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- 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.
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e7856ce1e3
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8 changed files with 15 additions and 24 deletions
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@ -386,7 +386,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
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DVector3 lpos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(lpos.X, lpos.Z, lpos.Y));
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float radius = (light->GetRadius() * gl_lights_size);
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float radius = light->GetRadius();
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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@ -417,9 +417,9 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt,
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float cs = 1.0f - (dist / radius);
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if (additive) cs *= 0.2f; // otherwise the light gets too strong.
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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float r = light->GetRed() / 255.0f * cs;
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float g = light->GetGreen() / 255.0f * cs;
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float b = light->GetBlue() / 255.0f * cs;
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if (light->IsSubtractive())
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{
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@ -57,7 +57,6 @@
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#include "gl/utility/gl_convert.h"
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#include "gl/utility/gl_templates.h"
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EXTERN_CVAR (Float, gl_lights_size);
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EXTERN_CVAR(Int, vid_renderer)
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@ -378,7 +377,7 @@ void ADynamicLight::UpdateLocation()
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{
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intensity = m_currentRadius;
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}
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radius = intensity * 2.0f * gl_lights_size;
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radius = intensity * 2.0f;
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if (X() != oldx || Y() != oldy || radius != oldradius)
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{
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@ -61,8 +61,6 @@
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#include "gl/utility/gl_clock.h"
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#include "gl/utility/gl_convert.h"
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EXTERN_CVAR (Float, gl_lights_intensity);
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EXTERN_CVAR (Float, gl_lights_size);
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int ScriptDepth;
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void gl_InitGlow(FScanner &sc);
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void gl_ParseBrightmap(FScanner &sc, int);
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@ -175,7 +173,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const
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light->Angles.Yaw.Degrees = m_Param;
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light->SetOffset(m_Pos);
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light->halo = m_halo;
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for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a] * gl_lights_intensity), 0, 255);
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for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a]), 0, 255);
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light->m_Radius[0] = int(m_Args[LIGHT_INTENSITY]);
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light->m_Radius[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]);
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light->flags4 &= ~(MF4_ADDITIVE | MF4_SUBTRACTIVE | MF4_DONTLIGHTSELF);
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@ -70,8 +70,6 @@ CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOIN
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CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_lights_checkside, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Float, gl_lights_intensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Float, gl_lights_size, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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@ -87,7 +85,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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DVector3 pos = light->PosRelative(group);
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float dist = fabsf(p.DistToPoint(pos.X, pos.Z, pos.Y));
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float radius = (light->GetRadius() * gl_lights_size);
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float radius = (light->GetRadius());
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if (radius <= 0.f) return false;
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if (dist > radius) return false;
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@ -108,9 +106,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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cs = 1.0f;
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}
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float r = light->GetRed() / 255.0f * cs * gl_lights_intensity;
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float g = light->GetGreen() / 255.0f * cs * gl_lights_intensity;
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float b = light->GetBlue() / 255.0f * cs * gl_lights_intensity;
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float r = light->GetRed() / 255.0f * cs;
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float g = light->GetGreen() / 255.0f * cs;
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float b = light->GetBlue() / 255.0f * cs;
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if (light->IsSubtractive())
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{
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@ -96,7 +96,7 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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dist = FVector3(x - light->X(), y - light->Y(), z - light->Z()).LengthSquared();
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}
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radius = light->GetRadius() * gl_lights_size;
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radius = light->GetRadius();
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if (dist < radius * radius)
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{
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@ -106,9 +106,9 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t *
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if (frac > 0)
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{
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lr = light->GetRed() / 255.0f * gl_lights_intensity;
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lg = light->GetGreen() / 255.0f * gl_lights_intensity;
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lb = light->GetBlue() / 255.0f * gl_lights_intensity;
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lr = light->GetRed() / 255.0f;
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lg = light->GetGreen() / 255.0f;
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lb = light->GetBlue() / 255.0f;
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if (light->IsSubtractive())
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{
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float bright = FVector3(lr, lg, lb).Length();
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@ -124,7 +124,7 @@ void GLWall::SetupLights()
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float y = node->lightsource->Y();
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float z = node->lightsource->Z();
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float dist = fabsf(p.DistToPoint(x, z, y));
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float radius = (node->lightsource->GetRadius() * gl_lights_size);
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float radius = node->lightsource->GetRadius();
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float scale = 1.0f / ((2.f * radius) - dist);
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if (radius > 0.f && dist < radius)
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@ -24,8 +24,6 @@ EXTERN_CVAR(Int, gl_weaponlight)
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EXTERN_CVAR (Bool, gl_lights);
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EXTERN_CVAR (Bool, gl_attachedlights);
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EXTERN_CVAR (Bool, gl_lights_checkside);
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EXTERN_CVAR (Float, gl_lights_intensity);
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EXTERN_CVAR (Float, gl_lights_size);
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EXTERN_CVAR (Bool, gl_light_sprites);
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EXTERN_CVAR (Bool, gl_light_particles);
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@ -198,8 +198,6 @@ OptionMenu "GLLightOptions"
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Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
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Slider "$GLLIGHTMNU_LIGHTINTENSITY", gl_lights_intensity, 0.0, 1.0, 0.1
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Slider "$GLLIGHTMNU_LIGHTSIZE", gl_lights_size, 0.0, 2.0, 0.1
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}
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OptionMenu "GLPrefOptions"
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