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Pull request overview
Adds a new D3D11-only configuration knob to blend whether dynamic lights on lightmapped surfaces use Lambertian N·L (dot(normal, lightDir)) vs. “stock” distance-only attenuation, wiring the value from console/config → D3D11 constant buffer → pixel shader.
Changes:
- Added
dynamic_light_ndotlto the D3D11 render-mode constant buffer and populated it fromg_alpine_game_config. - Implemented
r_dynamiclightndotlconsole command plus config load/save (DynamicLightNdotL). - Updated
standard_ps.hlslto lerp between no-N·L (1.0) and full N·L for the non-dynamic-lit/lightmap path.
Reviewed changes
Copilot reviewed 7 out of 7 changed files in this pull request and generated 3 comments.
Show a summary per file
| File | Description |
|---|---|
| resources/shaders/standard_ps.hlsl | Uses new constant-buffer value to blend N·L contribution for dynamic lights on the lightmap/non-dynamic-lit path. |
| game_patch/object/obj_light.cpp | Registers new r_dynamiclightndotl console command to edit/print the setting. |
| game_patch/misc/alpine_settings.h | Adds dynamic_light_ndotl setting with clamped setter. |
| game_patch/misc/alpine_settings.cpp | Persists the setting via DynamicLightNdotL load/save. |
| game_patch/graphics/d3d11/gr_d3d11_context.{h,cpp} | Extends RenderModeBuffer tracking + CPU-side constant-buffer struct, and uploads the new value. |
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Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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