- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.

- fixed: sky fog was not unset.
This commit is contained in:
Christoph Oelckers 2014-07-15 20:49:21 +02:00
parent fb6b4238ed
commit b8bcbe819b
17 changed files with 129 additions and 657 deletions

View file

@ -68,17 +68,6 @@ CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
else gl_DeleteAllAttachedLights();
}
CUSTOM_CVAR (Bool, gl_dynlight_shader, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
{
if (self)
{
if (gl.maxuniforms < 1024 && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
{
self = false;
}
}
}
CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Float, gl_lights_intensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
@ -155,75 +144,6 @@ bool gl_GetLight(Plane & p, ADynamicLight * light, bool checkside, bool forceadd
}
//==========================================================================
//
// Sets up the parameters to render one dynamic light onto one plane
//
//==========================================================================
bool gl_SetupLight(Plane & p, ADynamicLight * light, Vector & nearPt, Vector & up, Vector & right,
float & scale, int desaturation, bool checkside, bool forceadditive)
{
Vector fn, pos;
float x = FIXED2FLOAT(light->x);
float y = FIXED2FLOAT(light->y);
float z = FIXED2FLOAT(light->z);
float dist = fabsf(p.DistToPoint(x, z, y));
float radius = (light->GetRadius() * gl_lights_size);
if (radius <= 0.f) return false;
if (dist > radius) return false;
if (checkside && gl_lights_checkside && p.PointOnSide(x, z, y))
{
return false;
}
if (light->owned && light->target != NULL && !light->target->IsVisibleToPlayer())
{
return false;
}
scale = 1.0f / ((2.f * radius) - dist);
// project light position onto plane (find closest point on plane)
pos.Set(x,z,y);
fn=p.Normal();
fn.GetRightUp(right, up);
#ifdef _MSC_VER
nearPt = pos + fn * dist;
#else
Vector tmpVec = fn * dist;
nearPt = pos + tmpVec;
#endif
float cs = 1.0f - (dist / radius);
if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive) cs*=0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
if (light->IsSubtractive())
{
Vector v;
gl_RenderState.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
v.Set(r, g, b);
r = v.Length() - r;
g = v.Length() - g;
b = v.Length() - b;
}
else
{
gl_RenderState.BlendEquation(GL_FUNC_ADD);
}
gl_RenderState.SetColor(r, g, b, 1.f, desaturation);
return true;
}
//==========================================================================
//
//
@ -257,31 +177,3 @@ void gl_UploadLights(FDynLightData &data)
}
}
#endif
//==========================================================================
//
//
//
//==========================================================================
bool gl_SetupLightTexture()
{
if (GLRenderer->gllight == NULL) return false;
FMaterial * pat = FMaterial::ValidateTexture(GLRenderer->gllight);
pat->BindPatch(0);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
inline fixed_t P_AproxDistance3(fixed_t dx, fixed_t dy, fixed_t dz)
{
return P_AproxDistance(P_AproxDistance(dx,dy),dz);
}