OpenGL2: Remove and force r_softOverbright.
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5fabc28dff
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3740c55dec
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@ -3013,37 +3013,14 @@ void R_SetColorMappings( void ) {
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int i, j;
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int i, j;
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float g;
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float g;
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int inf;
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int inf;
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int shift;
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// setup the overbright lighting
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// setup the overbright lighting
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tr.overbrightBits = r_overBrightBits->integer;
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tr.overbrightBits = r_overBrightBits->integer;
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if ( !glConfig.deviceSupportsGamma ) {
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tr.overbrightBits = 0; // need hardware gamma for overbright
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}
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// never overbright in windowed mode without soft overbright
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// allow 2 overbright bits
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if ( !glConfig.isFullscreen && !r_softOverbright->integer )
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if ( tr.overbrightBits > 2 ) {
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{
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tr.overbrightBits = 2;
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tr.overbrightBits = 0;
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} else if ( tr.overbrightBits < 0 ) {
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}
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// never overbright with tonemapping
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if ( r_toneMap->integer && r_hdr->integer )
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{
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tr.overbrightBits = 0;
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}
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// allow 2 overbright bits in 24 bit, but only 1 in 16 bit
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if ( glConfig.colorBits > 16 ) {
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if ( tr.overbrightBits > 2 ) {
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tr.overbrightBits = 2;
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}
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} else {
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if ( tr.overbrightBits > 1 ) {
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tr.overbrightBits = 1;
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}
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}
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if ( tr.overbrightBits < 0 ) {
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tr.overbrightBits = 0;
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tr.overbrightBits = 0;
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}
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}
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@ -3063,14 +3040,6 @@ void R_SetColorMappings( void ) {
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g = r_gamma->value;
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g = r_gamma->value;
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shift = tr.overbrightBits;
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// no shift with soft overbright
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if (r_softOverbright->integer)
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{
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shift = 0;
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}
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for ( i = 0; i < 256; i++ ) {
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for ( i = 0; i < 256; i++ ) {
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int i2;
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int i2;
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@ -3088,7 +3057,7 @@ void R_SetColorMappings( void ) {
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} else {
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} else {
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inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f;
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inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f;
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}
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}
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inf <<= shift;
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if (inf < 0) {
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if (inf < 0) {
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inf = 0;
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inf = 0;
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}
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}
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@ -108,8 +108,6 @@ cvar_t *r_mergeLeafSurfaces;
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cvar_t *r_cameraExposure;
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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_hdr;
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cvar_t *r_floatLightmap;
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cvar_t *r_floatLightmap;
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cvar_t *r_postProcess;
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cvar_t *r_postProcess;
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@ -1161,8 +1159,6 @@ void R_Register( void )
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r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
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r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH);
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ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse);
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ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse);
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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_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_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_postProcess = ri.Cvar_Get( "r_postProcess", "1", CVAR_ARCHIVE );
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@ -1765,8 +1765,6 @@ extern cvar_t *r_anaglyphMode;
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extern cvar_t *r_mergeMultidraws;
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extern cvar_t *r_mergeMultidraws;
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extern cvar_t *r_mergeLeafSurfaces;
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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_hdr;
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extern cvar_t *r_floatLightmap;
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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_postProcess;
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@ -602,7 +602,7 @@ static void ComputeShaderColors( shaderStage_t *pStage, vec4_t baseColor, vec4_t
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}
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}
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// multiply color by overbrightbits if this isn't a blend
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// multiply color by overbrightbits if this isn't a blend
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if (r_softOverbright->integer && tr.overbrightBits
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if (tr.overbrightBits
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&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR)
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&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_DST_COLOR)
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&& !((blend & GLS_SRCBLEND_BITS) == GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
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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_SRC_COLOR)
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@ -449,7 +449,7 @@ 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[0] =
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color[1] =
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color[1] =
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color[2] = (r_softOverbright->integer ? 1.0 : tr.identityLight) * backEnd.refdef.colorScale;
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color[2] = backEnd.refdef.colorScale;
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color[3] = 1.0f;
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color[3] = 1.0f;
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GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
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GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
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