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- make r_ambientlight work globally for all games by performing adjustment engine-side.
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parent
e29eb5bbed
commit
3325ef272e
7 changed files with 5 additions and 11 deletions
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@ -3277,7 +3277,7 @@ void viewDrawScreen(bool sceneonly)
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}
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memcpy(bakMirrorGotpic, gotpic + 510, 2);
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memcpy(gotpic + 510, otherMirrorGotpic, 2);
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g_visibility = (int32_t)(ClipLow(gVisibility - 32 * pOther->visibility, 0) * (numplayers > 1 ? 1.f : r_ambientlightrecip));
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g_visibility = (int32_t)(ClipLow(gVisibility - 32 * pOther->visibility, 0));
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int vc4, vc8;
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getzsofslope(vcc, vd8, vd4, &vc8, &vc4);
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if (vd0 >= vc4)
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@ -3351,7 +3351,7 @@ void viewDrawScreen(bool sceneonly)
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}
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nSprite = nextspritestat[nSprite];
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}
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g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0) * (numplayers > 1 ? 1.f : r_ambientlightrecip));
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g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0));
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cA = (cA + interpolateangfix16(fix16_from_int(deliriumTurnO), fix16_from_int(deliriumTurn), gInterpolate)) & 0x7ffffff;
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int vfc, vf8;
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getzsofslope(nSectnum, cX, cY, &vfc, &vf8);
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@ -266,7 +266,7 @@ static void polymost_updaterotmat(void)
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};
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multiplyMatrix4f(matrix, tiltmatrix);
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renderSetViewMatrix(matrix);
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renderSetVisibility(g_visibility * fviewingrange * (4.f / (65536.f * 65536.f)));
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renderSetVisibility(((float)(g_visibility) / r_ambientlight) * fviewingrange * (4.f / (65536.f * 65536.f)));
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}
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static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, int32_t method, const vec2_16_t& tilesiz);
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@ -343,13 +343,10 @@ CUSTOM_CVARD(Int, r_showfpsperiod, 0, 0, "time in seconds before averaging min a
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if (self < 0 || self > 5) self = 1;
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}
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float r_ambientlightrecip;
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CUSTOM_CVARD(Float, r_ambientlight, 1.0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "sets the global map light level")
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{
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if (self < 0.1f) self = 0.1f;
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else if (self > 10.f) self = 10.f;
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else r_ambientlightrecip = 1.f / self;
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}
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CVARD(Bool, r_shadows, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable sprite and model shadows")
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@ -115,7 +115,6 @@ EXTERN_CVAR(Int, playercolor)
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EXTERN_CVAR(Int, playerteam)
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extern bool gNoAutoLoad;
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extern float r_ambientlightrecip;
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extern int hud_statusbarrange; // will be set by the game's configuration setup.
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bool G_ChangeHudLayout(int direction);
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bool G_CheckAutorun(bool button);
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@ -650,7 +650,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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smoothRatio = 65536;
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int const playerVis = pPlayer->visibility;
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g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis * (numplayers > 1 ? 1.f : r_ambientlightrecip));
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g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis);
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CAMERA(sect) = pPlayer->cursectnum;
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@ -30,8 +30,6 @@ int32_t registerosdcommands(void);
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void GAME_onshowosd(int shown);
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void GAME_clearbackground(int numcols, int numrows);
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//extern float r_ambientlight,r_ambientlightrecip;
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extern const char *const ConsoleButtons[];
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//extern uint32_t cl_cheatmask;
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@ -860,7 +860,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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pPlayer->visibility = ud.const_visibility;
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int const playerVis = pPlayer->visibility;
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g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis * (numplayers > 1 ? 1.f : r_ambientlightrecip));
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g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis);
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CAMERA(sect) = pPlayer->cursectnum;
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