Rename gl_overbrightbits to gl1_overbrightbits.

This commit is contained in:
Yamagi Burmeister 2018-01-09 14:16:13 +01:00
parent 526904ca03
commit f0c4b4fd14
8 changed files with 26 additions and 25 deletions

View File

@ -175,7 +175,7 @@ extern cvar_t *r_novis;
extern cvar_t *r_lerpmodels;
extern cvar_t *r_lightlevel;
extern cvar_t *gl_overbrightbits;
extern cvar_t *gl1_overbrightbits;
extern cvar_t *gl_palettedtexture;
extern cvar_t *gl_pointparameters;

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@ -80,7 +80,7 @@ cvar_t *gl_lefthand;
cvar_t *r_farsee;
cvar_t *r_lightlevel;
cvar_t *gl_overbrightbits;
cvar_t *gl1_overbrightbits;
cvar_t *gl_particle_min_size;
cvar_t *gl_particle_max_size;
@ -1209,7 +1209,7 @@ R_Register(void)
r_speeds = ri.Cvar_Get("r_speeds", "0", 0);
r_lightlevel = ri.Cvar_Get("r_lightlevel", "0", 0);
gl_overbrightbits = ri.Cvar_Get("gl_overbrightbits", "0", CVAR_ARCHIVE);
gl1_overbrightbits = ri.Cvar_Get("gl1_overbrightbits", "0", CVAR_ARCHIVE);
gl_particle_min_size = ri.Cvar_Get("gl_particle_min_size", "2", CVAR_ARCHIVE);
gl_particle_max_size = ri.Cvar_Get("gl_particle_max_size", "40", CVAR_ARCHIVE);
@ -1631,18 +1631,18 @@ RI_BeginFrame(float camera_separation)
}
// Clamp overbrightbits
if (gl_overbrightbits->modified)
if (gl1_overbrightbits->modified)
{
if (gl_overbrightbits->value > 2 && gl_overbrightbits->value < 4)
if (gl1_overbrightbits->value > 2 && gl1_overbrightbits->value < 4)
{
ri.Cvar_Set("gl_overbrightbits", "2");
ri.Cvar_Set("r_overbrightbits", "2");
}
else if (gl_overbrightbits->value > 4)
else if (gl1_overbrightbits->value > 4)
{
ri.Cvar_Set("gl_overbrightbits", "4");
ri.Cvar_Set("r_overbrightbits", "4");
}
gl_overbrightbits->modified = false;
gl1_overbrightbits->modified = false;
}
/* go into 2D mode */

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@ -624,12 +624,12 @@ R_DrawAliasModel(entity_t *e)
}
// Apply gl_overbrightbits to the mesh. If we don't do this they will appear slightly dimmer relative to walls.
if (gl_overbrightbits->value)
// Apply gl1_overbrightbits to the mesh. If we don't do this they will appear slightly dimmer relative to walls.
if (gl1_overbrightbits->value)
{
for (i = 0; i < 3; ++i)
{
shadelight[i] *= gl_overbrightbits->value;
shadelight[i] *= gl1_overbrightbits->value;
}
}

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@ -304,10 +304,10 @@ R_BlendLightmaps(void)
if (surf->polys)
{
// Apply overbright bits to the static lightmaps
if (gl_overbrightbits->value)
if (gl1_overbrightbits->value)
{
R_TexEnv(GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl1_overbrightbits->value);
}
R_DrawGLPolyChain(surf->polys, 0, 0);
@ -363,10 +363,10 @@ R_BlendLightmaps(void)
if (drawsurf->polys)
{
// Apply overbright bits to the dynamic lightmaps
if (gl_overbrightbits->value)
if (gl1_overbrightbits->value)
{
R_TexEnv(GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl1_overbrightbits->value);
}
R_DrawGLPolyChain(drawsurf->polys,
@ -407,10 +407,10 @@ R_BlendLightmaps(void)
if (surf->polys)
{
// Apply overbright bits to the remainder lightmaps
if (gl_overbrightbits->value)
if (gl1_overbrightbits->value)
{
R_TexEnv(GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl1_overbrightbits->value);
}
R_DrawGLPolyChain(surf->polys,
@ -447,14 +447,14 @@ R_RenderBrushPoly(msurface_t *fa)
would show up much too bright. When we implemented overbright bits this
hack modified the global GL state in an incompatible way. So implement
a new hack, based on overbright bits... Depending on the value set to
gl_overbrightbits the result is different:
gl1_overbrightbits the result is different:
0: Old behaviour.
1: No overbright bits on the global scene but correct lightning on
warping surfaces.
2: Overbright bits on the global scene but not on warping surfaces.
They oversaturate otherwise. */
if (gl_overbrightbits->value)
if (gl1_overbrightbits->value)
{
R_TexEnv(GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1);

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@ -1648,7 +1648,7 @@ GL3_BeginFrame(float camera_separation)
if(gl3_overbrightbits->value < 0.0f)
{
ri.Cvar_Set("gl_overbrightbits", "0");
ri.Cvar_Set("gl3_overbrightbits", "0");
}
gl3state.uni3DData.overbrightbits = (gl3_overbrightbits->value <= 0.0f) ? 1.0f : gl3_overbrightbits->value;

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@ -972,7 +972,7 @@ static void initUBOs(void)
gl3state.uni3DData.scroll = 0.0f;
gl3state.uni3DData.time = 0.0f;
gl3state.uni3DData.alpha = 1.0f;
// gl_overbrightbits 0 means "no scaling" which is equivalent to multiplying with 1
// gl3_overbrightbits 0 means "no scaling" which is equivalent to multiplying with 1
gl3state.uni3DData.overbrightbits = (gl3_overbrightbits->value <= 0.0f) ? 1.0f : gl3_overbrightbits->value;
gl3state.uni3DData.particleFadeFactor = gl3_particle_fade_factor->value;

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@ -58,7 +58,8 @@ replacement_t replacements[] = {
{"gl_lockpvs", "r_lockpvs"},
{"gl_maxfps", "vid_maxfps"},
{"gl_mode", "r_mode"},
{"gl_modulate", "r_modulate"}
{"gl_modulate", "r_modulate"},
{"gl_overbrightbits", "gl1_overbrightbits"}
};

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@ -157,7 +157,7 @@ Graphics (GL1 only):
Must be a floating point value, at least `1.0` - default is `2.0`.
Applied when textures are loaded, so it needs a `vid_restart`!
* **gl_overbrightbits**: Enables overbright bits, brightness scaling of
* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark.
Possible values are `0` (no overbright bits), `1` (correct lighting
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
@ -184,7 +184,7 @@ Graphics (GL3 only):
* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark.
Similar to GL1's `gl_overbrightbits`, but allows any floating point number.
Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
Default is `1.3`. In the OpenGL3.2 renderer, no lighting fixes for water
are needed, so `1.0` has no special meaning.