OpenGL2: Remove and force r_softOverbright.

This commit is contained in:
SmileTheory 2014-02-20 17:01:50 -08:00
parent 5fabc28dff
commit 3740c55dec
5 changed files with 7 additions and 44 deletions

View File

@ -3013,37 +3013,14 @@ void R_SetColorMappings( void ) {
int i, j; int i, j;
float g; float g;
int inf; int inf;
int shift;
// setup the overbright lighting // setup the overbright lighting
tr.overbrightBits = r_overBrightBits->integer; tr.overbrightBits = r_overBrightBits->integer;
if ( !glConfig.deviceSupportsGamma ) {
tr.overbrightBits = 0; // need hardware gamma for overbright
}
// never overbright in windowed mode without soft overbright // allow 2 overbright bits
if ( !glConfig.isFullscreen && !r_softOverbright->integer ) if ( tr.overbrightBits > 2 ) {
{ tr.overbrightBits = 2;
tr.overbrightBits = 0; } else if ( tr.overbrightBits < 0 ) {
}
// never overbright with tonemapping
if ( r_toneMap->integer && r_hdr->integer )
{
tr.overbrightBits = 0;
}
// allow 2 overbright bits in 24 bit, but only 1 in 16 bit
if ( glConfig.colorBits > 16 ) {
if ( tr.overbrightBits > 2 ) {
tr.overbrightBits = 2;
}
} else {
if ( tr.overbrightBits > 1 ) {
tr.overbrightBits = 1;
}
}
if ( tr.overbrightBits < 0 ) {
tr.overbrightBits = 0; tr.overbrightBits = 0;
} }
@ -3063,14 +3040,6 @@ void R_SetColorMappings( void ) {
g = r_gamma->value; g = r_gamma->value;
shift = tr.overbrightBits;
// no shift with soft overbright
if (r_softOverbright->integer)
{
shift = 0;
}
for ( i = 0; i < 256; i++ ) { for ( i = 0; i < 256; i++ ) {
int i2; int i2;
@ -3088,7 +3057,7 @@ void R_SetColorMappings( void ) {
} else { } else {
inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f; inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f;
} }
inf <<= shift;
if (inf < 0) { if (inf < 0) {
inf = 0; inf = 0;
} }

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@ -108,8 +108,6 @@ cvar_t *r_mergeLeafSurfaces;
cvar_t *r_cameraExposure; cvar_t *r_cameraExposure;
cvar_t *r_softOverbright;
cvar_t *r_hdr; cvar_t *r_hdr;
cvar_t *r_floatLightmap; cvar_t *r_floatLightmap;
cvar_t *r_postProcess; cvar_t *r_postProcess;
@ -1161,8 +1159,6 @@ void R_Register( void )
r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH); r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse); ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse);
r_softOverbright = ri.Cvar_Get( "r_softOverbright", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_hdr = ri.Cvar_Get( "r_hdr", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_floatLightmap = ri.Cvar_Get( "r_floatLightmap", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_floatLightmap = ri.Cvar_Get( "r_floatLightmap", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE ); r_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE );

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@ -1765,8 +1765,6 @@ extern cvar_t *r_anaglyphMode;
extern cvar_t *r_mergeMultidraws; extern cvar_t *r_mergeMultidraws;
extern cvar_t *r_mergeLeafSurfaces; extern cvar_t *r_mergeLeafSurfaces;
extern cvar_t *r_softOverbright;
extern cvar_t *r_hdr; extern cvar_t *r_hdr;
extern cvar_t *r_floatLightmap; extern cvar_t *r_floatLightmap;
extern cvar_t *r_postProcess; extern cvar_t *r_postProcess;

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@ -602,7 +602,7 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
} }
// multiply color by overbrightbits if this isn't a blend // multiply color by overbrightbits if this isn't a blend
if (r_softOverbright->integer && tr.overbrightBits if (tr.overbrightBits
&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR) && !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR)
&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR) && !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
&& !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR) && !((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)

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@ -449,7 +449,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
color[0] = color[0] =
color[1] = color[1] =
color[2] = (r_softOverbright->integer ? 1.0 : tr.identityLight) * backEnd.refdef.colorScale; color[2] = backEnd.refdef.colorScale;
color[3] = 1.0f; color[3] = 1.0f;
GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color); GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);