From c07cc282d036dd70f90a9d0594f8f680508b2f98 Mon Sep 17 00:00:00 2001 From: SmileTheory Date: Wed, 9 Dec 2015 05:25:58 -0800 Subject: [PATCH] OpenGL2: Use correct sunlight color for sunlight specular. --- code/renderergl2/glsl/lightall_fp.glsl | 19 ++++++++----------- code/renderergl2/tr_scene.c | 25 ++++++++++--------------- 2 files changed, 18 insertions(+), 26 deletions(-) diff --git a/code/renderergl2/glsl/lightall_fp.glsl b/code/renderergl2/glsl/lightall_fp.glsl index 9330b1f8..17dc9fca 100644 --- a/code/renderergl2/glsl/lightall_fp.glsl +++ b/code/renderergl2/glsl/lightall_fp.glsl @@ -361,13 +361,6 @@ void main() #endif reflectance = CalcDiffuse(diffuse.rgb, EH, NH, roughness); - #if defined(USE_SHADOWMAP) && defined(SHADOWMAP_MODULATE) - // bit of a hack, with modulated shadowmaps, add specular to sunlight - H = normalize(var_PrimaryLightDir.xyz + E); - EH = clamp(dot(E, H), 0.0, 1.0); - NH = clamp(dot(N, H), 0.0, 1.0); - reflectance += shadowValue * CalcSpecular(specular.rgb, NH, NL, NE, EH, roughness); - #endif gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL); gl_FragColor.rgb += ambientColor * (diffuse.rgb + specular.rgb); @@ -403,7 +396,7 @@ void main() gl_FragColor.rgb += cubeLightColor * reflectance; #endif - #if defined(USE_PRIMARY_LIGHT) + #if defined(USE_PRIMARY_LIGHT) || defined(SHADOWMAP_MODULATE) vec3 L2, H2; float NL2, EH2, NH2; @@ -419,10 +412,14 @@ void main() EH2 = clamp(dot(E, H2), 0.0, 1.0); NH2 = clamp(dot(N, H2), 0.0, 1.0); - reflectance = CalcDiffuse(diffuse.rgb, EH2, NH2, roughness); - reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, roughness); + reflectance = CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, roughness); - lightColor = u_PrimaryLightColor * var_Color.rgb; + // bit of a hack, with modulated shadowmaps, ignore diffuse + #if !defined(SHADOWMAP_MODULATE) + reflectance += CalcDiffuse(diffuse.rgb, EH2, NH2, roughness); + #endif + + lightColor = u_PrimaryLightColor; #if defined(r_lightGamma) lightColor = pow(lightColor, vec3(r_lightGamma)); diff --git a/code/renderergl2/tr_scene.c b/code/renderergl2/tr_scene.c index 59147a6d..bd85944d 100644 --- a/code/renderergl2/tr_scene.c +++ b/code/renderergl2/tr_scene.c @@ -335,35 +335,30 @@ void RE_BeginScene(const refdef_t *fd) } else { +#if defined(USE_OVERBRIGHT) + float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8); +#else + float scale = (1 << r_mapOverBrightBits->integer) / 255.0f; +#endif tr.refdef.colorScale = r_forceSun->integer ? r_forceSunMapLightScale->value : tr.mapLightScale; + if (r_forceSun->integer) + VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol); + else + VectorScale(tr.sunLight, scale, tr.refdef.sunCol); + if (r_sunlightMode->integer == 1) { - tr.refdef.sunCol[0] = - tr.refdef.sunCol[1] = - tr.refdef.sunCol[2] = 1.0f; - tr.refdef.sunAmbCol[0] = tr.refdef.sunAmbCol[1] = tr.refdef.sunAmbCol[2] = r_forceSun->integer ? r_forceSunAmbientScale->value : tr.sunShadowScale; } else { -#if defined(USE_OVERBRIGHT) - float scale = pow(2, r_mapOverBrightBits->integer - tr.overbrightBits - 8); -#else - float scale = (1 << r_mapOverBrightBits->integer) / 255.0f; -#endif if (r_forceSun->integer) - { - VectorScale(tr.sunLight, scale * r_forceSunLightScale->value, tr.refdef.sunCol); VectorScale(tr.sunLight, scale * r_forceSunAmbientScale->value, tr.refdef.sunAmbCol); - } else - { - VectorScale(tr.sunLight, scale, tr.refdef.sunCol); VectorScale(tr.sunLight, scale * tr.sunShadowScale, tr.refdef.sunAmbCol); - } } }