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smcv pushed a commit to branch debian/master
in repository ioquake3.

commit 4faf1008a058e589ea97a182d5590ac737420ca2
Author: SmileTheory <smilethe...@gmail.com>
Date:   Wed Sep 14 02:59:54 2016 -0700

    OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
    
    Also simplify overbright code in ComputeShaderColors().
---
 code/renderergl2/tr_backend.c |  3 --
 code/renderergl2/tr_bsp.c     | 11 -------
 code/renderergl2/tr_image.c   |  4 ---
 code/renderergl2/tr_init.c    |  2 --
 code/renderergl2/tr_local.h   |  4 ---
 code/renderergl2/tr_main.c    | 10 +-----
 code/renderergl2/tr_scene.c   |  6 ----
 code/renderergl2/tr_shade.c   | 72 +++++++++++++------------------------------
 code/renderergl2/tr_shader.c  |  6 ++--
 code/renderergl2/tr_sky.c     |  2 +-
 opengl2-readme.md             | 10 ++----
 11 files changed, 31 insertions(+), 99 deletions(-)

diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c
index 82a353d..5c349de 100644
--- a/code/renderergl2/tr_backend.c
+++ b/code/renderergl2/tr_backend.c
@@ -712,9 +712,6 @@ void        RB_SetGL2D (void) {
        // set time for 2D shaders
        backEnd.refdef.time = ri.Milliseconds();
        backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
-
-       // reset color scaling
-       backEnd.refdef.colorScale = 1.0f;
 }
 
 
diff --git a/code/renderergl2/tr_bsp.c b/code/renderergl2/tr_bsp.c
index 8b923c3..8f56de8 100644
--- a/code/renderergl2/tr_bsp.c
+++ b/code/renderergl2/tr_bsp.c
@@ -105,11 +105,7 @@ static     void R_ColorShiftLightingBytes( byte in[4], 
byte out[4] ) {
        int             shift, r, g, b;
 
        // shift the color data based on overbright range
-#if defined(USE_OVERBRIGHT)
        shift = r_mapOverBrightBits->integer - tr.overbrightBits;
-#else
-       shift = 0;
-#endif
 
        // shift the data based on overbright range
        r = in[0] << shift;
@@ -144,9 +140,7 @@ static void R_ColorShiftLightingFloats(float in[4], float 
out[4], float scale )
 {
        float   r, g, b;
 
-#if defined(USE_OVERBRIGHT)
        scale *= 1 << (r_mapOverBrightBits->integer - tr.overbrightBits);
-#endif
 
        r = in[0] * scale;
        g = in[1] * scale;
@@ -2686,11 +2680,7 @@ void R_LoadLightGrid( lump_t *l ) {
 
                if (hdrLightGrid)
                {
-#if defined(USE_OVERBRIGHT)
                        float lightScale = 1 << (r_mapOverBrightBits->integer - 
tr.overbrightBits);
-#else
-                       float lightScale = 1.0f;
-#endif
 
                        //ri.Printf(PRINT_ALL, "found!\n");
 
@@ -3165,7 +3155,6 @@ void RE_LoadWorldMap( const char *name ) {
        }
 
        // set default map light scale
-       tr.mapLightScale  = 1.0f;
        tr.sunShadowScale = 0.5f;
 
        // set default sun direction to be used if it isn't
diff --git a/code/renderergl2/tr_image.c b/code/renderergl2/tr_image.c
index 95989b9..3e8099a 100644
--- a/code/renderergl2/tr_image.c
+++ b/code/renderergl2/tr_image.c
@@ -2845,11 +2845,7 @@ void R_SetColorMappings( void ) {
        int             inf;
 
        // setup the overbright lighting
-#if defined(USE_OVERBRIGHT)
        tr.overbrightBits = r_overBrightBits->integer;
-#else
-       tr.overbrightBits = 0;
-#endif
 
        // allow 2 overbright bits
        if ( tr.overbrightBits > 2 ) {
diff --git a/code/renderergl2/tr_init.c b/code/renderergl2/tr_init.c
index 8809039..30803e2 100644
--- a/code/renderergl2/tr_init.c
+++ b/code/renderergl2/tr_init.c
@@ -155,7 +155,6 @@ cvar_t  *r_imageUpsampleMaxSize;
 cvar_t  *r_imageUpsampleType;
 cvar_t  *r_genNormalMaps;
 cvar_t  *r_forceSun;
-cvar_t  *r_forceSunMapLightScale;
 cvar_t  *r_forceSunLightScale;
 cvar_t  *r_forceSunAmbientScale;
 cvar_t  *r_sunlightMode;
@@ -1245,7 +1244,6 @@ void R_Register( void )
        r_genNormalMaps = ri.Cvar_Get( "r_genNormalMaps", "0", CVAR_ARCHIVE | 
CVAR_LATCH );
 
        r_forceSun = ri.Cvar_Get( "r_forceSun", "0", CVAR_CHEAT );
-       r_forceSunMapLightScale = ri.Cvar_Get( "r_forceSunMapLightScale", 
"1.0", CVAR_CHEAT );
        r_forceSunLightScale = ri.Cvar_Get( "r_forceSunLightScale", "1.0", 
CVAR_CHEAT );
        r_forceSunAmbientScale = ri.Cvar_Get( "r_forceSunAmbientScale", "0.5", 
CVAR_CHEAT );
        r_drawSunRays = ri.Cvar_Get( "r_drawSunRays", "0", CVAR_ARCHIVE | 
CVAR_LATCH );
diff --git a/code/renderergl2/tr_local.h b/code/renderergl2/tr_local.h
index a2707cb..09e70d2 100644
--- a/code/renderergl2/tr_local.h
+++ b/code/renderergl2/tr_local.h
@@ -56,7 +56,6 @@ typedef unsigned int glIndex_t;
 #define PSHADOW_MAP_SIZE      512
 
 #define USE_VERT_TANGENT_SPACE
-#define USE_OVERBRIGHT
 
 typedef struct cubemap_s {
        char name[MAX_QPATH];
@@ -761,7 +760,6 @@ typedef struct {
        float       sunDir[4];
        float       sunCol[4];
        float       sunAmbCol[4];
-       float       colorScale;
 
        float       autoExposureMinMax[2];
        float       toneMinAvgMaxLinear[3];
@@ -1608,7 +1606,6 @@ typedef struct {
 
        int                                             viewCluster;
 
-       float                   mapLightScale;
        float                   sunShadowScale;
 
        qboolean                sunShadows;
@@ -1801,7 +1798,6 @@ extern  cvar_t  *r_imageUpsampleMaxSize;
 extern  cvar_t  *r_imageUpsampleType;
 extern  cvar_t  *r_genNormalMaps;
 extern  cvar_t  *r_forceSun;
-extern  cvar_t  *r_forceSunMapLightScale;
 extern  cvar_t  *r_forceSunLightScale;
 extern  cvar_t  *r_forceSunAmbientScale;
 extern  cvar_t  *r_sunlightMode;
diff --git a/code/renderergl2/tr_main.c b/code/renderergl2/tr_main.c
index 3576079..ddbbf90 100644
--- a/code/renderergl2/tr_main.c
+++ b/code/renderergl2/tr_main.c
@@ -2551,7 +2551,6 @@ void R_RenderCubemapSide( int cubemapIndex, int 
cubemapSide, qboolean subscene )
 {
        refdef_t refdef;
        viewParms_t     parms;
-       float oldColorScale = tr.refdef.colorScale;
 
        memset( &refdef, 0, sizeof( refdef ) );
        refdef.rdflags = 0;
@@ -2629,7 +2628,6 @@ void R_RenderCubemapSide( int cubemapIndex, int 
cubemapSide, qboolean subscene )
                R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
                scale = directed[0] + directed[1] + directed[2] + ambient[0] + 
ambient[1] + ambient[2] + 1.0f;
 
-               tr.refdef.colorScale = 1.0f; //766.0f / scale;
                // only print message for first side
                if (scale < 1.0001f && cubemapSide == 0)
                {
@@ -2670,12 +2668,6 @@ void R_RenderCubemapSide( int cubemapIndex, int 
cubemapSide, qboolean subscene )
 
        R_RenderView(&parms);
 
-       if (subscene)
-       {
-               tr.refdef.colorScale = oldColorScale;
-       }
-       else
-       {
+       if (!subscene)
                RE_EndScene();
-       }
 }
diff --git a/code/renderergl2/tr_scene.c b/code/renderergl2/tr_scene.c
index 410f81e..2d039e7 100644
--- a/code/renderergl2/tr_scene.c
+++ b/code/renderergl2/tr_scene.c
@@ -329,18 +329,12 @@ void RE_BeginScene(const refdef_t *fd)
 
        VectorCopy(tr.sunDirection, tr.refdef.sunDir);
        if ( (tr.refdef.rdflags & RDF_NOWORLDMODEL) || !(r_depthPrepass->value) 
){
-               tr.refdef.colorScale = 1.0f;
                VectorSet(tr.refdef.sunCol, 0, 0, 0);
                VectorSet(tr.refdef.sunAmbCol, 0, 0, 0);
        }
        else
        {
-#if defined(USE_OVERBRIGHT)
-               float scale = (1 << (r_mapOverBrightBits->integer - 
tr.overbrightBits)) / 255.0f;
-#else
                float scale = (1 << r_mapOverBrightBits->integer) / 255.0f;
-#endif
-               tr.refdef.colorScale = r_forceSun->integer ? 
r_forceSunMapLightScale->value : tr.mapLightScale;
 
                if (r_forceSun->integer)
                        VectorScale(tr.sunLight, scale * 
r_forceSunLightScale->value, tr.refdef.sunCol);
diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c
index 1cfc42d..705f5d0 100644
--- a/code/renderergl2/tr_shade.c
+++ b/code/renderergl2/tr_shade.c
@@ -446,18 +446,16 @@ static void ComputeShaderColors( shaderStage_t *pStage, 
vec4_t baseColor, vec4_t
                || ((blend & GLS_SRCBLEND_BITS) == 
GLS_SRCBLEND_ONE_MINUS_DST_COLOR)
                || ((blend & GLS_DSTBLEND_BITS) == GLS_DSTBLEND_SRC_COLOR)
                || ((blend & GLS_DSTBLEND_BITS) == 
GLS_DSTBLEND_ONE_MINUS_SRC_COLOR);
-       qboolean isWorldDraw = !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL);
-       float scale = 1.0f;
 
-#if defined(USE_OVERBRIGHT)
-       float exactLight = 1.0f;
-#else
-       float exactLight = (isBlend || !isWorldDraw) ? 1.0f : (float)(1 << 
r_mapOverBrightBits->integer);
-#endif
+       qboolean is2DDraw = backEnd.currentEntity == &backEnd.entity2D;
+
+       float overbright = (isBlend || is2DDraw) ? 1.0f : (float)(1 << 
tr.overbrightBits);
+
+       fog_t *fog;
 
        baseColor[0] = 
        baseColor[1] =
-       baseColor[2] = exactLight;
+       baseColor[2] =
        baseColor[3] = 1.0f;
 
        vertColor[0] =
@@ -470,11 +468,6 @@ static void ComputeShaderColors( shaderStage_t *pStage, 
vec4_t baseColor, vec4_t
        //
        switch ( pStage->rgbGen )
        {
-               case CGEN_IDENTITY_LIGHTING:
-                       baseColor[0] = 
-                       baseColor[1] =
-                       baseColor[2] = tr.identityLight;
-                       break;
                case CGEN_EXACT_VERTEX:
                case CGEN_EXACT_VERTEX_LIT:
                        baseColor[0] = 
@@ -484,7 +477,7 @@ static void ComputeShaderColors( shaderStage_t *pStage, 
vec4_t baseColor, vec4_t
 
                        vertColor[0] =
                        vertColor[1] =
-                       vertColor[2] = exactLight;
+                       vertColor[2] = overbright;
                        vertColor[3] = 1.0f;
                        break;
                case CGEN_CONST:
@@ -494,47 +487,33 @@ static void ComputeShaderColors( shaderStage_t *pStage, 
vec4_t baseColor, vec4_t
                        baseColor[3] = pStage->constantColor[3] / 255.0f;
                        break;
                case CGEN_VERTEX:
-                       baseColor[0] = 
+               case CGEN_VERTEX_LIT:
+                       baseColor[0] =
                        baseColor[1] =
                        baseColor[2] =
                        baseColor[3] = 0.0f;
 
                        vertColor[0] =
                        vertColor[1] =
-                       vertColor[2] = tr.identityLight;
+                       vertColor[2] =
                        vertColor[3] = 1.0f;
                        break;
-               case CGEN_VERTEX_LIT:
-                       baseColor[0] = 
-                       baseColor[1] =
-                       baseColor[2] = 
-                       baseColor[3] = 0.0f;
-
-                       vertColor[0] =
-                       vertColor[1] =
-                       vertColor[2] = 
-                       vertColor[3] = tr.identityLight;
-                       break;
                case CGEN_ONE_MINUS_VERTEX:
                        baseColor[0] = 
                        baseColor[1] =
-                       baseColor[2] = tr.identityLight;
+                       baseColor[2] = 1.0f;
 
                        vertColor[0] =
                        vertColor[1] =
-                       vertColor[2] = -tr.identityLight;
+                       vertColor[2] = -1.0f;
                        break;
                case CGEN_FOG:
-                       {
-                               fog_t           *fog;
+                       fog = tr.world->fogs + tess.fogNum;
 
-                               fog = tr.world->fogs + tess.fogNum;
-
-                               baseColor[0] = ((unsigned char 
*)(&fog->colorInt))[0] / 255.0f;
-                               baseColor[1] = ((unsigned char 
*)(&fog->colorInt))[1] / 255.0f;
-                               baseColor[2] = ((unsigned char 
*)(&fog->colorInt))[2] / 255.0f;
-                               baseColor[3] = ((unsigned char 
*)(&fog->colorInt))[3] / 255.0f;
-                       }
+                       baseColor[0] = ((unsigned char *)(&fog->colorInt))[0] / 
255.0f;
+                       baseColor[1] = ((unsigned char *)(&fog->colorInt))[1] / 
255.0f;
+                       baseColor[2] = ((unsigned char *)(&fog->colorInt))[2] / 
255.0f;
+                       baseColor[3] = ((unsigned char *)(&fog->colorInt))[3] / 
255.0f;
                        break;
                case CGEN_WAVEFORM:
                        baseColor[0] = 
@@ -561,6 +540,11 @@ static void ComputeShaderColors( shaderStage_t *pStage, 
vec4_t baseColor, vec4_t
                        break;
                case CGEN_IDENTITY:
                case CGEN_LIGHTING_DIFFUSE:
+                       baseColor[0] =
+                       baseColor[1] =
+                       baseColor[2] = overbright;
+                       break;
+               case CGEN_IDENTITY_LIGHTING:
                case CGEN_BAD:
                        break;
        }
@@ -611,18 +595,6 @@ static void ComputeShaderColors( shaderStage_t *pStage, 
vec4_t baseColor, vec4_t
                        break;
        }
 
-       if (tr.overbrightBits && !isBlend)
-               scale *= 1 << tr.overbrightBits;
-
-       if ((backEnd.refdef.colorScale != 1.0f) && !isBlend && isWorldDraw)
-               scale *= backEnd.refdef.colorScale;
-
-       if (scale != 1.0f)
-       {
-               VectorScale(baseColor, scale, baseColor);
-               VectorScale(vertColor, scale, vertColor);
-       }
-
        // FIXME: find some way to implement this.
 #if 0
        // if in greyscale rendering mode turn all color values into greyscale.
diff --git a/code/renderergl2/tr_shader.c b/code/renderergl2/tr_shader.c
index 0ef9021..4da8a0b 100644
--- a/code/renderergl2/tr_shader.c
+++ b/code/renderergl2/tr_shader.c
@@ -1827,10 +1827,12 @@ static qboolean ParseShader( char **text )
                        if (isGL2Sun)
                        {
                                token = COM_ParseExt( text, qfalse );
-                               tr.mapLightScale = atof(token);
+                               tr.sunShadowScale = atof(token);
 
+                               // parse twice, since older shaders may include 
mapLightScale before sunShadowScale
                                token = COM_ParseExt( text, qfalse );
-                               tr.sunShadowScale = atof(token);
+                               if (token[0])
+                                       tr.sunShadowScale = atof(token);
                        }
 
                        SkipRestOfLine( text );
diff --git a/code/renderergl2/tr_sky.c b/code/renderergl2/tr_sky.c
index cc6b9cd..3b4e860 100644
--- a/code/renderergl2/tr_sky.c
+++ b/code/renderergl2/tr_sky.c
@@ -448,7 +448,7 @@ static void DrawSkySide( struct image_s *image, const int 
mins[2], const int max
                
                color[0] = 
                color[1] = 
-               color[2] = backEnd.refdef.colorScale;
+               color[2] =
                color[3] = 1.0f;
                GLSL_SetUniformVec4(sp, UNIFORM_BASECOLOR, color);
 
diff --git a/opengl2-readme.md b/opengl2-readme.md
index bbddc36..857a460 100644
--- a/opengl2-readme.md
+++ b/opengl2-readme.md
@@ -264,10 +264,6 @@ Cvars for the sunlight and cascaded shadow maps:
                                      1 - Do.
                                      2 - Sunrise, sunset.
 
-*  `r_forceSunMapLightScale`        - Cheat. Scale map brightness by this 
factor
-                                   when r_forceSun 1.
-                                     1.0 - Default
-                                     
 *  `r_forceSunLightScale`           - Cheat. Scale sun brightness by this 
factor
                                    when r_forceSun 1.
                                      1.0 - Default
@@ -506,7 +502,7 @@ and is the equivalent for 'exactVertex'.
 
 This adds a new keyword to sky materials, q3gl2_sun.  The syntax is:
 
-    q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> 
<mapLightScale> <ambientLightScale>
+    q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> 
<shadowScale>
   
 Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
 and the last two indicate scaling factors for the map brightness and an ambient
@@ -527,7 +523,7 @@ There are currently two ways to use this in your own (and 
other people's) maps.
           surfaceparm nolightmap
           surfaceparm sky
           q3map_sunExt 240 238 200 100 195 35 3 16
-          q3gl2_sun 240 238 200 50 195 35 1.0 0.2
+          q3gl2_sun 240 238 200 50 195 35 0.2
           q3map_skylight 50 16
           q3map_lightimage $whiteimage
 
@@ -550,7 +546,7 @@ There are currently two ways to use this in your own (and 
other people's) maps.
           surfaceparm noimpact
           surfaceparm nolightmap
           surfaceparm sky
-          q3gl2_sun 240 238 200 50 195 35 0.5 0.2
+          q3gl2_sun 240 238 200 50 195 35 0.2
           q3map_skylight 50 16
           q3map_lightimage $whiteimage
 

-- 
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/srv/git.debian.org/git/pkg-games/ioquake3.git

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