]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Remove code for r_fakelight.
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 4 Feb 2019 15:08:59 +0000 (15:08 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 4 Feb 2019 15:08:59 +0000 (15:08 +0000)
We have r_fullbright_directed now, which uses no shader permutation bit and has
a very similar effect.

Yay, less shaders!

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12473 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
render.h
shader_glsl.h

index e96bbba8d1c413df949650063fb9f3ca9fad1323..d6ea4baf56561ff29fee0d6fb6142aae31d9cd09 100644 (file)
@@ -117,10 +117,6 @@ cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
 
-cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
-cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
-#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"};
@@ -698,7 +694,6 @@ shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
                {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
-               {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
                {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
@@ -1797,15 +1792,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (t->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (FAKELIGHT_ENABLED)
-               {
-                       // fake lightmapping (q1bsp, q3bsp, fullbright map)
-                       mode = SHADERMODE_FAKELIGHT;
-                       permutation |= SHADERPERMUTATION_DIFFUSE;
-                       if (VectorLength2(t->render_lightmap_specular) > 0)
-                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
-               }
-               else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
                        if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
@@ -3262,8 +3249,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fullbrights);
        Cvar_RegisterVariable(&r_wateralpha);
        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);
@@ -5510,11 +5495,7 @@ void R_UpdateVariables(void)
        r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
        r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
        r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
-       if (FAKELIGHT_ENABLED)
-       {
-               r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
-       }
-       else if (r_refdef.scene.worldmodel)
+       if (r_refdef.scene.worldmodel)
        {
                r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
        }
@@ -6713,24 +6694,6 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        t->render_rtlight_specular[q] = 0;
                }
        }
-       else if (FAKELIGHT_ENABLED)
-       {
-               // no modellight if using fakelight for the map
-               t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
-               for (q = 0; q < 3; q++)
-               {
-                       t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
-                       t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
-                       t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
-                       t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
-                       t->render_lightmap_ambient[q] = 0;
-                       t->render_lightmap_diffuse[q] = 0;
-                       t->render_lightmap_specular[q] = 0;
-                       t->render_rtlight_diffuse[q] = 0;
-                       t->render_rtlight_specular[q] = 0;
-               }
-       }
        else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
        {
                // ambient + single direction light (modellight)
@@ -8944,21 +8907,6 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
-               if(FAKELIGHT_ENABLED)
-               {
-                       rsurface.lightmaptexture = NULL;
-                       rsurface.deluxemaptexture = NULL;
-                       rsurface.uselightmaptexture = false;
-                       for (;j < endsurface;j++)
-                       {
-                               surface = rsurface.modelsurfaces + surfacelist[j];
-                               if (texture != surface->texture)
-                                       break;
-                               texturesurfacelist[texturenumsurfaces++] = surface;
-                       }
-               }
-               else
-               {
                        rsurface.lightmaptexture = surface->lightmaptexture;
                        rsurface.deluxemaptexture = surface->deluxemaptexture;
                        rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
@@ -8969,7 +8917,6 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                        break;
                                texturesurfacelist[texturenumsurfaces++] = surface;
                        }
-               }
                // render the range of surfaces
                R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
        }
@@ -9077,7 +9024,7 @@ static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const
                                ;
                        continue;
                }
-               if(FAKELIGHT_ENABLED || depthonly || prepass)
+               if(depthonly || prepass)
                {
                        rsurface.lightmaptexture = NULL;
                        rsurface.deluxemaptexture = NULL;
index 62330792d4a7c189fb0b9fe653da0e51be4c2b02..a9869dc67492daac2e3eb57427fe11003d9975bd 100644 (file)
--- a/render.h
+++ b/render.h
@@ -54,7 +54,6 @@ typedef enum shadermode_e
        SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
        SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
        SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
-       SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
        SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
        SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
        SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP, // forced deluxemapping for lightmapped surfaces
index 36542c53810ab34c673013cdc3d583e3ce4a7d7d..aef2bb92eeb817e8898c51096b65557f2ad330c3 100644 (file)
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP)\n",
 "# define USELIGHTMAP\n",
 "#endif\n",
-"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT) || defined(USEFOG)\n",
+"#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(USEFOG)\n",
 "# define USEEYEVECTOR\n",
 "#endif\n",
 "\n",
 "              myhalf3 lightcolor = cast_myhalf3(VertexColor.rgb);\n",
 "   #endif\n",
 "#endif\n",
-"#ifdef MODE_FAKELIGHT\n",
-"      #define SHADING\n",
-"      myhalf3 lightnormal = cast_myhalf3(normalize(EyeVectorFogDepth.xyz));\n",
-"      #define lightcolor 1\n",
-"#endif // MODE_FAKELIGHT\n",
 "\n",
 "\n",
 "\n",