mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-13 07:58:04 +00:00
- make r_ambientlight work globally for all games by performing adjustment engine-side.
This commit is contained in:
parent
e29eb5bbed
commit
3325ef272e
7 changed files with 5 additions and 11 deletions
|
@ -3277,7 +3277,7 @@ void viewDrawScreen(bool sceneonly)
|
||||||
}
|
}
|
||||||
memcpy(bakMirrorGotpic, gotpic + 510, 2);
|
memcpy(bakMirrorGotpic, gotpic + 510, 2);
|
||||||
memcpy(gotpic + 510, otherMirrorGotpic, 2);
|
memcpy(gotpic + 510, otherMirrorGotpic, 2);
|
||||||
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * pOther->visibility, 0) * (numplayers > 1 ? 1.f : r_ambientlightrecip));
|
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * pOther->visibility, 0));
|
||||||
int vc4, vc8;
|
int vc4, vc8;
|
||||||
getzsofslope(vcc, vd8, vd4, &vc8, &vc4);
|
getzsofslope(vcc, vd8, vd4, &vc8, &vc4);
|
||||||
if (vd0 >= vc4)
|
if (vd0 >= vc4)
|
||||||
|
@ -3351,7 +3351,7 @@ void viewDrawScreen(bool sceneonly)
|
||||||
}
|
}
|
||||||
nSprite = nextspritestat[nSprite];
|
nSprite = nextspritestat[nSprite];
|
||||||
}
|
}
|
||||||
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0) * (numplayers > 1 ? 1.f : r_ambientlightrecip));
|
g_visibility = (int32_t)(ClipLow(gVisibility - 32 * gView->visibility - unk, 0));
|
||||||
cA = (cA + interpolateangfix16(fix16_from_int(deliriumTurnO), fix16_from_int(deliriumTurn), gInterpolate)) & 0x7ffffff;
|
cA = (cA + interpolateangfix16(fix16_from_int(deliriumTurnO), fix16_from_int(deliriumTurn), gInterpolate)) & 0x7ffffff;
|
||||||
int vfc, vf8;
|
int vfc, vf8;
|
||||||
getzsofslope(nSectnum, cX, cY, &vfc, &vf8);
|
getzsofslope(nSectnum, cX, cY, &vfc, &vf8);
|
||||||
|
|
|
@ -266,7 +266,7 @@ static void polymost_updaterotmat(void)
|
||||||
};
|
};
|
||||||
multiplyMatrix4f(matrix, tiltmatrix);
|
multiplyMatrix4f(matrix, tiltmatrix);
|
||||||
renderSetViewMatrix(matrix);
|
renderSetViewMatrix(matrix);
|
||||||
renderSetVisibility(g_visibility * fviewingrange * (4.f / (65536.f * 65536.f)));
|
renderSetVisibility(((float)(g_visibility) / r_ambientlight) * fviewingrange * (4.f / (65536.f * 65536.f)));
|
||||||
}
|
}
|
||||||
|
|
||||||
static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, int32_t method, const vec2_16_t& tilesiz);
|
static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, int32_t method, const vec2_16_t& tilesiz);
|
||||||
|
|
|
@ -343,13 +343,10 @@ CUSTOM_CVARD(Int, r_showfpsperiod, 0, 0, "time in seconds before averaging min a
|
||||||
if (self < 0 || self > 5) self = 1;
|
if (self < 0 || self > 5) self = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
float r_ambientlightrecip;
|
|
||||||
|
|
||||||
CUSTOM_CVARD(Float, r_ambientlight, 1.0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "sets the global map light level")
|
CUSTOM_CVARD(Float, r_ambientlight, 1.0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "sets the global map light level")
|
||||||
{
|
{
|
||||||
if (self < 0.1f) self = 0.1f;
|
if (self < 0.1f) self = 0.1f;
|
||||||
else if (self > 10.f) self = 10.f;
|
else if (self > 10.f) self = 10.f;
|
||||||
else r_ambientlightrecip = 1.f / self;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
CVARD(Bool, r_shadows, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable sprite and model shadows")
|
CVARD(Bool, r_shadows, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable sprite and model shadows")
|
||||||
|
|
|
@ -115,7 +115,6 @@ EXTERN_CVAR(Int, playercolor)
|
||||||
EXTERN_CVAR(Int, playerteam)
|
EXTERN_CVAR(Int, playerteam)
|
||||||
|
|
||||||
extern bool gNoAutoLoad;
|
extern bool gNoAutoLoad;
|
||||||
extern float r_ambientlightrecip;
|
|
||||||
extern int hud_statusbarrange; // will be set by the game's configuration setup.
|
extern int hud_statusbarrange; // will be set by the game's configuration setup.
|
||||||
bool G_ChangeHudLayout(int direction);
|
bool G_ChangeHudLayout(int direction);
|
||||||
bool G_CheckAutorun(bool button);
|
bool G_CheckAutorun(bool button);
|
||||||
|
|
|
@ -650,7 +650,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
|
||||||
smoothRatio = 65536;
|
smoothRatio = 65536;
|
||||||
|
|
||||||
int const playerVis = pPlayer->visibility;
|
int const playerVis = pPlayer->visibility;
|
||||||
g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis * (numplayers > 1 ? 1.f : r_ambientlightrecip));
|
g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis);
|
||||||
|
|
||||||
CAMERA(sect) = pPlayer->cursectnum;
|
CAMERA(sect) = pPlayer->cursectnum;
|
||||||
|
|
||||||
|
|
|
@ -30,8 +30,6 @@ int32_t registerosdcommands(void);
|
||||||
void GAME_onshowosd(int shown);
|
void GAME_onshowosd(int shown);
|
||||||
void GAME_clearbackground(int numcols, int numrows);
|
void GAME_clearbackground(int numcols, int numrows);
|
||||||
|
|
||||||
//extern float r_ambientlight,r_ambientlightrecip;
|
|
||||||
|
|
||||||
extern const char *const ConsoleButtons[];
|
extern const char *const ConsoleButtons[];
|
||||||
|
|
||||||
//extern uint32_t cl_cheatmask;
|
//extern uint32_t cl_cheatmask;
|
||||||
|
|
|
@ -860,7 +860,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
|
||||||
pPlayer->visibility = ud.const_visibility;
|
pPlayer->visibility = ud.const_visibility;
|
||||||
|
|
||||||
int const playerVis = pPlayer->visibility;
|
int const playerVis = pPlayer->visibility;
|
||||||
g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis * (numplayers > 1 ? 1.f : r_ambientlightrecip));
|
g_visibility = (playerVis <= 0) ? 0 : (int32_t)(playerVis);
|
||||||
|
|
||||||
CAMERA(sect) = pPlayer->cursectnum;
|
CAMERA(sect) = pPlayer->cursectnum;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue