- moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side. This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
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parent
6788b19e89
commit
ef3421eee5
30 changed files with 330 additions and 429 deletions
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@ -61,7 +61,6 @@ long gl_frameCount;
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EXTERN_CVAR(Int, gl_lightmode)
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EXTERN_CVAR(Bool, gl_brightfog)
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EXTERN_CVAR(Bool, gl_lightadditivesurfaces)
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EXTERN_CVAR(Bool, gl_attenuate)
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CUSTOM_CVAR(Float, maxviewpitch, 90.f, CVAR_ARCHIVE|CVAR_SERVERINFO)
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@ -240,7 +239,6 @@ struct FGLROptions : public FOptionalMapinfoData
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skyfog = 0;
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brightfog = false;
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lightmode = -1;
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attenuate = -1;
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nocoloredspritelighting = -1;
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nolightfade = false;
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notexturefill = -1;
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@ -257,7 +255,6 @@ struct FGLROptions : public FOptionalMapinfoData
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newopt->outsidefogdensity = outsidefogdensity;
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newopt->skyfog = skyfog;
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newopt->lightmode = lightmode;
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newopt->attenuate = attenuate;
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newopt->nocoloredspritelighting = nocoloredspritelighting;
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newopt->nolightfade = nolightfade;
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newopt->notexturefill = notexturefill;
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@ -272,7 +269,6 @@ struct FGLROptions : public FOptionalMapinfoData
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int skyfog;
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int lightmode;
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int brightfog;
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int8_t attenuate;
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int8_t lightadditivesurfaces;
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int8_t nocoloredspritelighting;
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int8_t notexturefill;
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@ -378,20 +374,6 @@ DEFINE_MAP_OPTION(lightadditivesurfaces, false)
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}
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}
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DEFINE_MAP_OPTION(attenuate, false)
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{
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FGLROptions *opt = info->GetOptData<FGLROptions>("gl_renderer");
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if (parse.CheckAssign())
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{
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parse.sc.MustGetNumber();
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opt->attenuate = !!parse.sc.Number;
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}
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else
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{
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opt->attenuate = true;
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}
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}
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DEFINE_MAP_OPTION(skyrotate, false)
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{
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FGLROptions *opt = info->GetOptData<FGLROptions>("gl_renderer");
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@ -450,8 +432,6 @@ static void ResetOpts()
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else glset.brightfog = !!glset.map_brightfog;
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if (glset.map_lightadditivesurfaces == -1) glset.lightadditivesurfaces = gl_lightadditivesurfaces;
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else glset.lightadditivesurfaces = !!glset.map_lightadditivesurfaces;
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if (glset.map_attenuate == -1) glset.attenuate = gl_attenuate;
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else glset.attenuate = !!glset.map_attenuate;
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}
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void InitGLRMapinfoData()
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@ -463,7 +443,6 @@ void InitGLRMapinfoData()
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gl_SetFogParams(clamp(opt->fogdensity, 0, 255), level.info->outsidefog, clamp(opt->outsidefogdensity, 0, 255), opt->skyfog);
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glset.map_lightmode = opt->lightmode;
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glset.map_lightadditivesurfaces = opt->lightadditivesurfaces;
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glset.map_attenuate = opt->attenuate;
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glset.map_brightfog = opt->brightfog;
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glset.map_nocoloredspritelighting = opt->nocoloredspritelighting;
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glset.map_notexturefill = opt->notexturefill;
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@ -478,7 +457,6 @@ void InitGLRMapinfoData()
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glset.map_lightmode = -1;
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glset.map_lightadditivesurfaces = -1;
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glset.map_brightfog = -1;
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glset.map_attenuate = -1;
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glset.map_nocoloredspritelighting = -1;
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glset.map_notexturefill = -1;
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glset.skyrotatevector = FVector3(0, 0, 1);
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