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OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour.
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acbeca6042
commit
c6774cf113
4 changed files with 7 additions and 4 deletions
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@ -271,7 +271,7 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
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if (r_hdr->integer)
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{
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer)
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textureInternalFormat = GL_RGBA16F_ARB;
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else
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textureInternalFormat = GL_RGBA8;
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@ -410,7 +410,7 @@ static void R_LoadLightmaps( lump_t *l, lump_t *surfs ) {
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VectorScale(color, lightScale, color);
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel)
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if (glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer)
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ColorToRGBA16F(color, (unsigned short *)(&image[j*8]));
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else
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ColorToRGBM(color, &image[j*4]);
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@ -905,7 +905,7 @@ void GLSL_InitGPUShaders(void)
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if (i & GENERICDEF_USE_LIGHTMAP)
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Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer))
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Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
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if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
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@ -1034,7 +1034,7 @@ void GLSL_InitGPUShaders(void)
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Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
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}
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
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if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel && r_floatLightmap->integer))
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Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
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if (i & LIGHTDEF_LIGHTTYPE_MASK)
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@ -110,6 +110,7 @@ cvar_t *r_cameraExposure;
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cvar_t *r_softOverbright;
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cvar_t *r_hdr;
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cvar_t *r_floatLightmap;
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cvar_t *r_postProcess;
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cvar_t *r_toneMap;
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@ -1170,6 +1171,7 @@ void R_Register( void )
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r_softOverbright = ri.Cvar_Get( "r_softOverbright", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_floatLightmap = ri.Cvar_Get( "r_floatLightmap", "0", CVAR_ARCHIVE | CVAR_LATCH );
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r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE );
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r_toneMap = ri.Cvar_Get( "r_toneMap", "1", CVAR_ARCHIVE | CVAR_LATCH );
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@ -1958,6 +1958,7 @@ extern cvar_t *r_mergeLeafSurfaces;
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extern cvar_t *r_softOverbright;
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extern cvar_t *r_hdr;
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extern cvar_t *r_floatLightmap;
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extern cvar_t *r_postProcess;
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extern cvar_t *r_toneMap;
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