]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Move rt* states and the ambient value into r_refdef_scene. Menu now uses fullbright...
authorblack <black@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 25 Feb 2008 13:07:10 +0000 (13:07 +0000)
committerblack <black@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 25 Feb 2008 13:07:10 +0000 (13:07 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8131 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c
client.h
gl_rmain.c
mvm_cmds.c
r_shadow.c

index 6078183b617a5d98762dfbac84a650e801b3dd82..4bd3308704319876ed1bf2f35580838cd2580d78 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -488,7 +488,7 @@ static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
        vec3_t tempdiffusenormal;
 
        // fetch the lighting from the worldmodel data
-       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+       VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
        VectorClear(ent->modellight_diffuse);
        VectorClear(tempdiffusenormal);
        if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
index fac7edfbed2c92ff638e5e17b5b1137dbb92f042..fe483591d40224b015b60d6bd7b83ca7ec793035 100644 (file)
--- a/client.h
+++ b/client.h
@@ -1470,6 +1470,13 @@ typedef struct r_refdef_scene_s {
        // 8.8bit fixed point intensities for light styles
        // controls intensity lightmap layers
        unsigned short lightstylevalue[256];    // 8.8 fraction of base light value
+
+       float ambient;
+
+       qboolean rtworld;
+       qboolean rtworldshadows;
+       qboolean rtdlight;
+       qboolean rtdlightshadows;
 } r_refdef_scene_t;
 
 typedef struct r_refdef_s
@@ -1523,10 +1530,6 @@ typedef struct r_refdef_s
        // (often reduced when world rtlights are enabled)
        float lightmapintensity;
        // whether to draw world lights realtime, dlights realtime, and their shadows
-       qboolean rtworld;
-       qboolean rtworldshadows;
-       qboolean rtdlight;
-       qboolean rtdlightshadows;
        float polygonfactor;
        float polygonoffset;
        float shadowpolygonfactor;
index 810b84b1c685ba17f2bc039c780e3851e80f6313..1f59f2cb4fb7548d6bd055c237bc9390f95d4593 100644 (file)
@@ -1684,7 +1684,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                }
                else
                {
-                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
+                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
                        if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
@@ -2763,7 +2763,7 @@ void R_SetupView(qboolean allowwaterclippingplane)
 {
        if (!r_refdef.view.useperspective)
                GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
-       else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+       else if (r_refdef.scene.rtworldshadows || r_refdef.scene.rtdlightshadows)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
        else
                GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
@@ -3528,6 +3528,8 @@ void R_UpdateVariables(void)
 {
        R_Textures_Frame();
 
+       r_refdef.scene.ambient = r_ambient.value;
+
        r_refdef.farclip = 4096;
        if (r_refdef.scene.worldmodel)
                r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
@@ -3540,17 +3542,17 @@ void R_UpdateVariables(void)
        r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
        r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
-       r_refdef.rtworld = r_shadow_realtime_world.integer;
-       r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
-       r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
-       r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
+       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
+       r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
        {
-               r_refdef.rtworld = false;
-               r_refdef.rtworldshadows = false;
-               r_refdef.rtdlight = false;
-               r_refdef.rtdlightshadows = false;
+               r_refdef.scene.rtworld = false;
+               r_refdef.scene.rtworldshadows = false;
+               r_refdef.scene.rtdlight = false;
+               r_refdef.scene.rtdlightshadows = false;
                r_refdef.lightmapintensity = 0;
        }
 
@@ -4632,7 +4634,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        if (ent->model->type == mod_brushq3)
                                colorscale *= r_refdef.scene.rtlightstylevalue[0];
                        colorscale *= r_refdef.lightmapintensity;
-                       VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
+                       VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
                        VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
                        // basic lit geometry
                        R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
index 80d238c0720c527c427af2e7c1034bb359d0bb5b..c92d5c2769d6b3f2e9b43e13f5bf82818ea1d7b8 100644 (file)
@@ -1432,6 +1432,8 @@ void VM_M_Cmd_Init(void)
 
        scene->maxentities = MAX_EDICTS + 256 + 512;
        scene->entities = (entity_render_t **)Mem_Alloc(prog->progs_mempool, sizeof(entity_render_t *) * scene->maxentities);
+
+       scene->ambient = 32.0f;
 }
 
 void VM_M_Cmd_Reset(void)
index d9da45c10682254fc135e332012a904ec2c057a0..d0bba73792f5c45cb7ef6fa34804f75a7d5a4212 100644 (file)
@@ -3028,7 +3028,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // count this light in the r_speeds
        r_refdef.stats.lights++;
 
-       if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
        {
                // optionally draw visible shape of the shadow volumes
                // for performance analysis by level designers
@@ -3041,7 +3041,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                        R_Shadow_DrawEntityShadow(shadowentities_noselfshadow[i]);
        }
 
-       if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
+       if (gl_stencil && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.scene.rtworldshadows : r_refdef.scene.rtdlightshadows))
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
@@ -3134,7 +3134,7 @@ void R_ShadowVolumeLighting(qboolean visible)
 
        R_Shadow_RenderMode_Begin();
 
-       flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        if (r_shadow_debuglight.integer >= 0)
        {
                lightindex = r_shadow_debuglight.integer;
@@ -3151,7 +3151,7 @@ void R_ShadowVolumeLighting(qboolean visible)
                                R_DrawRTLight(&light->rtlight, visible);
                }
        }
-       if (r_refdef.rtdlight)
+       if (r_refdef.scene.rtdlight)
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
                        R_DrawRTLight(&r_refdef.scene.lights[lnum], visible);
 
@@ -3256,7 +3256,7 @@ void R_DrawCoronas(void)
        if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer)
                return;
        R_Mesh_Matrix(&identitymatrix);
-       flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        // FIXME: these traces should scan all render entities instead of cl.world
        for (lightindex = 0;lightindex < Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);lightindex++)
        {
@@ -4672,7 +4672,7 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
 
        if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
        {
-               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_ambient.value * (2.0f / 128.0f);
+               ambientcolor[0] = ambientcolor[1] = ambientcolor[2] = r_refdef.scene.ambient * (2.0f / 128.0f);
                r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, ambientcolor, diffusecolor, diffusenormal);
        }
        else