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- added a 'lightsizefactor' command to gldefs.
This is for mitigating the recently discovered problem with attenuated lights getting reduced in size, even on OpenGL 3+. The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions. The factor will apply to any attenuated light defined after it and will be inherited by included sub-lumps, but it will only last for the lunp it is set in. If you have a definition for the broken behavior, AddLightAssociation 'lightsizefactor 0.667' at the top of your GLDEFS.
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parent
4ab6034a36
commit
e77cba1fd8
2 changed files with 20 additions and 9 deletions
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@ -137,7 +137,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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extern int ScriptDepth;
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void AddLightDefaults(FLightDefaults *defaults)
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void AddLightDefaults(FLightDefaults *defaults, double attnFactor)
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{
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FLightDefaults *temp;
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unsigned int i;
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@ -153,6 +153,11 @@ void AddLightDefaults(FLightDefaults *defaults)
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break;
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}
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}
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if (defaults->GetAttenuate())
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{
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defaults->SetArg(LIGHT_INTENSITY, int(defaults->GetArg(LIGHT_INTENSITY) * attnFactor));
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, int(defaults->GetArg(LIGHT_SECONDARY_INTENSITY) * attnFactor));
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}
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LightDefaults.Push(defaults);
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}
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@ -52,7 +52,7 @@
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#include "textures/skyboxtexture.h"
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#include "gl/shaders/gl_postprocessshader.h"
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void AddLightDefaults(FLightDefaults *defaults);
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void AddLightDefaults(FLightDefaults *defaults, double attnFactor);
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void AddLightAssociation(const char *actor, const char *frame, const char *light);
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void InitializeActorLights(TArray<FLightAssociation> &LightAssociations);
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@ -193,6 +193,7 @@ static const char *CoreKeywords[]=
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"detail",
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"#include",
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"material",
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"lightsizefactor",
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nullptr
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};
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@ -215,7 +216,8 @@ enum
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TAG_HARDWARESHADER,
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TAG_DETAIL,
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TAG_INCLUDE,
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TAG_MATERIAL
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TAG_MATERIAL,
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TAG_LIGHTSIZEFACTOR,
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};
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//==========================================================================
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@ -230,6 +232,7 @@ class GLDefsParser
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int workingLump;
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int ScriptDepth = 0;
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TArray<FLightAssociation> &LightAssociations;
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double lightSizeFactor = 1.;
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//==========================================================================
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//
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@ -470,7 +473,7 @@ class GLDefsParser
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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}
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AddLightDefaults(defaults);
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AddLightDefaults(defaults, lightSizeFactor);
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}
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else
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{
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@ -565,7 +568,7 @@ class GLDefsParser
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}
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defaults->OrderIntensities();
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AddLightDefaults(defaults);
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AddLightDefaults(defaults, lightSizeFactor);
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}
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else
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{
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@ -660,7 +663,7 @@ class GLDefsParser
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}
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}
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defaults->OrderIntensities();
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AddLightDefaults(defaults);
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AddLightDefaults(defaults, lightSizeFactor);
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}
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else
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{
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@ -760,7 +763,7 @@ class GLDefsParser
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defaults->SetArg(LIGHT_SECONDARY_INTENSITY, defaults->GetArg(LIGHT_INTENSITY));
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defaults->SetArg(LIGHT_INTENSITY, v);
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}
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AddLightDefaults(defaults);
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AddLightDefaults(defaults, lightSizeFactor);
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}
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else
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{
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@ -846,7 +849,7 @@ class GLDefsParser
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sc.ScriptError("Unknown tag: %s\n", sc.String);
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}
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}
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AddLightDefaults(defaults);
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AddLightDefaults(defaults, lightSizeFactor);
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}
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else
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{
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@ -1429,7 +1432,6 @@ class GLDefsParser
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}
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public:
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//==========================================================================
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//
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@ -1461,6 +1463,7 @@ public:
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sc.ScriptError("Lump '%s' not found", sc.String);
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GLDefsParser newscanner(lump, LightAssociations);
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newscanner.lightSizeFactor = lightSizeFactor;
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newscanner.DoParseDefs();
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break;
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}
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@ -1508,6 +1511,9 @@ public:
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case TAG_DETAIL:
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ParseDetailTexture();
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break;
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case TAG_LIGHTSIZEFACTOR:
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lightSizeFactor = ParseFloat(sc);
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break;
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case TAG_DISABLE_FB:
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{
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/* not implemented.
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