From 8b01a88b76f815833f77b3b7a7fcc47159d471e0 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 4 Sep 2016 12:45:09 +0200 Subject: [PATCH] - 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. --- src/gl/compatibility/gl_20.cpp | 8 ++++---- src/gl/dynlights/a_dynlight.cpp | 3 +-- src/gl/dynlights/gl_dynlight.cpp | 4 +--- src/gl/dynlights/gl_dynlight1.cpp | 10 ++++------ src/gl/scene/gl_spritelight.cpp | 8 ++++---- src/gl/scene/gl_walls_draw.cpp | 2 +- src/gl/system/gl_cvars.h | 2 -- wadsrc/static/menudef.z | 2 -- 8 files changed, 15 insertions(+), 24 deletions(-) diff --git a/src/gl/compatibility/gl_20.cpp b/src/gl/compatibility/gl_20.cpp index 60dd9ecdb..e192b213e 100644 --- a/src/gl/compatibility/gl_20.cpp +++ b/src/gl/compatibility/gl_20.cpp @@ -386,7 +386,7 @@ bool gl_SetupLight(int group, Plane & p, ADynamicLight * light, Vector & nearPt, DVector3 lpos = light->PosRelative(group); 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 (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); if (additive) 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; + float r = light->GetRed() / 255.0f * cs; + float g = light->GetGreen() / 255.0f * cs; + float b = light->GetBlue() / 255.0f * cs; if (light->IsSubtractive()) { diff --git a/src/gl/dynlights/a_dynlight.cpp b/src/gl/dynlights/a_dynlight.cpp index e90bbdc80..ac929e7c0 100644 --- a/src/gl/dynlights/a_dynlight.cpp +++ b/src/gl/dynlights/a_dynlight.cpp @@ -57,7 +57,6 @@ #include "gl/utility/gl_convert.h" #include "gl/utility/gl_templates.h" -EXTERN_CVAR (Float, gl_lights_size); EXTERN_CVAR(Int, vid_renderer) @@ -378,7 +377,7 @@ void ADynamicLight::UpdateLocation() { intensity = m_currentRadius; } - radius = intensity * 2.0f * gl_lights_size; + radius = intensity * 2.0f; if (X() != oldx || Y() != oldy || radius != oldradius) { diff --git a/src/gl/dynlights/gl_dynlight.cpp b/src/gl/dynlights/gl_dynlight.cpp index e7d876b2a..b12290ab6 100644 --- a/src/gl/dynlights/gl_dynlight.cpp +++ b/src/gl/dynlights/gl_dynlight.cpp @@ -61,8 +61,6 @@ #include "gl/utility/gl_clock.h" #include "gl/utility/gl_convert.h" -EXTERN_CVAR (Float, gl_lights_intensity); -EXTERN_CVAR (Float, gl_lights_size); int ScriptDepth; void gl_InitGlow(FScanner &sc); void gl_ParseBrightmap(FScanner &sc, int); @@ -175,7 +173,7 @@ void FLightDefaults::ApplyProperties(ADynamicLight * light) const light->Angles.Yaw.Degrees = m_Param; light->SetOffset(m_Pos); light->halo = m_halo; - for (int a = 0; a < 3; a++) light->args[a] = clamp((int)(m_Args[a] * gl_lights_intensity), 0, 255); + for (int a = 0; a < 3; a++) light->args[a] = clamp((int)(m_Args[a]), 0, 255); light->m_Radius[0] = int(m_Args[LIGHT_INTENSITY]); light->m_Radius[1] = int(m_Args[LIGHT_SECONDARY_INTENSITY]); light->flags4 &= ~(MF4_ADDITIVE | MF4_SUBTRACTIVE | MF4_DONTLIGHTSELF); diff --git a/src/gl/dynlights/gl_dynlight1.cpp b/src/gl/dynlights/gl_dynlight1.cpp index eb3c45f9c..89cdd1ecb 100644 --- a/src/gl/dynlights/gl_dynlight1.cpp +++ b/src/gl/dynlights/gl_dynlight1.cpp @@ -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_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_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); 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 (dist > radius) return false; @@ -108,9 +106,9 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD cs = 1.0f; } - 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; + float r = light->GetRed() / 255.0f * cs; + float g = light->GetGreen() / 255.0f * cs; + float b = light->GetBlue() / 255.0f * cs; if (light->IsSubtractive()) { diff --git a/src/gl/scene/gl_spritelight.cpp b/src/gl/scene/gl_spritelight.cpp index b25fc30f0..329459bd1 100644 --- a/src/gl/scene/gl_spritelight.cpp +++ b/src/gl/scene/gl_spritelight.cpp @@ -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(); } - radius = light->GetRadius() * gl_lights_size; + radius = light->GetRadius(); if (dist < radius * radius) { @@ -106,9 +106,9 @@ void gl_SetDynSpriteLight(AActor *self, float x, float y, float z, subsector_t * if (frac > 0) { - lr = light->GetRed() / 255.0f * gl_lights_intensity; - lg = light->GetGreen() / 255.0f * gl_lights_intensity; - lb = light->GetBlue() / 255.0f * gl_lights_intensity; + lr = light->GetRed() / 255.0f; + lg = light->GetGreen() / 255.0f; + lb = light->GetBlue() / 255.0f; if (light->IsSubtractive()) { float bright = FVector3(lr, lg, lb).Length(); diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index 9599b8fa3..9f521ad11 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -124,7 +124,7 @@ void GLWall::SetupLights() float y = node->lightsource->Y(); float z = node->lightsource->Z(); 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); if (radius > 0.f && dist < radius) diff --git a/src/gl/system/gl_cvars.h b/src/gl/system/gl_cvars.h index da1febe3c..4cda3657d 100644 --- a/src/gl/system/gl_cvars.h +++ b/src/gl/system/gl_cvars.h @@ -24,8 +24,6 @@ EXTERN_CVAR(Int, gl_weaponlight) EXTERN_CVAR (Bool, gl_lights); EXTERN_CVAR (Bool, gl_attachedlights); 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_particles); diff --git a/wadsrc/static/menudef.z b/wadsrc/static/menudef.z index abc7cfacc..8879d6170 100644 --- a/wadsrc/static/menudef.z +++ b/wadsrc/static/menudef.z @@ -198,8 +198,6 @@ OptionMenu "GLLightOptions" Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo" Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "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"