Add a config option to disable dynamic lights
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@ -452,6 +452,9 @@ namespace UserConfigParams
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PARAM_PREFIX BoolUserConfigParam m_light_shaft
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PARAM_DEFAULT(BoolUserConfigParam(false, "enable_light_shaft",
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&m_video_group, "Enable Light Shafts"));
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PARAM_PREFIX BoolUserConfigParam m_dynamic_lights
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PARAM_DEFAULT(BoolUserConfigParam(false, "enable_dynamic_lights",
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&m_video_group, "Enable Dynamic Lights"));
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// ---- Debug - not saved to config file
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/** If gamepad debugging is enabled. */
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@ -184,7 +184,7 @@ void IrrDriver::renderGLSL(float dt)
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PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
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// Shadows
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if (!m_mipviz && !m_wireframe && UserConfigParams::m_shadows)
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if (!m_mipviz && !m_wireframe && UserConfigParams::m_dynamic_lights && UserConfigParams::m_shadows)
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//&& World::getWorld()->getTrack()->hasShadows())
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{
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renderShadows(camnode, camera);
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@ -428,6 +428,9 @@ void IrrDriver::renderSolidFirstPass()
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m_scene_manager->drawAll(scene::ESNRP_SOLID);
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if (!UserConfigParams::m_dynamic_lights)
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return;
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glUseProgram(MeshShader::ObjectPass1Shader::Program);
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for (unsigned i = 0; i < GroupedFPSM<FPSM_DEFAULT>::MeshSet.size(); ++i)
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{
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@ -452,7 +455,14 @@ void IrrDriver::renderSolidSecondPass()
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glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
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clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDepthMask(GL_FALSE);
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if (UserConfigParams::m_dynamic_lights)
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glDepthMask(GL_FALSE);
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else
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{
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glDepthMask(GL_TRUE);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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irr_driver->setPhase(SOLID_LIT_PASS);
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glEnable(GL_DEPTH_TEST);
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@ -502,7 +512,6 @@ void IrrDriver::renderSolidSecondPass()
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glUseProgram(MeshShader::UntexturedObjectShader::Program);
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for (unsigned i = 0; i < GroupedSM<SM_UNTEXTURED>::MeshSet.size(); i++)
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drawUntexturedObject(*GroupedSM<SM_UNTEXTURED>::MeshSet[i], GroupedSM<SM_UNTEXTURED>::MVPSet[i]);
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}
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void IrrDriver::renderTransparent()
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@ -850,15 +859,21 @@ void IrrDriver::renderLights(const core::aabbox3df& cambox,
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video::SOverrideMaterial &overridemat,
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int cam, float dt)
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{
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if (SkyboxCubeMap)
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irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
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for (unsigned i = 0; i < sun_ortho_matrix.size(); i++)
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sun_ortho_matrix[i] *= getInvViewMatrix();
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glBindFramebuffer(GL_FRAMEBUFFER, m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2));
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
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gl_driver->extGlDrawBuffers(2, bufs);
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if (!UserConfigParams::m_dynamic_lights)
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glClearColor(.5, .5, .5, .5);
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glClear(GL_COLOR_BUFFER_BIT);
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if (!UserConfigParams::m_dynamic_lights)
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return;
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if (SkyboxCubeMap)
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irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
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const u32 lightcount = m_lights.size();
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const core::vector3df &campos =
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