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https://github.com/yquake2/yquake2remaster.git
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Rename gl_overbrightbits to gl1_overbrightbits.
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parent
526904ca03
commit
f0c4b4fd14
8 changed files with 26 additions and 25 deletions
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@ -175,7 +175,7 @@ extern cvar_t *r_novis;
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extern cvar_t *r_lerpmodels;
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extern cvar_t *r_lightlevel;
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extern cvar_t *gl_overbrightbits;
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extern cvar_t *gl1_overbrightbits;
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extern cvar_t *gl_palettedtexture;
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extern cvar_t *gl_pointparameters;
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@ -80,7 +80,7 @@ cvar_t *gl_lefthand;
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cvar_t *r_farsee;
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cvar_t *r_lightlevel;
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cvar_t *gl_overbrightbits;
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cvar_t *gl1_overbrightbits;
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cvar_t *gl_particle_min_size;
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cvar_t *gl_particle_max_size;
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@ -1209,7 +1209,7 @@ R_Register(void)
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r_speeds = ri.Cvar_Get("r_speeds", "0", 0);
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r_lightlevel = ri.Cvar_Get("r_lightlevel", "0", 0);
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gl_overbrightbits = ri.Cvar_Get("gl_overbrightbits", "0", CVAR_ARCHIVE);
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gl1_overbrightbits = ri.Cvar_Get("gl1_overbrightbits", "0", CVAR_ARCHIVE);
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gl_particle_min_size = ri.Cvar_Get("gl_particle_min_size", "2", CVAR_ARCHIVE);
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gl_particle_max_size = ri.Cvar_Get("gl_particle_max_size", "40", CVAR_ARCHIVE);
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@ -1631,18 +1631,18 @@ RI_BeginFrame(float camera_separation)
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}
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// Clamp overbrightbits
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if (gl_overbrightbits->modified)
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if (gl1_overbrightbits->modified)
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{
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if (gl_overbrightbits->value > 2 && gl_overbrightbits->value < 4)
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if (gl1_overbrightbits->value > 2 && gl1_overbrightbits->value < 4)
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{
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ri.Cvar_Set("gl_overbrightbits", "2");
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ri.Cvar_Set("r_overbrightbits", "2");
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}
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else if (gl_overbrightbits->value > 4)
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else if (gl1_overbrightbits->value > 4)
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{
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ri.Cvar_Set("gl_overbrightbits", "4");
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ri.Cvar_Set("r_overbrightbits", "4");
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}
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gl_overbrightbits->modified = false;
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gl1_overbrightbits->modified = false;
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}
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/* go into 2D mode */
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@ -624,12 +624,12 @@ R_DrawAliasModel(entity_t *e)
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}
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// Apply gl_overbrightbits to the mesh. If we don't do this they will appear slightly dimmer relative to walls.
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if (gl_overbrightbits->value)
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// Apply gl1_overbrightbits to the mesh. If we don't do this they will appear slightly dimmer relative to walls.
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if (gl1_overbrightbits->value)
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{
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for (i = 0; i < 3; ++i)
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{
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shadelight[i] *= gl_overbrightbits->value;
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shadelight[i] *= gl1_overbrightbits->value;
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}
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}
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@ -304,10 +304,10 @@ R_BlendLightmaps(void)
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if (surf->polys)
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{
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// Apply overbright bits to the static lightmaps
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if (gl_overbrightbits->value)
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if (gl1_overbrightbits->value)
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{
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R_TexEnv(GL_COMBINE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl1_overbrightbits->value);
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}
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R_DrawGLPolyChain(surf->polys, 0, 0);
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@ -363,10 +363,10 @@ R_BlendLightmaps(void)
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if (drawsurf->polys)
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{
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// Apply overbright bits to the dynamic lightmaps
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if (gl_overbrightbits->value)
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if (gl1_overbrightbits->value)
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{
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R_TexEnv(GL_COMBINE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl1_overbrightbits->value);
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}
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R_DrawGLPolyChain(drawsurf->polys,
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@ -407,10 +407,10 @@ R_BlendLightmaps(void)
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if (surf->polys)
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{
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// Apply overbright bits to the remainder lightmaps
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if (gl_overbrightbits->value)
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if (gl1_overbrightbits->value)
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{
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R_TexEnv(GL_COMBINE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl1_overbrightbits->value);
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}
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R_DrawGLPolyChain(surf->polys,
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@ -447,14 +447,14 @@ R_RenderBrushPoly(msurface_t *fa)
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would show up much too bright. When we implemented overbright bits this
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hack modified the global GL state in an incompatible way. So implement
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a new hack, based on overbright bits... Depending on the value set to
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gl_overbrightbits the result is different:
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gl1_overbrightbits the result is different:
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0: Old behaviour.
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1: No overbright bits on the global scene but correct lightning on
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warping surfaces.
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2: Overbright bits on the global scene but not on warping surfaces.
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They oversaturate otherwise. */
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if (gl_overbrightbits->value)
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if (gl1_overbrightbits->value)
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{
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R_TexEnv(GL_COMBINE_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1);
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@ -1648,7 +1648,7 @@ GL3_BeginFrame(float camera_separation)
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if(gl3_overbrightbits->value < 0.0f)
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{
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ri.Cvar_Set("gl_overbrightbits", "0");
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ri.Cvar_Set("gl3_overbrightbits", "0");
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}
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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)
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gl3state.uni3DData.scroll = 0.0f;
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gl3state.uni3DData.time = 0.0f;
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gl3state.uni3DData.alpha = 1.0f;
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// gl_overbrightbits 0 means "no scaling" which is equivalent to multiplying with 1
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// gl3_overbrightbits 0 means "no scaling" which is equivalent to multiplying with 1
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gl3state.uni3DData.overbrightbits = (gl3_overbrightbits->value <= 0.0f) ? 1.0f : gl3_overbrightbits->value;
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gl3state.uni3DData.particleFadeFactor = gl3_particle_fade_factor->value;
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@ -58,7 +58,8 @@ replacement_t replacements[] = {
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{"gl_lockpvs", "r_lockpvs"},
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{"gl_maxfps", "vid_maxfps"},
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{"gl_mode", "r_mode"},
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{"gl_modulate", "r_modulate"}
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{"gl_modulate", "r_modulate"},
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{"gl_overbrightbits", "gl1_overbrightbits"}
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};
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@ -157,7 +157,7 @@ Graphics (GL1 only):
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Must be a floating point value, at least `1.0` - default is `2.0`.
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Applied when textures are loaded, so it needs a `vid_restart`!
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* **gl_overbrightbits**: Enables overbright bits, brightness scaling of
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* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark.
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Possible values are `0` (no overbright bits), `1` (correct lighting
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for water), `2` (scale by factor 2) and `3` (scale by factor 3).
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@ -184,7 +184,7 @@ Graphics (GL3 only):
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* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark.
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Similar to GL1's `gl_overbrightbits`, but allows any floating point number.
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Similar to GL1's `gl1_overbrightbits`, but allows any floating point number.
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Default is `1.3`. In the OpenGL3.2 renderer, no lighting fixes for water
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are needed, so `1.0` has no special meaning.
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