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- added a 'nolightfade' MAPINFO option which disables light diminishing in OpenGL. Note that this only works for light modes 0-3. Modes 4 and 8 use special light math that would not work if such a setting was forced.
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3 changed files with 21 additions and 1 deletions
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@ -212,6 +212,7 @@ struct FGLROptions : public FOptionalMapinfoData
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lightmode = -1;
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attenuate = -1;
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nocoloredspritelighting = -1;
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nolightfade = false;
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notexturefill = -1;
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skyrotatevector = FVector3(0,0,1);
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skyrotatevector2 = FVector3(0,0,1);
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@ -228,6 +229,7 @@ struct FGLROptions : public FOptionalMapinfoData
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newopt->lightmode = lightmode;
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newopt->attenuate = attenuate;
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newopt->nocoloredspritelighting = nocoloredspritelighting;
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newopt->nolightfade = nolightfade;
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newopt->notexturefill = notexturefill;
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newopt->skyrotatevector = skyrotatevector;
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newopt->skyrotatevector2 = skyrotatevector2;
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@ -244,6 +246,7 @@ struct FGLROptions : public FOptionalMapinfoData
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int8_t lightadditivesurfaces;
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int8_t nocoloredspritelighting;
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int8_t notexturefill;
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bool nolightfade;
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FVector3 skyrotatevector;
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FVector3 skyrotatevector2;
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float pixelstretch;
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@ -303,6 +306,20 @@ DEFINE_MAP_OPTION(nocoloredspritelighting, false)
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}
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}
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DEFINE_MAP_OPTION(nolightfade, false)
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{
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FGLROptions *opt = info->GetOptData<FGLROptions>("gl_renderer");
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if (parse.CheckAssign())
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{
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parse.sc.MustGetNumber();
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opt->nolightfade = !!parse.sc.Number;
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}
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else
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{
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opt->nolightfade = true;
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}
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}
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DEFINE_MAP_OPTION(notexturefill, false)
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{
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FGLROptions *opt = info->GetOptData<FGLROptions>("gl_renderer");
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@ -423,6 +440,7 @@ void InitGLRMapinfoData()
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glset.skyrotatevector = opt->skyrotatevector;
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glset.skyrotatevector2 = opt->skyrotatevector2;
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glset.pixelstretch = opt->pixelstretch;
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glset.nolightfade = opt->nolightfade;
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}
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else
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{
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@ -436,6 +454,7 @@ void InitGLRMapinfoData()
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glset.skyrotatevector = FVector3(0, 0, 1);
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glset.skyrotatevector2 = FVector3(0, 0, 1);
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glset.pixelstretch = 1.2f;
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glset.nolightfade = false;
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}
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ResetOpts();
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}
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@ -10,6 +10,7 @@ struct GLRenderSettings
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SBYTE lightmode;
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bool nocoloredspritelighting;
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bool nolightfade;
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bool notexturefill;
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bool brightfog;
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bool lightadditivesurfaces;
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@ -312,7 +312,7 @@ float gl_GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity)
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else if ((fogcolor.d & 0xffffff) == 0)
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{
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// case 2: black fog
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if (glset.lightmode != 8)
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if (glset.lightmode != 8 && !glset.nolightfade)
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{
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density = distfogtable[glset.lightmode != 0][gl_ClampLight(lightlevel)];
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}
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