diff --git a/engine/client/cl_tent.c b/engine/client/cl_tent.c index 847afde2..dfb4e067 100644 --- a/engine/client/cl_tent.c +++ b/engine/client/cl_tent.c @@ -2698,13 +2698,7 @@ void CL_AddEntityEffects( cl_entity_t *ent ) if (REF_GET_PARM( PARM_MODERNFLASHLIGHT, 1 ) == true) { - if( ent->player ) // && !Host_IsQuakeCompatible( ) ??? - { - dlight_t *dl = CL_AllocDlight( ent->index ); - dl->radius = -1; - dl->die = cl.time + 0.01f; // die on next frame - } - else + if( !ent->player ) { if ( FBitSet( ent->curstate.effects, EF_DIMLIGHT ) ) { diff --git a/ref_vk/vk_render.c b/ref_vk/vk_render.c index 393ea8f1..520894f9 100644 --- a/ref_vk/vk_render.c +++ b/ref_vk/vk_render.c @@ -551,70 +551,21 @@ static uint32_t writeDlightsToUBO( void ) // TODO this should not be here (where? vk_scene?) for (int i = 0; i < MAX_DLIGHTS && num_lights < ARRAYSIZE(ubo_lights->light); ++i) { - dlight_t *l = gEngine.GetDynamicLight(i); + const dlight_t *l = gEngine.GetDynamicLight(i); if( !l || l->die < gpGlobals->time || !l->radius ) continue; - - // Draw flashlight (workaround) - cl_entity_t *entPlayer; - entPlayer = gEngine.GetLocalPlayer(); - if( FBitSet( entPlayer->curstate.effects, EF_DIMLIGHT )) { - #define FLASHLIGHT_DISTANCE 2000 // in units - pmtrace_t *trace; - vec3_t forward, view_ofs; - vec3_t vecSrc, vecEnd; - float falloff; - trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_NORMAL ); - // compute falloff - falloff = trace->fraction * FLASHLIGHT_DISTANCE; - if( falloff < 500.0f ) falloff = 1.0f; - else falloff = 500.0f / falloff; - falloff *= falloff; - - AngleVectors( g_camera.viewangles, forward, NULL, NULL ); - view_ofs[0] = view_ofs[1] = 0.0f; - if( entPlayer->curstate.usehull == 1 ) { - view_ofs[2] = 12.0f; // VEC_DUCK_VIEW; - } else { - view_ofs[2] = 28.0f; // DEFAULT_VIEWHEIGHT - } - VectorAdd( entPlayer->origin, view_ofs, vecSrc ); - VectorMA( vecSrc, FLASHLIGHT_DISTANCE, forward, vecEnd ); - trace = gEngine.EV_VisTraceLine( vecSrc, vecEnd, PM_NORMAL ); - VectorMA( trace->endpos, -10, forward, l->origin ); - - // apply brigthness to dlight - l->color.r = bound( 0, falloff * 255, 255 ); - l->color.g = bound( 0, falloff * 255, 255 ); - l->color.b = bound( 0, falloff * 255, 255 ); - l->radius = 75; - - Vector4Set( - ubo_lights->light[num_lights].color, - l->color.r / 255.f, - l->color.g / 255.f, - l->color.b / 255.f, - 1.f); - Vector4Set( - ubo_lights->light[num_lights].pos_r, - l->origin[0], - l->origin[1], - l->origin[2], - l->radius); - } else { - Vector4Set( - ubo_lights->light[num_lights].color, - l->color.r / 255.f, - l->color.g / 255.f, - l->color.b / 255.f, - 1.f); - Vector4Set( - ubo_lights->light[num_lights].pos_r, - l->origin[0], - l->origin[1], - l->origin[2], - l->radius); - } + Vector4Set( + ubo_lights->light[num_lights].color, + l->color.r / 255.f, + l->color.g / 255.f, + l->color.b / 255.f, + 1.f); + Vector4Set( + ubo_lights->light[num_lights].pos_r, + l->origin[0], + l->origin[1], + l->origin[2], + l->radius); num_lights++; } diff --git a/ref_vk/vk_rmain.c b/ref_vk/vk_rmain.c index 8fc66c51..3ef89370 100644 --- a/ref_vk/vk_rmain.c +++ b/ref_vk/vk_rmain.c @@ -1,4 +1,5 @@ #include "vk_core.h" +#include "vk_cvar.h" #include "vk_common.h" #include "vk_textures.h" #include "vk_renderstate.h" @@ -250,7 +251,10 @@ static int VK_RefGetParm( int parm, int arg ) tex = findTexture(arg); return tex->flags; case PARM_MODERNFLASHLIGHT: - return true; + if (CVAR_TO_BOOL( vk_rtx )) { + return true; + } + return false; } PRINT_NOT_IMPLEMENTED_ARGS("(%s(%d), %d)", getParmName(parm), parm, arg);