From: divverent Date: Thu, 5 Apr 2018 20:43:02 +0000 (+0000) Subject: New alternative to fullbright: r_fullbright_directed. X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=a79257eab1a7bf88d4403dc6da01063f813f9e71 New alternative to fullbright: r_fullbright_directed. Set this to 1, and anything EF_FULLBRIGHT or fullbright due to r_fullbright or unlit map (but specifically not sprites and surfaces with surfaceparm nolightmap) will have a directional effect applied to them. This mode is intended for testing maps in early development, and should not be used for normal gameplay (although it should be rather harmless there). git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12364 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index fc644c0a..a830d111 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -125,6 +125,12 @@ cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of r cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"}; #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit)) +cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"}; +cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"}; +cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"}; +cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"}; +cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"}; + cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; @@ -4371,6 +4377,11 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fakelight); Cvar_RegisterVariable(&r_fakelight_intensity); + Cvar_RegisterVariable(&r_fullbright_directed); + Cvar_RegisterVariable(&r_fullbright_directed_ambient); + Cvar_RegisterVariable(&r_fullbright_directed_diffuse); + Cvar_RegisterVariable(&r_fullbright_directed_pitch); + Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative); Cvar_RegisterVariable(&r_fullbright); Cvar_RegisterVariable(&r_shadows); Cvar_RegisterVariable(&r_shadows_darken); @@ -5114,6 +5125,26 @@ void R_AnimCache_CacheVisibleEntities(void) extern cvar_t r_overheadsprites_pushback; +static void R_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal) +{ + vec3_t angles; + + VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value); + VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value); + + // Use cl.viewangles and not r_refdef.view.forward here so it is the + // same for all stereo views, and to better handle pitches outside + // [-90, 90] (in_pitch_* cvars allow that). + VectorCopy(cl.viewangles, angles); + if (r_fullbright_directed_pitch_relative.integer) { + angles[PITCH] += r_fullbright_directed_pitch.value; + } else { + angles[PITCH] = r_fullbright_directed_pitch.value; + } + AngleVectors(angles, worldspacenormal, NULL, NULL); + VectorNegate(worldspacenormal, worldspacenormal); +} + static void R_View_UpdateEntityLighting (void) { int i; @@ -5134,9 +5165,21 @@ static void R_View_UpdateEntityLighting (void) if (ent->model && ent->model == cl.worldmodel) { // TODO: use modellight for r_ambient settings on world? - VectorSet(ent->modellight_ambient, 0, 0, 0); - VectorSet(ent->modellight_diffuse, 0, 0, 0); - VectorSet(ent->modellight_lightdir, 0, 0, 1); + // The logic here currently matches RSurf_ActiveWorldEntity. + if (r_fullbright_directed.integer && (r_fullbright.integer || !ent->model || !ent->model->lit)) + { + R_GetDirectedFullbright(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); + if(VectorLength2(ent->modellight_lightdir) == 0) + VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here + VectorNormalize(ent->modellight_lightdir); + } + else + { + VectorSet(ent->modellight_ambient, 0, 0, 0); + VectorSet(ent->modellight_diffuse, 0, 0, 0); + VectorSet(ent->modellight_lightdir, 0, 0, 1); + } continue; } @@ -5165,8 +5208,18 @@ static void R_View_UpdateEntityLighting (void) org[2] = org[2] + r_overheadsprites_pushback.value; R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); } - else + else if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint) + { R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP); + } + else if (r_fullbright_directed.integer) + { + R_GetDirectedFullbright(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + } + else + { + VectorSet(ent->modellight_ambient, 1, 1, 1); + } if(ent->flags & RENDER_EQUALIZE) { @@ -5213,8 +5266,18 @@ static void R_View_UpdateEntityLighting (void) } } } - else // highly rare - VectorSet(ent->modellight_ambient, 1, 1, 1); + else + { + // EF_FULLBRIGHT entity. + if (r_fullbright_directed.integer) + { + R_GetDirectedFullbright(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + } + else + { + VectorSet(ent->modellight_ambient, 1, 1, 1); + } + } } // move the light direction into modelspace coordinates for lighting code @@ -8601,9 +8664,17 @@ void RSurf_ActiveWorldEntity(void) rsurface.fogheightfade = r_refdef.fogheightfade; rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist; rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip; - VectorSet(rsurface.modellight_ambient, 0, 0, 0); - VectorSet(rsurface.modellight_diffuse, 0, 0, 0); - VectorSet(rsurface.modellight_lightdir, 0, 0, 1); + if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit)) + { + R_GetDirectedFullbright(rsurface.modellight_ambient, rsurface.modellight_diffuse, rsurface.modellight_lightdir); + rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT; + } + else + { + VectorSet(rsurface.modellight_ambient, 0, 0, 0); + VectorSet(rsurface.modellight_diffuse, 0, 0, 0); + VectorSet(rsurface.modellight_lightdir, 0, 0, 1); + } VectorSet(rsurface.colormap_pantscolor, 0, 0, 0); VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0); VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale); @@ -8718,6 +8789,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.ent_skinnum = ent->skinnum; rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1; rsurface.ent_flags = ent->flags; + if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit)) + { + rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT; + } rsurface.shadertime = r_refdef.scene.time - ent->shadertime; rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix;