- removed gl_lights_size and gl_lights_intensity.

Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
This commit is contained in:
Christoph Oelckers 2016-09-04 12:45:09 +02:00
parent e7856ce1e3
commit 8b01a88b76
8 changed files with 15 additions and 24 deletions

View file

@ -386,7 +386,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
DVector3 lpos = light->PosRelative(group); DVector3 lpos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y)); float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
float radius = (light->GetRadius() * gl_lights_size); float radius = light->GetRadius();
if (radius <= 0.f) return false; if (radius <= 0.f) return false;
if (dist > radius) return false; if (dist > radius) return false;
@ -417,9 +417,9 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
float cs = 1.0f - (dist / radius); float cs = 1.0f - (dist / radius);
if (additive) cs *= 0.2f; // otherwise the light gets too strong. if (additive) cs *= 0.2f; // otherwise the light gets too strong.
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity; float r = light->GetRed() / 255.0f * cs;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity; float g = light->GetGreen() / 255.0f * cs;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity; float b = light->GetBlue() / 255.0f * cs;
if (light->IsSubtractive()) if (light->IsSubtractive())
{ {

View file

@ -57,7 +57,6 @@
#include "gl/utility/gl_convert.h" #include "gl/utility/gl_convert.h"
#include "gl/utility/gl_templates.h" #include "gl/utility/gl_templates.h"
EXTERN_CVAR (Float, gl_lights_size);
EXTERN_CVAR(Int, vid_renderer) EXTERN_CVAR(Int, vid_renderer)
@ -378,7 +377,7 @@ void ADynamicLight::UpdateLocation()
{ {
intensity = m_currentRadius; intensity = m_currentRadius;
} }
radius = intensity * 2.0f * gl_lights_size; radius = intensity * 2.0f;
if (X() != oldx || Y() != oldy || radius != oldradius) if (X() != oldx || Y() != oldy || radius != oldradius)
{ {

View file

@ -61,8 +61,6 @@
#include "gl/utility/gl_clock.h" #include "gl/utility/gl_clock.h"
#include "gl/utility/gl_convert.h" #include "gl/utility/gl_convert.h"
EXTERN_CVAR (Float, gl_lights_intensity);
EXTERN_CVAR (Float, gl_lights_size);
int ScriptDepth; int ScriptDepth;
void gl_InitGlow(FScanner &sc); void gl_InitGlow(FScanner &sc);
void gl_ParseBrightmap(FScanner &sc, int); void gl_ParseBrightmap(FScanner &sc, int);
@ -175,7 +173,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
light->Angles.Yaw.Degrees = m_Param; light->Angles.Yaw.Degrees = m_Param;
light->SetOffset(m_Pos); light->SetOffset(m_Pos);
light->halo = m_halo; light->halo = m_halo;
for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a] * gl_lights_intensity), 0, 255); for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a]), 0, 255);
light->m_Radius[0] = int(m_Args[LIGHT_INTENSITY]); light->m_Radius[0] = int(m_Args[LIGHT_INTENSITY]);
light->m_Radius[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]); light->m_Radius[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]);
light->flags4 &= ~(MF4_ADDITIVE | MF4_SUBTRACTIVE | MF4_DONTLIGHTSELF); light->flags4 &= ~(MF4_ADDITIVE | MF4_SUBTRACTIVE | MF4_DONTLIGHTSELF);

View file

@ -70,8 +70,6 @@ CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, gl_lights_checkside, 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);
CVAR (Float, gl_lights_size, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
@ -87,7 +85,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
DVector3 pos = light->PosRelative(group); DVector3 pos = light->PosRelative(group);
float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y)); float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
float radius = (light->GetRadius() * gl_lights_size); float radius = (light->GetRadius());
if (radius <= 0.f) return false; if (radius <= 0.f) return false;
if (dist > radius) return false; if (dist > radius) return false;
@ -108,9 +106,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
cs = 1.0f; cs = 1.0f;
} }
float r = light->GetRed() / 255.0f * cs * gl_lights_intensity; float r = light->GetRed() / 255.0f * cs;
float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity; float g = light->GetGreen() / 255.0f * cs;
float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity; float b = light->GetBlue() / 255.0f * cs;
if (light->IsSubtractive()) if (light->IsSubtractive())
{ {

View file

@ -96,7 +96,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared(); dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
} }
radius = light->GetRadius() * gl_lights_size; radius = light->GetRadius();
if (dist < radius * radius) if (dist < radius * radius)
{ {
@ -106,9 +106,9 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
if (frac > 0) if (frac > 0)
{ {
lr = light->GetRed() / 255.0f * gl_lights_intensity; lr = light->GetRed() / 255.0f;
lg = light->GetGreen() / 255.0f * gl_lights_intensity; lg = light->GetGreen() / 255.0f;
lb = light->GetBlue() / 255.0f * gl_lights_intensity; lb = light->GetBlue() / 255.0f;
if (light->IsSubtractive()) if (light->IsSubtractive())
{ {
float bright = FVector3(lr, lg, lb).Length(); float bright = FVector3(lr, lg, lb).Length();

View file

@ -124,7 +124,7 @@ void GLWall::SetupLights()
float y = node->lightsource->Y(); float y = node->lightsource->Y();
float z = node->lightsource->Z(); float z = node->lightsource->Z();
float dist = fabsf(p.DistToPoint(x, z, y)); float dist = fabsf(p.DistToPoint(x, z, y));
float radius = (node->lightsource->GetRadius() * gl_lights_size); float radius = node->lightsource->GetRadius();
float scale = 1.0f / ((2.f * radius) - dist); float scale = 1.0f / ((2.f * radius) - dist);
if (radius > 0.f && dist < radius) if (radius > 0.f && dist < radius)

View file

@ -24,8 +24,6 @@ EXTERN_CVAR(Int, gl_weaponlight)
EXTERN_CVAR (Bool, gl_lights); EXTERN_CVAR (Bool, gl_lights);
EXTERN_CVAR (Bool, gl_attachedlights); EXTERN_CVAR (Bool, gl_attachedlights);
EXTERN_CVAR (Bool, gl_lights_checkside); EXTERN_CVAR (Bool, gl_lights_checkside);
EXTERN_CVAR (Float, gl_lights_intensity);
EXTERN_CVAR (Float, gl_lights_size);
EXTERN_CVAR (Bool, gl_light_sprites); EXTERN_CVAR (Bool, gl_light_sprites);
EXTERN_CVAR (Bool, gl_light_particles); EXTERN_CVAR (Bool, gl_light_particles);

View file

@ -198,8 +198,6 @@ OptionMenu "GLLightOptions"
Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo" Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo" Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo" Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
Slider "$GLLIGHTMNU_LIGHTINTENSITY", gl_lights_intensity, 0.0, 1.0, 0.1
Slider "$GLLIGHTMNU_LIGHTSIZE", gl_lights_size, 0.0, 2.0, 0.1
} }
OptionMenu "GLPrefOptions" OptionMenu "GLPrefOptions"