct {
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float sunDir[4];
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float sunCol[4];
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float sunAmbCol[4];
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float colorScale;
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float autoExposureMinMax[2];
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float toneMinAvgMaxLinear[3];
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@ -1608,7 +1606,6 @@ typedef struct {
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int viewCluster;
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float mapLightScale;
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float sunShadowScale;
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qboolean sunShadows;
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@ -1801,7 +1798,6 @@ extern cvar_t *r_imageUpsampleMaxSize;
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extern cvar_t *r_imageUpsampleType;
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extern cvar_t *r_genNormalMaps;
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extern cvar_t *r_forceSun;
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extern cvar_t *r_forceSunMapLightScale;
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extern cvar_t *r_forceSunLightScale;
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extern cvar_t *r_forceSunAmbientScale;
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extern cvar_t *r_sunlightMode;
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@ -2551,7 +2551,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
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{
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refdef_t refdef;
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viewParms_t parms;
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float oldColorScale = tr.refdef.colorScale;
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memset( &refdef, 0, sizeof( refdef ) );
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refdef.rdflags = 0;
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@ -2629,7 +2628,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
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R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
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scale = directed[0] + directed[1] + directed[2] + ambient[0] + ambient[1] + ambient[2] + 1.0f;
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tr.refdef.colorScale = 1.0f; //766.0f / scale;
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// only print message for first side
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if (scale < 1.0001f && cubemapSide == 0)
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{
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@ -2670,12 +2668,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
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R_RenderView(&parms);
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if (subscene)
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{
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tr.refdef.colorScale = oldColorScale;
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}
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else
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{
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if (!subscene)
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RE_EndScene();
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}
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}
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@ -329,18 +329,12 @@ void RE_BeginScene(const refdef_t *fd)
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VectorCopy(tr.sunDirection, tr.refdef.sunDir);
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if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) ){
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tr.refdef.colorScale = 1.0f;
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VectorSet(tr.refdef.sunCol, 0, 0, 0);
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VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
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}
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else
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{
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#if defined(USE_OVERBRIGHT)
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float scale = (1 << (r_mapOverBrightBits->integer - tr.overbrightBits)) / 255.0f;
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#else
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float scale = (1 << r_mapOverBrightBits->integer) / 255.0f;
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#endif
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tr.refdef.colorScale = r_forceSun->integer ? r_forceSunMapLightScale->value : tr.mapLightScale;
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if (r_forceSun->integer)
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VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol);
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@ -446,18 +446,16 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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|| ((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
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|| ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)
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|| ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);
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qboolean isWorldDraw = !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL);
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float scale = 1.0f;
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#if defined(USE_OVERBRIGHT)
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float exactLight = 1.0f;
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#else
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float exactLight = (isBlend || !isWorldDraw) ? 1.0f : (float)(1 << r_mapOverBrightBits->integer);
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#endif
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qboolean is2DDraw = backEnd.currentEntity == &backEnd.entity2D;
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float overbright = (isBlend || is2DDraw) ? 1.0f : (float)(1 << tr.overbrightBits);
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fog_t *fog;
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baseColor[0] =
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baseColor[1] =
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baseColor[2] = exactLight;
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baseColor[2] =
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baseColor[3] = 1.0f;
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vertColor[0] =
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@ -470,11 +468,6 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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//
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switch ( pStage->rgbGen )
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{
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case CGEN_IDENTITY_LIGHTING:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] = tr.identityLight;
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break;
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case CGEN_EXACT_VERTEX:
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case CGEN_EXACT_VERTEX_LIT:
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baseColor[0] =
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@ -484,7 +477,7 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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vertColor[0] =
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vertColor[1] =
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vertColor[2] = exactLight;
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vertColor[2] = overbright;
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vertColor[3] = 1.0f;
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break;
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case CGEN_CONST:
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@ -494,47 +487,33 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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baseColor[3] = pStage->constantColor[3] / 255.0f;
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break;
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case CGEN_VERTEX:
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baseColor[0] =
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case CGEN_VERTEX_LIT:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] =
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baseColor[3] = 0.0f;
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vertColor[0] =
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vertColor[1] =
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vertColor[2] = tr.identityLight;
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vertColor[2] =
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vertColor[3] = 1.0f;
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break;
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case CGEN_VERTEX_LIT:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] =
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baseColor[3] = 0.0f;
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vertColor[0] =
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vertColor[1] =
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vertColor[2] =
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vertColor[3] = tr.identityLight;
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break;
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case CGEN_ONE_MINUS_VERTEX:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] = tr.identityLight;
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baseColor[2] = 1.0f;
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vertColor[0] =
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vertColor[1] =
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vertColor[2] = -tr.identityLight;
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vertColor[2] = -1.0f;
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break;
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case CGEN_FOG:
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{
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fog_t *fog;
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fog = tr.world->fogs + tess.fogNum;
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fog = tr.world->fogs + tess.fogNum;
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baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
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baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
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baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
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baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
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}
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baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 255.0f;
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baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 255.0f;
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baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 255.0f;
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baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 255.0f;
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break;
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case CGEN_WAVEFORM:
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baseColor[0] =
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@ -561,6 +540,11 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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break;
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case CGEN_IDENTITY:
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case CGEN_LIGHTING_DIFFUSE:
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baseColor[0] =
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baseColor[1] =
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baseColor[2] = overbright;
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break;
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case CGEN_IDENTITY_LIGHTING:
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case CGEN_BAD:
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break;
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}
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@ -611,18 +595,6 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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break;
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}
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if (tr.overbrightBits && !isBlend)
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scale *= 1 << tr.overbrightBits;
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if ((backEnd.refdef.colorScale != 1.0f) && !isBlend && isWorldDraw)
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scale *= backEnd.refdef.colorScale;
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if (scale != 1.0f)
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{
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VectorScale(baseColor, scale, baseColor);
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VectorScale(vertColor, scale, vertColor);
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}
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// FIXME: find some way to implement this.
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#if 0
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// if in greyscale rendering mode turn all color values into greyscale.
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@ -1826,11 +1826,13 @@ static qboolean ParseShader( char **text )
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if (isGL2Sun)
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{
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token = COM_ParseExt( text, qfalse );
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tr.mapLightScale = atof(token);
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token = COM_ParseExt( text, qfalse );
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tr.sunShadowScale = atof(token);
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// parse twice, since older shaders may include mapLightScale before sunShadowScale
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token = COM_ParseExt( text, qfalse );
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if (token[0])
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tr.sunShadowScale = atof(token);
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}
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SkipRestOfLine( text );
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@ -448,7 +448,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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color[0] =
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color[1] =
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color[2] = backEnd.refdef.colorScale;
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color[2] =
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color[3] = 1.0f;
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GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
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@ -264,10 +264,6 @@ Cvars for the sunlight and cascaded shadow maps:
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1 - Do.
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2 - Sunrise, sunset.
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* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor
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when r_forceSun 1.
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1.0 - Default
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* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor
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when r_forceSun 1.
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1.0 - Default
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@ -506,7 +502,7 @@ and is the equivalent for 'exactVertex'.
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This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <mapLightScale> <ambientLightScale>
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q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <shadowScale>
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Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
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and the last two indicate scaling factors for the map brightness and an ambient
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@ -527,7 +523,7 @@ There are currently two ways to use this in your own (and other people's) maps.
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surfaceparm nolightmap
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surfaceparm sky
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q3map_sunExt 240 238 200 100 195 35 3 16
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q3gl2_sun 240 238 200 50 195 35 1.0 0.2
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q3gl2_sun 240 238 200 50 195 35 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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@ -550,7 +546,7 @@ There are currently two ways to use this in your own (and other people's) maps.
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surfaceparm noimpact
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surfaceparm nolightmap
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surfaceparm sky
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q3gl2_sun 240 238 200 50 195 35 0.5 0.2
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q3gl2_sun 240 238 200 50 195 35 0.2
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q3map_skylight 50 16
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q3map_lightimage $whiteimage
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