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ref: soft: don't depend on light gamma in recursive light point

pull/2/head
Alibek Omarov 12 months ago
parent
commit
c15822f375
  1. 22
      ref/soft/r_light.c
  2. 1
      ref/soft/r_local.h
  3. 2
      ref/soft/r_studio.c

22
ref/soft/r_light.c

@ -323,18 +323,10 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f, @@ -323,18 +323,10 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
{
uint scale = tr.lightstylevalue[surf->styles[map]];
if( tr.ignore_lightgamma )
{
cv->r += lm->r * scale * 2.5; // scale;
cv->g += lm->g * scale * 2.5; // scale;
cv->b += lm->b * scale * 2.5; // scale;
}
else
{
cv->r += gEngfuncs.LightToTexGamma( lm->r ) * scale;
cv->g += gEngfuncs.LightToTexGamma( lm->g ) * scale;
cv->b += gEngfuncs.LightToTexGamma( lm->b ) * scale;
}
cv->r += lm->r * scale;
cv->g += lm->g * scale;
cv->b += lm->b * scale;
lm += size; // skip to next lightmap
if( dm != NULL )
@ -421,9 +413,9 @@ colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot, @@ -421,9 +413,9 @@ colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot,
{
if( lspot ) VectorCopy( g_trace_lightspot, lspot );
if( lvec ) VectorNormalize2( g_trace_lightvec, lvec );
light.r = Q_min(( cv.r >> 7 ), 255 );
light.g = Q_min(( cv.g >> 7 ), 255 );
light.b = Q_min(( cv.b >> 7 ), 255 );
light.r = Q_min(( cv.r >> 8 ), 255 );
light.g = Q_min(( cv.g >> 8 ), 255 );
light.b = Q_min(( cv.b >> 8 ), 255 );
last_fraction = g_trace_fraction;
if(( light.r + light.g + light.b ) != 0 )

1
ref/soft/r_local.h

@ -270,7 +270,6 @@ typedef struct @@ -270,7 +270,6 @@ typedef struct
int realframecount; // not including viewpasses
int framecount;
qboolean ignore_lightgamma;
qboolean fCustomRendering;
qboolean fResetVis;
qboolean fFlipViewModel;

2
ref/soft/r_studio.c

@ -3412,9 +3412,7 @@ void R_GatherPlayerLight( void ) @@ -3412,9 +3412,7 @@ void R_GatherPlayerLight( void )
cl_entity_t *view = tr.viewent;
colorVec c;
tr.ignore_lightgamma = true;
c = R_LightPoint( view->origin );
tr.ignore_lightgamma = false;
gEngfuncs.SetLocalLightLevel( ( c.r + c.g + c.b ) / 3 );
}

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