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- removed unused forceadditive parameter from gl_GetLight.
- restricted gl_lights_additive to legacy code and removed menu entry for this. For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
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37d0f97808
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8 changed files with 8 additions and 14 deletions
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@ -57,6 +57,8 @@
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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CVAR(Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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//==========================================================================
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//==========================================================================
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//
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//
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// Do some tinkering with the menus so that certain options only appear
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// Do some tinkering with the menus so that certain options only appear
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@ -478,7 +480,7 @@ bool GLWall::PutWallCompat(int passflag)
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if (sub->lighthead == nullptr) return false;
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if (sub->lighthead == nullptr) return false;
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}
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}
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bool foggy = !gl_isBlack(Colormap.FadeColor) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
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bool foggy = gl_CheckFog(&Colormap, lightlevel) || (level.flags&LEVEL_HASFADETABLE) || gl_lights_additive;
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bool masked = passflag == 2 && gltexture->isMasked();
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bool masked = passflag == 2 && gltexture->isMasked();
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int list = list_indices[masked][foggy];
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int list = list_indices[masked][foggy];
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@ -58,7 +58,6 @@
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#include "gl/utility/gl_templates.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 (Float, gl_lights_size);
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EXTERN_CVAR (Bool, gl_lights_additive);
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EXTERN_CVAR(Int, vid_renderer)
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EXTERN_CVAR(Int, vid_renderer)
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@ -184,7 +184,7 @@ struct FDynLightData
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &data);
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &data);
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void gl_UploadLights(FDynLightData &data);
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void gl_UploadLights(FDynLightData &data);
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@ -74,18 +74,13 @@ 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 (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_sprites, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, gl_light_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CUSTOM_CVAR (Bool, gl_lights_additive, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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gl_DeleteAllAttachedLights();
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gl_RecreateAllAttachedLights();
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Sets up the parameters to render one dynamic light onto one plane
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// Sets up the parameters to render one dynamic light onto one plane
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//
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//
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//==========================================================================
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//==========================================================================
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bool forceadditive, FDynLightData &ldata)
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bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FDynLightData &ldata)
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{
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{
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int i = 0;
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int i = 0;
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@ -103,7 +98,7 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, bo
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float cs;
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float cs;
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if (gl_lights_additive || light->flags4&MF4_ADDITIVE || forceadditive)
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if (light->IsAdditive())
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{
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{
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cs = 0.2f;
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cs = 0.2f;
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i = 2;
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i = 2;
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@ -154,7 +154,7 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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}
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}
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p.Set(plane.plane);
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p.Set(plane.plane);
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gl_GetLight(sub->sector->PortalGroup, p, light, false, false, lightdata);
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gl_GetLight(sub->sector->PortalGroup, p, light, false, lightdata);
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node = node->nextLight;
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node = node->nextLight;
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}
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}
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@ -158,7 +158,7 @@ void GLWall::SetupLights()
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}
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}
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if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
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if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
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{
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{
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gl_GetLight(seg->frontsector->PortalGroup, p, node->lightsource, true, false, lightdata);
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gl_GetLight(seg->frontsector->PortalGroup, p, node->lightsource, true, lightdata);
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}
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}
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}
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}
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}
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}
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@ -26,7 +26,6 @@ EXTERN_CVAR (Bool, gl_attachedlights);
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EXTERN_CVAR (Bool, gl_lights_checkside);
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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_intensity);
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EXTERN_CVAR (Float, gl_lights_size);
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EXTERN_CVAR (Float, gl_lights_size);
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EXTERN_CVAR (Bool, gl_lights_additive);
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EXTERN_CVAR (Bool, gl_light_sprites);
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EXTERN_CVAR (Bool, gl_light_sprites);
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EXTERN_CVAR (Bool, gl_light_particles);
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EXTERN_CVAR (Bool, gl_light_particles);
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@ -198,7 +198,6 @@ OptionMenu "GLLightOptions"
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Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
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Option "$GLLIGHTMNU_CLIPLIGHTS", gl_lights_checkside, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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Option "$GLLIGHTMNU_LIGHTSPRITES", gl_light_sprites, "YesNo"
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Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
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Option "$GLLIGHTMNU_LIGHTPARTICLES", gl_light_particles, "YesNo"
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Option "$GLLIGHTMNU_FORCEADDITIVE", gl_lights_additive, "YesNo"
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Slider "$GLLIGHTMNU_LIGHTINTENSITY", gl_lights_intensity, 0.0, 1.0, 0.1
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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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Slider "$GLLIGHTMNU_LIGHTSIZE", gl_lights_size, 0.0, 2.0, 0.1
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}
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}
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