Remove gl_light_math (reverts last remains of old lightmath branch)
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51f867bc6c
commit
e9d13e5d74
9 changed files with 7 additions and 128 deletions
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@ -60,11 +60,6 @@ CVAR (Bool, gl_lights_checkside, 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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CUSTOM_CVAR(Int, gl_light_math, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 2) self = 0;
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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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@ -113,25 +108,10 @@ bool gl_GetLight(int group, Plane & p, ADynamicLight * light, bool checkside, FD
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i = 1;
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}
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float worldPos[4] = { (float)pos.X, (float)pos.Z, (float)pos.Y, 1.0f };
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float eyePos[4];
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gl_RenderState.mViewMatrix.multMatrixPoint(worldPos, eyePos);
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if (gl_light_math != 0)
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{
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// Move light up because flasks/vials have their light source location at/below the floor.
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//
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// If the point is exactly on the wall plane it might cause some acne as some pixels could
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// be in front and some behind. Move light just a tiny bit to avoid this.
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eyePos[0] += 0.01f;
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eyePos[1] += 5.01f;
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eyePos[2] += 0.01f;
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}
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float *data = &ldata.arrays[i][ldata.arrays[i].Reserve(8)];
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data[0] = eyePos[0];
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data[1] = eyePos[1];
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data[2] = eyePos[2];
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data[0] = pos.X;
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data[1] = pos.Z;
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data[2] = pos.Y;
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data[3] = radius;
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data[4] = r;
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data[5] = g;
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@ -158,7 +158,6 @@ bool FRenderState::ApplyShader()
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muLightMath.Set(gl_light_math);
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activeShader->muClipSplit.Set(mClipSplit);
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if (mGlowEnabled)
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@ -220,7 +220,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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muColormapStart.Init(hShader, "uFixedColormapStart");
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muColormapRange.Init(hShader, "uFixedColormapRange");
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muLightIndex.Init(hShader, "uLightIndex");
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muLightMath.Init(hShader, "uLightMath");
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muFogColor.Init(hShader, "uFogColor");
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muDynLightColor.Init(hShader, "uDynLightColor");
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muObjectColor.Init(hShader, "uObjectColor");
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@ -266,7 +266,6 @@ class FShader
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FUniform1i muFixedColormap;
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FUniform4f muColormapStart;
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FUniform4f muColormapRange;
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FBufferedUniform1i muLightMath;
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FBufferedUniform1i muLightIndex;
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FBufferedUniformPE muFogColor;
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FBufferedUniform4f muDynLightColor;
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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_light_sprites);
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EXTERN_CVAR (Bool, gl_light_particles);
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EXTERN_CVAR (Int, gl_light_math);
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EXTERN_CVAR(Int, gl_fogmode)
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EXTERN_CVAR(Int, gl_lightmode)
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