1
0
Fork 0
forked from fte/fteqw

Trimmed some dead files.

Quick hack preliminary d3d11 renderer. I'm not likely to touch this again for quite some time.
Sys_Error works properly on android, with an error message shown. Should be less of a stab in the dark if you get errors. Seg faults are still instantly fatal. Not much I can reliably do about those - most of the juicy ones will likely occur within the gl drivers (even if its my fault) and java will still call in to it.
Stereoscopic (quad-buffered) rendering is in the gl renderer. You'll likely need a quatro to use it despite it being a gl 1.0 feature. No idea about ati. See r_stereo_method for non-quad-buffered alternatives.
Tweaked networking to not overflow so much. Needs testing against other qw clients.
Fixed an issue with surface numbers > 32k on limit-breaking maps.
Fixed a preparse issue resulting in QW clients dying with the ne_ruins map's progs.
Support for the DP-variant of BSP2. The depricated RMQ variant is still supported.
QTV proxy now uses ipv6 hybrid sockets where possible. Preliminary pext support.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4105 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2012-09-30 05:52:03 +00:00
parent 42f8d68e85
commit c6c3d3f4e0
122 changed files with 7941 additions and 5331 deletions

View file

@ -44,6 +44,13 @@ ifeq ($(FTE_TARGET),win64)
CC=amd64-mingw32msvc-gcc -m64
WINDRES=amd64-mingw32msvc-windres
STRIP=amd64-mingw32msvc-strip
# BITS=64
endif
ifneq ($(shell which x86_64-w64-mingw32-gcc 2> /dev/null),)
#yup, the alternative exists (this matches the one debian has)
CC=x86_64-w64-mingw32-gcc -m64
WINDRES=x86_64-w64-mingw32-windres
STRIP=x86_64-w64-mingw32-strip
# BITS=64
endif
endif
@ -217,6 +224,7 @@ ifeq ($(FTE_TARGET),) #user didn't specify prefered target
endif
ifneq ($(shell $(CC) -v 2>&1 | grep cygwin),)
FTE_TARGET=cygwin
ANDROID_SCRIPT=android.bat
endif
ifeq ($(FTE_TARGET),) #still not set
@ -257,7 +265,6 @@ HTTP_DIR=$(BASE_DIR)/http
#LIBS_DIR=$(BASE_DIR)/libs
LIBS_DIR?=.
PROGS_DIR=$(BASE_DIR)/qclib
SNDCODEC_DIR=$(BASE_DIR)/sndcodec
NACL_DIR=$(BASE_DIR)/nacl
BOTLIB_DIR=$(BASE_DIR)/botlib
@ -347,7 +354,7 @@ PROFILE_CFLAGS=-pg
DX7SDK=-I./libs/dxsdk7/include/
GLCFLAGS=-DGLQUAKE
D3DCFLAGS=-DD3DQUAKE
D3DCFLAGS=-DD3D9QUAKE
NPFTECFLAGS=-DNPFTE
SPEEX_OBJS = \
@ -461,14 +468,17 @@ GLQUAKE_OBJS = \
gl_rsurf.o \
gl_screen.o \
gl_bloom.o \
gl_vidcommon.o \
gl_hlmdl.o
gl_vidcommon.o
D3DQUAKE_OBJS = \
d3d_backend.o \
d3d_image.o \
d3d_shader.o \
vid_d3d.o
vid_d3d.o \
d3d11_backend.o \
d3d11_image.o \
d3d11_shader.o \
vid_d3d11.o
D3DGL_OBJS = \
gl_font.o \
@ -477,6 +487,7 @@ D3DGL_OBJS = \
gl_shader.o \
gl_shadow.o \
gl_rlight.o \
gl_hlmdl.o \
gl_warp.o \
ltface.o \
r_surf.o \
@ -1031,7 +1042,7 @@ ifneq ($(OUT_DIR),)
endif
VPATH = $(BASE_DIR) : $(CLIENT_DIR) : $(GL_DIR) : $(COMMON_DIR) : $(SERVER_DIR) : $(HTTP_DIR) : $(BASE_DIR)/irc : $(BASE_DIR)/email : $(QUX_DIR) : $(PROGS_DIR) : $(NACL_DIR) : $(SNDCODEC_DIR) : $(D3D_DIR) : $(BOTLIB_DIR)
VPATH = $(BASE_DIR) : $(CLIENT_DIR) : $(GL_DIR) : $(COMMON_DIR) : $(SERVER_DIR) : $(HTTP_DIR) : $(BASE_DIR)/irc : $(BASE_DIR)/email : $(QUX_DIR) : $(PROGS_DIR) : $(NACL_DIR) : $(D3D_DIR) : $(BOTLIB_DIR)
ifneq ($(findstring -DSPEEX_STATIC, $(CFLAGS)),)
#add these to statically link libspeex

View file

@ -25,8 +25,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
* Player moves as a spectator, but the camera tracks and enemy player
*/
#include <ctype.h>
#include "quakedef.h"
#include "winquake.h"

View file

@ -1317,7 +1317,7 @@ void CL_Record_f (void)
{
if (!cl.playerview[0].stats[i])
continue;
MSG_WriteByte (&buf, svc_updatestatlong);
MSG_WriteByte (&buf, svcqw_updatestatlong);
MSG_WriteByte (&buf, i);
MSG_WriteLong (&buf, cl.playerview[0].stats[i]);
if (buf.cursize > MAX_QWMSGLEN/2)

View file

@ -92,13 +92,11 @@ qboolean CL_FilterModelindex(int modelindex, int frame)
void CL_FreeDlights(void)
{
#if defined(GLQUAKE) || defined(D3DQUAKE)
#ifdef RTLIGHTS
int i;
for (i = 0; i < rtlights_max; i++)
if (cl_dlights[i].worldshadowmesh)
SH_FreeShadowMesh(cl_dlights[i].worldshadowmesh);
#endif
#endif
rtlights_max = cl_maxdlights = 0;
@ -115,7 +113,6 @@ void CL_InitDlights(void)
static void CL_ClearDlight(dlight_t *dl, int key)
{
void *sm;
texid_t st;
sm = dl->worldshadowmesh;
memset (dl, 0, sizeof(*dl));
dl->rebuildcache = true;
@ -2254,8 +2251,6 @@ void CL_LinkStaticEntities(void *pvs)
ent->framestate.g[FS_REG].frametime[0] = cl.time;
ent->framestate.g[FS_REG].frametime[1] = cl.time;
ent->shaderRGBAf[3] = 0.7;
// emit particles for statics (we don't need to cheat check statics)
if (clmodel->particleeffect >= 0 && gl_part_flame.ival)
{
@ -4020,6 +4015,27 @@ void CL_LinkViewModel(void)
plstate = &cl.frames[parsecountmod].playerstate[plnum];
CLQ1_AddPowerupShell(V_AddEntity(&ent), true, plstate?plstate->effects:0);
if (alpha < 1 && qrenderer == QR_OPENGL)
{
ent.forcedshader = R_RegisterShader("viewmodeldepthmask",
"{\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whiteimage\n"
"maskcolor\n"
"depthwrite\n"
"}\n"
"}\n"
);
ent.shaderRGBAf[3] = 1;
ent.flags &= ~Q2RF_TRANSLUCENT;
V_AddEntity(&ent);
ent.forcedshader = NULL;
ent.shaderRGBAf[3] = alpha;
ent.flags |= Q2RF_TRANSLUCENT;
}
}
//======================================================================

View file

@ -646,7 +646,7 @@ void CL_ClampPitch (int pnum)
}
#endif
#if 1
if (1)
if (0)
{
float surfm[16], invsurfm[16];
float viewm[16];

View file

@ -19,7 +19,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_main.c -- client main loop
#include <ctype.h>
#include "quakedef.h"
#include "winquake.h"
#include <sys/types.h>
@ -263,6 +262,26 @@ char soundlist_name[] =
{ 's'^0xff, 'o'^0xff, 'u'^0xff, 'n'^0xff, 'd'^0xff, 'l'^0xff, 'i'^0xff, 's'^0xff, 't'^0xff,
' '^0xff, '%'^0xff, 'i'^0xff, ' '^0xff, '%'^0xff, 'i'^0xff, 0 };
void CL_UpdateWindowTitle(void)
{
if (VID_SetWindowCaption)
{
switch (cls.state)
{
default:
#ifndef CLIENTONLY
if (sv.state)
VID_SetWindowCaption(va("%s %s: %s", DISTRIBUTION, fs_gamename.string, sv.name));
else
#endif
VID_SetWindowCaption(va("%s %s: %s", DISTRIBUTION, fs_gamename.string, cls.servername));
break;
case ca_disconnected:
VID_SetWindowCaption(va("%s %s: disconnected", DISTRIBUTION, fs_gamename.string));
break;
}
}
}
void CL_MakeActive(char *gamename)
{
@ -274,8 +293,7 @@ void CL_MakeActive(char *gamename)
}
cls.state = ca_active;
S_Purge(true);
if (VID_SetWindowCaption)
VID_SetWindowCaption(va("FTE %s: %s", gamename, cls.servername));
CL_UpdateWindowTitle();
SCR_EndLoadingPlaque();
@ -1033,6 +1051,8 @@ void CL_ClearState (void)
#define SV_UnspawnServer()
#endif
CL_UpdateWindowTitle();
CL_AllowIndependantSendCmd(false); //model stuff could be a problem.
S_StopAllSounds (true);
@ -1151,9 +1171,6 @@ void CL_Disconnect (void)
Cvar_ApplyLatches(CVAR_SERVEROVERRIDE);
if (VID_SetWindowCaption)
VID_SetWindowCaption(FULLENGINENAME": disconnected");
// stop sounds (especially looping!)
S_StopAllSounds (true);
#ifdef VM_CG
@ -4004,8 +4021,6 @@ void Host_Shutdown(void)
//disconnect server/client/etc
CL_Disconnect_f();
//Kill renderer
R_ShutdownRenderer();
#ifdef VM_UI
UI_Stop();

View file

@ -35,12 +35,12 @@ int cl_dp_csqc_progscrc;
int cl_dp_serverextension_download;
char *svc_strings[] =
char *svc_qwstrings[] =
{
"svc_bad",
"svc_nop",
"svc_disconnect",
"svc_updatestat",
"svcqw_updatestatbyte",
"svc_version", // [long] server version
"svc_setview", // [short] entity number
"svc_sound", // <see code>
@ -170,7 +170,7 @@ char *svc_nqstrings[] =
"nqsvc_bad",
"nqsvc_nop",
"nqsvc_disconnect",
"nqsvc_updatestat",
"nqsvc_updatestatlong",
"nqsvc_version", // [long] server version
"nqsvc_setview", // [short] entity number
"nqsvc_sound", // <see code>
@ -2696,7 +2696,7 @@ void CLNQ_ParseServerData(void) //Doesn't change gamedir - use with caution.
netprim.coordsize = 3;
if (fl & RMQFL_FLOATCOORD)
netprim.coordsize = 4;
if (fl & ~(RMQFL_SHORTANGLE|RMQFL_FLOATANGLE|RMQFL_24BITCOORD|RMQFL_FLOATCOORD))
if (fl & ~(RMQFL_SHORTANGLE|RMQFL_FLOATANGLE|RMQFL_24BITCOORD|RMQFL_FLOATCOORD|RMQFL_EDICTSCALE))
Con_Printf("WARNING: Server is using unsupported RMQ extensions\n");
}
else if (protover == DP5_PROTOCOL_VERSION)
@ -3519,17 +3519,23 @@ void CL_ParseStatic (int version)
CLFTE_ParseBaseline(&es, false);
else
CLQW_ParseDelta(&nullentitystate, &es, MSG_ReadShort(), true);
es.number+=MAX_EDICTS;
for (i = 0; i < cl.num_statics; i++)
if (cl_static_entities[i].ent.keynum == es.number)
{
pe->DelinkTrailstate (&cl_static_entities[i].emit);
break;
}
if (!es.number)
i = cl.num_statics++;
else
{
es.number+=MAX_EDICTS;
if (i == cl.num_statics)
cl.num_statics++;
for (i = 0; i < cl.num_statics; i++)
if (cl_static_entities[i].ent.keynum == es.number)
{
pe->DelinkTrailstate (&cl_static_entities[i].emit);
break;
}
if (i == cl.num_statics)
cl.num_statics++;
}
}
if (i == cl_max_static_entities)
@ -5184,7 +5190,7 @@ void CLQW_ParseServerMessage (void)
if (cmd == svcfte_choosesplitclient)
{
SHOWNET(svc_strings[cmd]);
SHOWNET(svc_qwstrings[cmd]);
destsplit = MSG_ReadByte() % MAX_SPLITS;
cmd = MSG_ReadByte();
@ -5199,7 +5205,7 @@ void CLQW_ParseServerMessage (void)
break;
}
SHOWNET(svc_strings[cmd]);
SHOWNET(svc_qwstrings[cmd]);
// other commands
switch (cmd)
@ -5449,13 +5455,13 @@ void CLQW_ParseServerMessage (void)
cl.playerview[destsplit].stats[STAT_SECRETS]++;
break;
case svc_updatestat:
case svcqw_updatestatbyte:
i = MSG_ReadByte ();
j = MSG_ReadByte ();
CL_SetStatInt (destsplit, i, j);
CL_SetStatFloat (destsplit, i, j);
break;
case svc_updatestatlong:
case svcqw_updatestatlong:
i = MSG_ReadByte ();
j = MSG_ReadLong (); //make qbyte if nq compatability?
CL_SetStatInt (destsplit, i, j);
@ -6265,7 +6271,7 @@ void CLNQ_ParseServerMessage (void)
cl_lightstyle[i].length = Q_strlen(cl_lightstyle[i].map);
break;
case svc_updatestat:
case svcnq_updatestatlong:
i = MSG_ReadByte ();
j = MSG_ReadLong ();
CL_SetStatInt (0, i, j);

View file

@ -1587,7 +1587,7 @@ void CL_ParseTEnt (void)
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = MSG_ReadShort(); //count
cnt = (unsigned short)MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
P_RunParticleWeather(pos, pos2, dir, cnt, colour, "rain");
@ -1612,7 +1612,7 @@ void CL_ParseTEnt (void)
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = MSG_ReadShort(); //count
cnt = (unsigned short)MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
P_RunParticleWeather(pos, pos2, dir, cnt, colour, "snow");

View file

@ -1533,7 +1533,7 @@ void UI_Stop (void)
void UI_Start (void)
{
int apiversion;
if (qrenderer != QR_OPENGL && qrenderer != QR_DIRECT3D)
if (qrenderer == QR_NONE)
return;
uivm = VM_Create(NULL, "vm/ui", UI_SystemCallsNative, UI_SystemCallsVM);

View file

@ -867,6 +867,7 @@ extern kbutton_t in_speed;
extern float in_sensitivityscale;
void CL_MakeActive(char *gamename);
void CL_UpdateWindowTitle(void);
void CL_InitInput (void);
void CL_SendCmd (double frametime, qboolean mainloop);

View file

@ -641,18 +641,22 @@ return NULL;
#define PNG_ALLOCATED
#endif
#define png_const_infop png_infop
#define png_const_structp png_structp
#define png_const_bytep png_bytep
void (PNGAPI *qpng_error) PNGARG((png_structp png_ptr, png_const_charp error_message)) PSTATIC(png_error);
void (PNGAPI *qpng_read_end) PNGARG((png_structp png_ptr, png_infop info_ptr)) PSTATIC(png_read_end);
void (PNGAPI *qpng_read_image) PNGARG((png_structp png_ptr, png_bytepp image)) PSTATIC(png_read_image);
png_byte (PNGAPI *qpng_get_bit_depth) PNGARG((png_structp png_ptr, png_infop info_ptr)) PSTATIC(png_get_bit_depth);
png_byte (PNGAPI *qpng_get_channels) PNGARG((png_structp png_ptr, png_infop info_ptr)) PSTATIC(png_get_channels);
png_size_t (PNGAPI *qpng_get_rowbytes) PNGARG((png_structp png_ptr, png_infop info_ptr)) PSTATIC(png_get_rowbytes);
png_byte (PNGAPI *qpng_get_bit_depth) PNGARG((png_const_structp png_ptr, const png_const_infop info_ptr)) PSTATIC(png_get_bit_depth);
png_byte (PNGAPI *qpng_get_channels) PNGARG((png_const_structp png_ptr, png_const_infop info_ptr)) PSTATIC(png_get_channels);
png_size_t (PNGAPI *qpng_get_rowbytes) PNGARG((png_const_structp png_ptr, png_const_infop info_ptr)) PSTATIC(png_get_rowbytes);
void (PNGAPI *qpng_read_update_info) PNGARG((png_structp png_ptr, png_infop info_ptr)) PSTATIC(png_read_update_info);
void (PNGAPI *qpng_set_strip_16) PNGARG((png_structp png_ptr)) PSTATIC(png_set_strip_16);
void (PNGAPI *qpng_set_expand) PNGARG((png_structp png_ptr)) PSTATIC(png_set_expand);
void (PNGAPI *qpng_set_gray_to_rgb) PNGARG((png_structp png_ptr)) PSTATIC(png_set_gray_to_rgb);
void (PNGAPI *qpng_set_tRNS_to_alpha) PNGARG((png_structp png_ptr)) PSTATIC(png_set_tRNS_to_alpha);
png_uint_32 (PNGAPI *qpng_get_valid) PNGARG((png_structp png_ptr, png_infop info_ptr, png_uint_32 flag)) PSTATIC(png_get_valid);
png_uint_32 (PNGAPI *qpng_get_valid) PNGARG((png_const_structp png_ptr, png_const_infop info_ptr, png_uint_32 flag)) PSTATIC(png_get_valid);
void (PNGAPI *qpng_set_expand_gray_1_2_4_to_8) PNGARG((png_structp png_ptr)) PSTATIC(png_set_expand_gray_1_2_4_to_8);
void (PNGAPI *qpng_set_filler) PNGARG((png_structp png_ptr, png_uint_32 filler, int flags)) PSTATIC(png_set_filler);
void (PNGAPI *qpng_set_palette_to_rgb) PNGARG((png_structp png_ptr)) PSTATIC(png_set_palette_to_rgb);
@ -664,7 +668,7 @@ void (PNGAPI *qpng_set_read_fn) PNGARG((png_structp png_ptr, png_voidp io_ptr, p
void (PNGAPI *qpng_destroy_read_struct) PNGARG((png_structpp png_ptr_ptr, png_infopp info_ptr_ptr, png_infopp end_info_ptr_ptr)) PSTATIC(png_destroy_read_struct);
png_infop (PNGAPI *qpng_create_info_struct) PNGARG((png_structp png_ptr)) PSTATIC(png_create_info_struct);
png_structp (PNGAPI *qpng_create_read_struct) PNGARG((png_const_charp user_png_ver, png_voidp error_ptr, png_error_ptr error_fn, png_error_ptr warn_fn)) PSTATIC(png_create_read_struct);
int (PNGAPI *qpng_sig_cmp) PNGARG((png_bytep sig, png_size_t start, png_size_t num_to_check)) PSTATIC(png_sig_cmp);
int (PNGAPI *qpng_sig_cmp) PNGARG((png_const_bytep sig, png_size_t start, png_size_t num_to_check)) PSTATIC(png_sig_cmp);
void (PNGAPI *qpng_write_end) PNGARG((png_structp png_ptr, png_infop info_ptr)) PSTATIC(png_write_end);
void (PNGAPI *qpng_write_image) PNGARG((png_structp png_ptr, png_bytepp image)) PSTATIC(png_write_image);
@ -2230,7 +2234,7 @@ texid_tf GL_LoadTextureDDS(char *iname, unsigned char *buffer, int filesize)
if (!qglCompressedTexImage2DARB)
return r_nulltex;
texnum = GL_AllocNewTexture(iname, fmtheader.dwWidth, fmtheader.dwHeight);
texnum = GL_AllocNewTexture(iname, fmtheader.dwWidth, fmtheader.dwHeight, 0);
GL_MTBind(0, GL_TEXTURE_2D, texnum);
datasize = fmtheader.dwPitchOrLinearSize;
@ -2393,7 +2397,7 @@ texid_t R_LoadHiResTexture(char *name, char *subpath, unsigned int flags)
int j;
char *suf[] =
{
"rt", "lf", "ft", "bk", "up", "dn",
"rt", "lf", "ft", "bk", "up", "dn", //FIXME: This is inverted and thus wrong
"px", "nx", "py", "ny", "pz", "nz",
"posx", "negx", "posy", "negy", "posz", "negz"
};

View file

@ -1,57 +1,57 @@
/*
Copyright (C) 2001-2002 A Nourai
Copyright (C) 2006 Jacek Piszczek (Mac OSX port)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the included (GNU.txt) GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
float mouse_x,mouse_y;
float old_mouse_x,old_mouse_y;
cvar_t m_filter = SCVARF("m_filter", "1", CVAR_ARCHIVE);
void IN_Init (void)
{
Cvar_Register (&m_filter, "input values");
}
void IN_ReInit(void)
{
}
void IN_Shutdown (void)
{
}
void IN_Commands (void)
{
}
// oportunity for devices to stick commands on the script buffer
void IN_ModeChanged (void)
{
}
// called whenever screen dimensions change
void IN_Move (float *movements, int pnum)
{
float tx, ty, filterfrac;
/*
Copyright (C) 2001-2002 A Nourai
Copyright (C) 2006 Jacek Piszczek (Mac OSX port)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the included (GNU.txt) GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
float mouse_x,mouse_y;
float old_mouse_x,old_mouse_y;
cvar_t m_filter = SCVARF("m_filter", "1", CVAR_ARCHIVE);
void IN_Init (void)
{
Cvar_Register (&m_filter, "input values");
}
void IN_ReInit(void)
{
}
void IN_Shutdown (void)
{
}
void IN_Commands (void)
{
}
// oportunity for devices to stick commands on the script buffer
void IN_ModeChanged (void)
{
}
// called whenever screen dimensions change
void IN_Move (float *movements, int pnum)
{
float tx, ty, filterfrac;
#ifdef PEXT_CSQC
if (CSQC_MouseMove(mouse_x, mouse_y, 0))
@ -60,45 +60,45 @@ void IN_Move (float *movements, int pnum)
mouse_y = 0;
}
#endif
tx = mouse_x;
ty = mouse_y;
if (m_filter.value)
{
filterfrac = bound(0, m_filter.value, 1) / 2.0;
mouse_x = (tx * (1 - filterfrac) + old_mouse_x * filterfrac);
mouse_y = (ty * (1 - filterfrac) + old_mouse_y * filterfrac);
}
old_mouse_x = tx;
old_mouse_y = ty;
mouse_x *= sensitivity.value;
mouse_y *= sensitivity.value;
if ((in_strafe.state[pnum] & 1) || (lookstrafe.value && in_mlook.state[pnum]))
{
movements[1] += m_side.value * mouse_x;
}
else
{
cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
}
if (in_mlook.state[pnum])
V_StopPitchDrift(pnum);
if (in_mlook.state[pnum] && !(in_strafe.state[pnum] & 1))
{
cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
}
else
{
movements[0] -= m_forward.value * mouse_y;
}
mouse_x = mouse_y = 0.0;
}
// add additional movement on top of the keyboard move cmd
tx = mouse_x;
ty = mouse_y;
if (m_filter.value)
{
filterfrac = bound(0, m_filter.value, 1) / 2.0;
mouse_x = (tx * (1 - filterfrac) + old_mouse_x * filterfrac);
mouse_y = (ty * (1 - filterfrac) + old_mouse_y * filterfrac);
}
old_mouse_x = tx;
old_mouse_y = ty;
mouse_x *= sensitivity.value;
mouse_y *= sensitivity.value;
if ((in_strafe.state[pnum] & 1) || (lookstrafe.value && in_mlook.state[pnum]))
{
movements[1] += m_side.value * mouse_x;
}
else
{
cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
}
if (in_mlook.state[pnum])
V_StopPitchDrift(pnum);
if (in_mlook.state[pnum] && !(in_strafe.state[pnum] & 1))
{
cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
}
else
{
movements[0] -= m_forward.value * mouse_y;
}
mouse_x = mouse_y = 0.0;
}
// add additional movement on top of the keyboard move cmd

View file

@ -2193,7 +2193,7 @@ texid_tf Media_UpdateForShader(cin_t *cin)
if (!cin->outunchanged)
{
if (!TEXVALID(cin->texture))
TEXASSIGN(cin->texture, R_AllocNewTexture("***cin***", cin->outwidth, cin->outheight));
TEXASSIGN(cin->texture, R_AllocNewTexture("***cin***", cin->outwidth, cin->outheight, IF_NOMIPMAP|IF_NOALPHA));
R_Upload(cin->texture, "cin", cin->outtype, cin->outdata, cin->outpalette, cin->outwidth, cin->outheight, IF_NOMIPMAP|IF_NOALPHA|IF_NOGAMMA);
}
@ -3064,7 +3064,7 @@ void TTS_SayUnicodeString(wchar_t *stringtosay)
NULL,
CLSCTX_SERVER,
&IID_ISpVoice,
&sp);
(void*)&sp);
if (sp)
{
@ -3512,7 +3512,7 @@ void STT_Init_f(void)
return;
}
if (SUCCEEDED(CoCreateInstance(&CLSID_SpSharedRecoContext, NULL, CLSCTX_SERVER, &IID_SpRecoContext, &stt_recctx)))
if (SUCCEEDED(CoCreateInstance(&CLSID_SpSharedRecoContext, NULL, CLSCTX_SERVER, &IID_SpRecoContext, (void*)&stt_recctx)))
{
ULONGLONG ev = (((ULONGLONG)1) << 38) | (((ULONGLONG)1) << 30) | (((ULONGLONG)1) << 33);
if (SUCCEEDED(stt_recctx->lpVtbl->SetNotifyWindowMessage(stt_recctx, mainwindow, WM_USER, 0, 0)))

View file

@ -931,4 +931,4 @@ void M_Menu_Network_f (void)
};
menu = M_Options_Title(&y, 0);
MC_AddBulk(menu, bulk, 16, 200, y);
}
}

View file

@ -219,10 +219,10 @@ typedef enum backendmode_e
BEM_DEPTHDARK, //a quick depth pass. textures used only for alpha test. additive textures still shown as normal.
BEM_CREPUSCULAR, //sky is special, everything else completely black
BEM_DEPTHNORM, //all opaque stuff drawn using 'depthnorm' shader
BEM_FOG, //drawing a fog volume
BEM_LIGHT, //we have a valid light
BEM_SMAPLIGHTSPOT, //we have a spot light using a shadowmap
BEM_SMAPLIGHT, //we have a light using a shadowmap
BEM_FOG //drawing a fog volume
BEM_SMAPLIGHT //we have a light using a shadowmap
} backendmode_t;
typedef struct rendererinfo_s {
@ -238,7 +238,7 @@ typedef struct rendererinfo_s {
texid_tf (*IMG_LoadTexture8Pal32) (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
texid_tf (*IMG_LoadCompressed) (char *name);
texid_tf (*IMG_FindTexture) (char *identifier, unsigned int flags);
texid_tf (*IMG_AllocNewTexture) (char *identifier, int w, int h);
texid_tf (*IMG_AllocNewTexture) (char *identifier, int w, int h, unsigned int flags);
void (*IMG_Upload) (texid_t tex, char *name, uploadfmt_t fmt, void *data, void *palette, int width, int height, unsigned int flags);
void (*IMG_DestroyTexture) (texid_t tex);

View file

@ -1,246 +0,0 @@
#ifdef USE_MADLIB
#define HAVE_CONFIG_H
#define ASO_ZEROCHECK
#ifndef _MBCS
#define _MBCS
#endif
# ifdef HAVE_CONFIG_H
# include "libmad/mad.h"
//# include "config.h"
# endif
//# include "global.h"
# ifdef HAVE_SYS_TYPES_H
# include <sys/types.h>
# endif
# ifdef HAVE_SYS_WAIT_H
# include <sys/wait.h>
# endif
# ifdef HAVE_UNISTD_H
# include <unistd.h>
# endif
# ifdef HAVE_FCNTL_H
# include <fcntl.h>
# endif
# include <stdlib.h>
# ifdef HAVE_ERRNO_H
# include <errno.h>
# endif
# include "libmad/stream.h"
# include "libmad/frame.h"
# include "libmad/synth.h"
# include "libmad/decoder.h"
static
enum mad_flow error_default(void *data, struct mad_stream *stream,
struct mad_frame *frame)
{
int *bad_last_frame = data;
switch (stream->error) {
case MAD_ERROR_BADCRC:
if (*bad_last_frame)
mad_frame_mute(frame);
else
*bad_last_frame = 1;
return MAD_FLOW_IGNORE;
default:
return MAD_FLOW_CONTINUE;
}
}
int mymad_reset(struct mad_decoder *decoder)
{
// enum mad_flow (*error_func)(void *, struct mad_stream *, struct mad_frame *);
// void *error_data;
int bad_last_frame = 0;
struct mad_stream *stream;
struct mad_frame *frame;
struct mad_synth *synth;
int result = 0;
if (decoder->input_func == 0)
return 0;
decoder->sync = malloc(sizeof(*decoder->sync));
if (decoder->sync == 0)
return 0;
stream = &decoder->sync->stream;
frame = &decoder->sync->frame;
synth = &decoder->sync->synth;
mad_stream_init(stream);
mad_frame_init(frame);
mad_synth_init(synth);
mad_stream_options(stream, decoder->options);
return 1;
}
int mymad_run(struct mad_decoder *decoder)
{
enum mad_flow (*error_func)(void *, struct mad_stream *, struct mad_frame *);
void *error_data;
int bad_last_frame = 0;
struct mad_stream *stream;
struct mad_frame *frame;
struct mad_synth *synth;
stream = &decoder->sync->stream;
frame = &decoder->sync->frame;
synth = &decoder->sync->synth;
if (decoder->error_func) {
error_func = decoder->error_func;
error_data = decoder->cb_data;
}
else {
error_func = error_default;
error_data = &bad_last_frame;
}
if (stream->next_frame >= stream->bufend)
switch (decoder->input_func(decoder->cb_data, stream)) {
case MAD_FLOW_STOP:
goto done;
case MAD_FLOW_BREAK:
goto fail;
case MAD_FLOW_IGNORE:
return 1;
case MAD_FLOW_CONTINUE:
break;
}
for(;;)
{
if (decoder->header_func) {
if (mad_header_decode(&frame->header, stream) == -1) {
if (!MAD_RECOVERABLE(stream->error))
break;
switch (error_func(error_data, stream, frame)) {
case MAD_FLOW_STOP:
goto done;
case MAD_FLOW_BREAK:
goto fail;
case MAD_FLOW_IGNORE:
case MAD_FLOW_CONTINUE:
default:
return 1;
}
}
switch (decoder->header_func(decoder->cb_data, &frame->header)) {
case MAD_FLOW_STOP:
goto done;
case MAD_FLOW_BREAK:
goto fail;
case MAD_FLOW_IGNORE:
return 1;
case MAD_FLOW_CONTINUE:
break;
}
}
if (mad_frame_decode(frame, stream) == -1) {
if (!MAD_RECOVERABLE(stream->error))
break;
switch (error_func(error_data, stream, frame)) {
case MAD_FLOW_STOP:
goto done;
case MAD_FLOW_BREAK:
goto fail;
case MAD_FLOW_IGNORE:
break;
case MAD_FLOW_CONTINUE:
default:
return 1;
}
}
else
bad_last_frame = 0;
if (decoder->filter_func) {
switch (decoder->filter_func(decoder->cb_data, stream, frame)) {
case MAD_FLOW_STOP:
goto done;
case MAD_FLOW_BREAK:
goto fail;
case MAD_FLOW_IGNORE:
return 1;
case MAD_FLOW_CONTINUE:
break;
}
}
mad_synth_frame(synth, frame);
if (decoder->output_func) {
switch (decoder->output_func(decoder->cb_data,
&frame->header, &synth->pcm)) {
case MAD_FLOW_STOP:
goto done;
case MAD_FLOW_BREAK:
goto fail;
case MAD_FLOW_IGNORE:
case MAD_FLOW_CONTINUE:
break;
}
}
return 1;
}
return 0;
fail:
return 0;
done:
return 0;
}
void mymad_finish(struct mad_decoder *decoder)
{
struct mad_stream *stream;
struct mad_frame *frame;
struct mad_synth *synth;
stream = &decoder->sync->stream;
frame = &decoder->sync->frame;
synth = &decoder->sync->synth;
mad_synth_finish(synth);
mad_frame_finish(frame);
mad_stream_finish(stream);
free(decoder->sync);
}
#endif

View file

@ -5357,7 +5357,13 @@ static void PScript_DrawParticleTypes (void)
{
p->die = -1;
VectorNormalize(p->vel);
P_RunParticleEffectType(stop, p->vel, type->clipcount/part_type[type->cliptype].count, type->cliptype);
if (type->clipbounce)
{
VectorScale(normal, type->clipbounce, normal);
P_RunParticleEffectType(stop, normal, type->clipcount/part_type[type->cliptype].count, type->cliptype);
}
else
P_RunParticleEffectType(stop, p->vel, type->clipcount/part_type[type->cliptype].count, type->cliptype);
continue;
}
}

View file

@ -1401,12 +1401,6 @@ static void QCBUILTIN PF_R_RenderScene(progfuncs_t *prinst, struct globalvars_s
GL_Set2D (false);
}
#endif
#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
{
D3D9_Set2D ();
}
#endif
vid.recalc_refdef = 1;
@ -3329,40 +3323,6 @@ static void QCBUILTIN PF_rotatevectorsbytag (progfuncs_t *prinst, struct globalv
VectorCopy(srcorg, retorg);
}
static void QCBUILTIN PF_frameforname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
int modelindex = G_FLOAT(OFS_PARM0);
char *str = PF_VarString(prinst, 1, pr_globals);
model_t *mod = CSQC_GetModelForIndex(modelindex);
if (mod && Mod_FrameForName)
G_FLOAT(OFS_RETURN) = Mod_FrameForName(mod, str);
else
G_FLOAT(OFS_RETURN) = -1;
}
static void QCBUILTIN PF_frameduration (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
int modelindex = G_FLOAT(OFS_PARM0);
int frameno = G_FLOAT(OFS_PARM1);
model_t *mod = CSQC_GetModelForIndex(modelindex);
if (mod && Mod_GetFrameDuration)
G_FLOAT(OFS_RETURN) = Mod_GetFrameDuration(mod, frameno);
else
G_FLOAT(OFS_RETURN) = 0;
}
static void QCBUILTIN PF_skinforname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
int modelindex = G_FLOAT(OFS_PARM0);
char *str = PF_VarString(prinst, 1, pr_globals);
model_t *mod = CSQC_GetModelForIndex(modelindex);
if (mod && Mod_SkinForName)
G_FLOAT(OFS_RETURN) = Mod_SkinForName(mod, str);
else
G_FLOAT(OFS_RETURN) = -1;
}
static void QCBUILTIN PF_shaderforname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
char *str = PR_GetStringOfs(prinst, OFS_PARM0);
@ -4343,11 +4303,8 @@ static struct {
{"skel_ragupdate", PF_skel_ragedit, 281},// (FTE_QC_RAGDOLL)
{"skel_mmap", PF_skel_mmap, 282},// (FTE_QC_RAGDOLL)
{"skel_set_bone_world", PF_skel_set_bone_world, 283},
{"memalloc", PF_memalloc, 384},
{"memfree", PF_memfree, 385},
{"memcpy", PF_memcpy, 386},
{"memset", PF_memset, 387},
{"frametoname", PF_frametoname, 284},//string(float modidx, float framenum) frametoname
{"skintoname", PF_skintoname, 285},//string(float modidx, float skin) skintoname
//300
{"clearscene", PF_R_ClearScene, 300}, // #300 void() clearscene (EXT_CSQC)
@ -4457,6 +4414,11 @@ static struct {
{"dynamiclight_set", PF_R_DynamicLight_Set, 373},
{"particleeffectquery", PF_cs_particleeffectquery, 374},
{"memalloc", PF_memalloc, 384},
{"memfree", PF_memfree, 385},
{"memcpy", PF_memcpy, 386},
{"memset", PF_memset, 387},
//400
{"copyentity", PF_cs_copyentity, 400}, // #400 void(entity from, entity to) copyentity (DP_QC_COPYENTITY)
{"setcolors", PF_NoCSQC, 401}, // #401 void(entity cl, float colours) setcolors (DP_SV_SETCOLOR) (don't implement)
@ -4653,6 +4615,9 @@ static struct {
{"sprintf", PF_sprintf, 627},
{"getsurfacenumtriangles",PF_getsurfacenumtriangles,628},
{"getsurfacetriangle", PF_getsurfacetriangle, 629},
{NULL}
};
@ -4831,6 +4796,8 @@ void CSQC_Shutdown(void)
{
if (csqcprogs)
{
skel_reset(csqcprogs);
search_close_progs(csqcprogs, false);
PR_fclose_progs(csqcprogs);
@ -4990,9 +4957,12 @@ qboolean CSQC_Init (qboolean anycsqc, unsigned int checksum)
csprogs_checksum = checksum;
csqc_usinglistener = false;
csqc_singlecheats = cls.demoplayback;
if (atoi(Info_ValueForKey(cl.serverinfo, "*cheats")))
csqc_singlecheats = true;
#ifndef CLIENTONLY
if ((sv.state == ss_active && sv.allocated_client_slots == 1) || atoi(Info_ValueForKey(cl.serverinfo, "*cheats")))
else if (sv.state == ss_active && sv.allocated_client_slots == 1)
csqc_singlecheats = true;
#endif
@ -5017,7 +4987,6 @@ qboolean CSQC_Init (qboolean anycsqc, unsigned int checksum)
}
csqc_deprecated_warned = false;
skel_reset(csqcprogs);
memset(cl.model_csqcname, 0, sizeof(cl.model_csqcname));
memset(cl.model_csqcprecache, 0, sizeof(cl.model_csqcprecache));
@ -5099,11 +5068,6 @@ qboolean CSQC_Init (qboolean anycsqc, unsigned int checksum)
if (loaded)
Con_Printf(CON_WARNING "Running outdated or unknown csprogs.dat version\n");
}
if (setjmp(csqc_abort))
{
CSQC_Shutdown();
return false;
}
if (csqc_singlecheats)
{

View file

@ -60,9 +60,11 @@ enum
};
typedef struct
{
int jointo; /*multiple of 12*/
int ownerent; /*multiple of 12*/
int flags;
vec3_t vel;
float moment[12];
float matrix[12];
} body_t;
#endif
@ -236,6 +238,7 @@ doll_t *rag_loaddoll(model_t *mod, char *fname)
void skel_integrate(progfuncs_t *prinst, skelobject_t *sko, skelobject_t *skelobjsrc, float ft, float mmat[12])
{
#if 0
trace_t t;
vec3_t npos, opos, wnpos, wopos;
vec3_t move;
@ -336,7 +339,7 @@ void skel_integrate(progfuncs_t *prinst, skelobject_t *sko, skelobject_t *skelob
/*FIXME*/
}
}
#endif
/*debugging*/
#if 0
/*draw points*/
@ -355,12 +358,20 @@ void skel_integrate(progfuncs_t *prinst, skelobject_t *sko, skelobject_t *skelob
/*destroys all skeletons*/
void skel_reset(progfuncs_t *prinst)
{
while (numskelobjectsused > 0)
int i;
for (i = 0; i < numskelobjectsused; i++)
{
numskelobjectsused--;
skelobjects[numskelobjectsused].numbones = 0;
skelobjects[numskelobjectsused].inuse = false;
if (skelobjects[i].world = prinst->parms->user)
{
skelobjects[i].numbones = 0;
skelobjects[i].inuse = false;
skelobjects[i].bonematrix = NULL;
}
}
while (numskelobjectsused && !skelobjects[numskelobjectsused-1].inuse)
numskelobjectsused--;
}
/*deletes any skeletons marked for deletion*/
@ -391,24 +402,26 @@ skelobject_t *skel_get(progfuncs_t *prinst, int skelidx, int bonecount)
for (skelidx = 0; skelidx < numskelobjectsused; skelidx++)
{
if (!skelobjects[skelidx].inuse && skelobjects[skelidx].numbones == bonecount)
if (!skelobjects[skelidx].inuse && skelobjects[skelidx].numbones == bonecount && skelobjects[skelidx].world == prinst->parms->user)
return &skelobjects[skelidx];
}
for (skelidx = 0; skelidx <= numskelobjectsused; skelidx++)
for (skelidx = 0; skelidx <= MAX_SKEL_OBJECTS; skelidx++)
{
if (!skelobjects[skelidx].inuse && !skelobjects[skelidx].numbones)
if (!skelobjects[skelidx].inuse &&
(!skelobjects[skelidx].numbones || skelobjects[skelidx].numbones == bonecount) &&
(!skelobjects[skelidx].world || skelobjects[skelidx].world == prinst->parms->user))
{
skelobjects[skelidx].numbones = bonecount;
/*so bone matrix list can be mmapped some day*/
skelobjects[skelidx].bonematrix = (float*)PR_AddString(prinst, "", sizeof(float)*12*bonecount);
skelobjects[skelidx].world = prinst->parms->user;
if (skelidx <= numskelobjectsused)
if (!skelobjects[skelidx].numbones)
{
numskelobjectsused = skelidx + 1;
skelobjects[skelidx].model = NULL;
skelobjects[skelidx].inuse = 1;
skelobjects[skelidx].numbones = bonecount;
skelobjects[skelidx].bonematrix = (float*)PR_AddString(prinst, "", sizeof(float)*12*bonecount);
}
skelobjects[skelidx].world = prinst->parms->user;
if (numskelobjectsused == skelidx)
numskelobjectsused = skelidx + 1;
skelobjects[skelidx].model = NULL;
skelobjects[skelidx].inuse = 1;
return &skelobjects[skelidx];
}
}
@ -493,8 +506,8 @@ void QCBUILTIN PF_skel_ragedit(progfuncs_t *prinst, struct globalvars_s *pr_glob
sko->numbodies = doll->numbodies;
sko->body = malloc(sko->numbodies * sizeof(*sko->body));
memset(sko->body, 0, sko->numbodies * sizeof(*sko->body));
for (i = 0; i < sko->numbodies; i++)
sko->body[i].jointo = doll->body[i].bone * 12;
// for (i = 0; i < sko->numbodies; i++)
// sko->body[i].jointo = doll->body[i].bone * 12;
}
psko = skel_get(prinst, parentskel, 0);
@ -1057,5 +1070,77 @@ void QCBUILTIN PF_gettagindex (progfuncs_t *prinst, struct globalvars_s *pr_glob
else
G_FLOAT(OFS_RETURN) = 0;
}
const char *Mod_FrameNameForNum(model_t *model, int num);
const char *Mod_SkinNameForNum(model_t *model, int num);
//string(float modidx, float framenum) frametoname
void QCBUILTIN PF_frametoname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *w = prinst->parms->user;
unsigned int modelindex = G_FLOAT(OFS_PARM0);
unsigned int skinnum = G_FLOAT(OFS_PARM1);
model_t *mod = w->Get_CModel(w, modelindex);
const char *n = Mod_FrameNameForNum(mod, skinnum);
if (n)
RETURN_TSTRING(n);
else
G_INT(OFS_RETURN) = 0; //null string (which is also empty in qc)
}
//string(float modidx, float skinnum) skintoname
void QCBUILTIN PF_skintoname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *w = prinst->parms->user;
unsigned int modelindex = G_FLOAT(OFS_PARM0);
unsigned int skinnum = G_FLOAT(OFS_PARM1);
model_t *mod = w->Get_CModel(w, modelindex);
const char *n = Mod_SkinNameForNum(mod, skinnum);
if (n)
RETURN_TSTRING(n);
else
G_INT(OFS_RETURN) = 0; //null string (which is also empty in qc)
}
void QCBUILTIN PF_frameforname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *w = prinst->parms->user;
unsigned int modelindex = G_FLOAT(OFS_PARM0);
char *str = PF_VarString(prinst, 1, pr_globals);
model_t *mod = w->Get_CModel(w, modelindex);
if (mod && Mod_FrameForName)
G_FLOAT(OFS_RETURN) = Mod_FrameForName(mod, str);
else
G_FLOAT(OFS_RETURN) = -1;
}
void QCBUILTIN PF_frameduration (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
world_t *w = prinst->parms->user;
unsigned int modelindex = G_FLOAT(OFS_PARM0);
unsigned int framenum = G_FLOAT(OFS_PARM1);
model_t *mod = w->Get_CModel(w, modelindex);
if (mod && Mod_GetFrameDuration)
G_FLOAT(OFS_RETURN) = Mod_GetFrameDuration(mod, framenum);
else
G_FLOAT(OFS_RETURN) = 0;
}
void QCBUILTIN PF_skinforname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
#ifndef SERVERONLY
world_t *w = prinst->parms->user;
unsigned int modelindex = G_FLOAT(OFS_PARM0);
char *str = PF_VarString(prinst, 1, pr_globals);
model_t *mod = w->Get_CModel(w, modelindex);
if (mod && Mod_SkinForName)
G_FLOAT(OFS_RETURN) = Mod_SkinForName(mod, str);
else
#endif
G_FLOAT(OFS_RETURN) = -1;
}
#endif

View file

@ -109,6 +109,13 @@ void R2D_Shutdown(void)
cl_maxstrisvert = 0;
cl_numstris = 0;
cl_maxstris = 0;
if (font_conchar)
Font_Free(font_conchar);
font_conchar = NULL;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
}
/*
@ -446,7 +453,7 @@ void R2D_TransPicTranslate (int x, int y, int width, int height, qbyte *pic, qby
if (!TEXVALID(translate_texture))
{
translate_texture = R_AllocNewTexture("***translatedpic***", 64, 64);
translate_texture = R_AllocNewTexture("***translatedpic***", 64, 64, 0);
translate_shader = R_RegisterShader("translatedpic", "{\n"
"if $nofixed\n"
"[\n"
@ -979,7 +986,7 @@ void R2D_Crosshair_Update(void)
c = c % (sizeof(crosshair_pixels) / (CS_HEIGHT*sizeof(*crosshair_pixels)));
if (!TEXVALID(ch_int_texture))
ch_int_texture = R_AllocNewTexture("***crosshair***", CS_WIDTH, CS_HEIGHT);
ch_int_texture = R_AllocNewTexture("***crosshair***", CS_WIDTH, CS_HEIGHT, 0);
shader_crosshair->defaulttextures.base = ch_int_texture;
Q_memset(crossdata, 0, sizeof(crossdata));

View file

@ -1322,7 +1322,7 @@ char *particle_set_high =
"step 5\n"
"scale 30\n"
"alpha 0.2\n"
"die 1.5\n"
"die 0.75\n"
//diesubrand 10.25
"randomvel 0.2\n"
"rgb 5 5 5\n"

View file

@ -587,7 +587,10 @@ static void Surf_BuildDeluxMap (msurface_t *surf, qbyte *dest)
vec_t *bnorm;
vec3_t temp;
int stride = LMBLOCK_WIDTH*3;
int stride = LMBLOCK_WIDTH*lightmap_bytes;
if (!dest)
return;
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
@ -670,7 +673,7 @@ store:
// bound, invert, and shift
stride -= smax*3;
stride -= smax*lightmap_bytes;
bnorm = blocknormals[0];
for (i=0 ; i<tmax ; i++, dest += stride)
@ -681,11 +684,11 @@ store:
temp[1] = bnorm[1];
temp[2] = bnorm[2]; //half the effect? so we emulate light's scalecos of 0.5
VectorNormalize(temp);
dest[0] = (temp[0]+1)/2*255;
dest[2] = (temp[0]+1)/2*255;
dest[1] = (temp[1]+1)/2*255;
dest[2] = (temp[2]+1)/2*255;
dest[0] = (temp[2]+1)/2*255;
dest += 3;
dest += lightmap_bytes;
bnorm+=3;
}
}
@ -1167,7 +1170,7 @@ void Surf_RenderDynamicLightmaps (msurface_t *fa)
int maps;
glRect_t *theRect;
int smax, tmax;
lightmapinfo_t *lm;
lightmapinfo_t *lm, *dlm;
//surfaces without lightmaps
if (fa->lightmaptexturenums[0]<0)
@ -1219,10 +1222,11 @@ dynamic:
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
if (r_deluxemapping.ival)
if (lm->hasdeluxe)
{
lm->deluxmodified = true;
theRect = &lm->deluxrectchange;
dlm = lightmap[fa->lightmaptexturenums[0]+1];
dlm->modified = true;
theRect = &dlm->rectchange;
if (fa->light_t[0] < theRect->t) {
if (theRect->h)
theRect->h += theRect->t - fa->light_t[0];
@ -1239,8 +1243,8 @@ dynamic:
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
luxbase = lm->deluxmaps;
luxbase += fa->light_t[0] * lm->width * 3 + fa->light_s[0] * 3;
luxbase = dlm->lightmaps;
luxbase += fa->light_t[0] * dlm->width * lightmap_bytes + fa->light_s[0] * lightmap_bytes;
}
else
luxbase = NULL;
@ -1262,7 +1266,7 @@ void Surf_RenderAmbientLightmaps (msurface_t *fa, int ambient)
stmap *stainbase;
glRect_t *theRect;
int smax, tmax;
lightmapinfo_t *lm;
lightmapinfo_t *lm, *dlm;
if (!fa->mesh)
return;
@ -1306,10 +1310,11 @@ dynamic:
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
if (r_deluxemapping.ival)
if (lm->hasdeluxe)
{
lm->deluxmodified = true;
theRect = &lm->deluxrectchange;
dlm = lightmap[fa->lightmaptexturenums[0]+1];
lm->modified = true;
theRect = &lm->rectchange;
if (fa->light_t[0] < theRect->t)
{
if (theRect->h)
@ -1328,8 +1333,8 @@ dynamic:
if ((theRect->h + theRect->t) < (fa->light_t[0] + tmax))
theRect->h = (fa->light_t[0]-theRect->t)+tmax;
luxbase = lm->deluxmaps;
luxbase += fa->light_t[0] * lm->width * 3 + fa->light_s[0] * 3;
luxbase = dlm->lightmaps;
luxbase += fa->light_t[0] * dlm->width * lightmap_bytes + fa->light_s[0] * lightmap_bytes;
}
else
luxbase = NULL;
@ -2231,7 +2236,7 @@ void Surf_DrawWorld (void)
#ifdef MAP_PROC
if (cl.worldmodel->fromgame == fg_doom3)
{
vis = D3_CalcVis(cl.worldmodel, r_refdef.vieworg);
vis = D3_CalcVis(cl.worldmodel, r_origin);
}
else
#endif
@ -2258,7 +2263,7 @@ void Surf_DrawWorld (void)
{
vis = R_MarkLeaves_Q1 ();
if (!(r_novis.ival & 2))
VectorCopy (r_refdef.vieworg, modelorg);
VectorCopy (r_origin, modelorg);
if (r_refdef.useperspective)
Surf_RecursiveWorldNode (cl.worldmodel->nodes, 0x1f);
@ -2286,207 +2291,6 @@ void Surf_DrawWorld (void)
}
}
/*
=============================================================================
LIGHTMAP ALLOCATION
=============================================================================
*/
#if 0//def TERRAIN
// returns a texture number and the position inside it
int Surf_LM_AllocBlock (int w, int h, int *x, int *y, shader_t *shader)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; ; texnum++)
{
if (texnum == numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
// lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
// memset(lightmap_textures+numlightmaps, 0, sizeof(*lightmap_textures)*(4));
// deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
// memset(deluxmap_textures+numlightmaps, 0, sizeof(*deluxmap_textures)*(4));
numlightmaps+=4;
}
if (!lightmap[texnum])
{
lightmap[texnum] = Z_Malloc(sizeof(*lightmap[texnum]));
lightmap[texnum]->modified = true;
// lightmap[texnum]->shader = shader;
lightmap[texnum]->external = true;
// reset stainmap since it now starts at 255
memset(lightmap[texnum]->stainmaps, 255, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*3*sizeof(stmap));
//clear out the deluxmaps incase there is none on the map.
for (j = 0; j < LMBLOCK_WIDTH*LMBLOCK_HEIGHT*3; j+=3)
{
lightmap[texnum]->deluxmaps[j+0] = 128;
lightmap[texnum]->deluxmaps[j+1] = 128;
lightmap[texnum]->deluxmaps[j+2] = 255;
}
}
/*not required, but using one lightmap per texture can result in better texture unit switching*/
// if (lightmap[texnum]->shader != shader)
// continue;
if (lightmap[texnum]->external)
{
TEXASSIGN(lightmap[texnum]->lightmap_texture, R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
TEXASSIGN(lightmap[texnum]->deluxmap_texture, R_AllocNewTexture("***deluxmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
lightmap[texnum]->external = false;
}
best = LMBLOCK_HEIGHT;
for (i = 0; i <= LMBLOCK_WIDTH - w; i++)
{
best2 = 0;
for (j=0; j < w; j++)
{
if (lightmap[texnum]->allocated[i+j] >= best)
break;
if (lightmap[texnum]->allocated[i+j] > best2)
best2 = lightmap[texnum]->allocated[i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > LMBLOCK_HEIGHT)
continue;
for (i=0; i < w; i++)
lightmap[texnum]->allocated[*x + i] = best + h;
return texnum;
}
Sys_Error ("AllocBlock: full");
return 0;
}
#endif
#if 0
//quake3 maps have their lightmaps in gl style already.
//rather than forgetting that and redoing it, let's just keep the data.
static int Surf_LM_FillBlock (int texnum, int w, int h, int x, int y)
{
int i, l;
while (texnum >= numlightmaps) //allocate 4 more lightmap slots. not much memory usage, but we don't want any caps here.
{
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(numlightmaps+4));
lightmap[numlightmaps+0] = NULL;
lightmap[numlightmaps+1] = NULL;
lightmap[numlightmaps+2] = NULL;
lightmap[numlightmaps+3] = NULL;
lightmap_textures = BZ_Realloc(lightmap_textures, sizeof(*lightmap_textures)*(numlightmaps+4));
memset(lightmap_textures+numlightmaps, 0, sizeof(*lightmap_textures)*(4));
deluxmap_textures = BZ_Realloc(deluxmap_textures, sizeof(*deluxmap_textures)*(numlightmaps+4));
memset(deluxmap_textures+numlightmaps, 0, sizeof(*deluxmap_textures)*(4));
numlightmaps+=4;
}
for (i = texnum; i >= 0; i--)
{
if (!lightmap[i])
{
lightmap[i] = BZ_Malloc(sizeof(*lightmap[i]));
lightmap[i]->modified = true;
lightmap[i]->external = true;
for (l=0 ; l<LMBLOCK_WIDTH ; l++)
{
lightmap[i]->allocated[l] = LMBLOCK_HEIGHT;
}
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.w = LMBLOCK_WIDTH;
lightmap[i]->rectchange.h = LMBLOCK_HEIGHT;
//clear out the deluxmaps incase there is none on the map.
for (l = 0; l < LMBLOCK_WIDTH*LMBLOCK_HEIGHT*3; l+=3)
{
lightmap[i]->deluxmaps[l+0] = 0;
lightmap[i]->deluxmaps[l+1] = 0;
lightmap[i]->deluxmaps[l+2] = 255;
}
if (cl.worldmodel->lightdata)
{
if (lightmap[i]->external)
{
TEXASSIGN(lightmap_textures[i], R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
TEXASSIGN(deluxmap_textures[i], R_AllocNewTexture("***deluxmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT));
lightmap[i]->external = false;
}
if (lightmap_bytes == 4)
{
int j;
if (lightmap_bgra)
{
for (j = 0; j < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; j++)
{
lightmap[i]->lightmaps[(j<<2)+0] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[2];
lightmap[i]->lightmaps[(j<<2)+1] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[1];
lightmap[i]->lightmaps[(j<<2)+2] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[0];
lightmap[i]->lightmaps[(j<<2)+3] = 255;
}
}
else
{
for (j = 0; j < LMBLOCK_WIDTH*LMBLOCK_HEIGHT; j++)
{
lightmap[i]->lightmaps[(j<<2)+0] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[0];
lightmap[i]->lightmaps[(j<<2)+1] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[1];
lightmap[i]->lightmaps[(j<<2)+2] = (cl.worldmodel->lightdata+3*(j + LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i))[2];
lightmap[i]->lightmaps[(j<<2)+3] = 255;
}
}
}
else
{
/*BUG: assumes RGB. if its BGR then wrong colours, but whys that going to happen*/
memcpy(lightmap[i]->lightmaps, cl.worldmodel->lightdata+3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT*i, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*3);
}
}
else
{
char basename[MAX_QPATH];
//maybe someone screwed with my lightmap...
memset(lightmap[i]->lightmaps, 255, LMBLOCK_WIDTH*LMBLOCK_HEIGHT*3);
COM_StripExtension(cl.worldmodel->name, basename, sizeof(basename));
if (!lightmap[i]->external)
R_DestroyTexture(lightmap_textures[i]);
lightmap[i]->external = true;
lightmap_textures[i] = R_LoadHiResTexture(va("%s/lm_%04i", basename, i), NULL, IF_NOALPHA|IF_NOGAMMA);
lightmap[i]->modified = false;
}
}
else
break;
}
return texnum;
}
#endif
unsigned int Surf_CalcMemSize(msurface_t *surf)
{
if (surf->mesh)
@ -2501,169 +2305,6 @@ unsigned int Surf_CalcMemSize(msurface_t *surf)
(sizeof(vecV_t)+sizeof(vec2_t)*2+sizeof(vec3_t)*3+sizeof(vec4_t))*surf->numedges;
}
#if 0
/*
================
BuildSurfaceDisplayList
FIXME: this is probably misplaced
lightmaps are already built by the time this is called
================
*/
void Surf_BuildSurfaceDisplayList (model_t *model, msurface_t *fa, void **mem)
{
int i, lindex, lnumverts;
medge_t *pedges, *r_pedge;
int vertpage;
float *vec;
float s, t, d;
mesh_t *mesh;
// reconstruct the polygon
pedges = model->edges;
lnumverts = fa->numedges;
vertpage = 0;
if (!lnumverts)
{
fa->mesh = &nullmesh;
return;
}
fa->mesh = mesh = *mem;
mesh->xyz_array = (vecV_t*)(mesh + 1);
mesh->normals_array = (vec3_t*)(mesh->xyz_array + lnumverts);
mesh->snormals_array = (vec3_t*)(mesh->normals_array + lnumverts);
mesh->tnormals_array = (vec3_t*)(mesh->snormals_array + lnumverts);
mesh->st_array = (vec2_t*)(mesh->tnormals_array + lnumverts);
mesh->lmst_array = (vec2_t*)(mesh->st_array + lnumverts);
mesh->colors4f_array = (vec4_t*)(mesh->lmst_array + lnumverts);
mesh->indexes = (index_t*)(mesh->colors4f_array + lnumverts);
*mem = (void*)(mesh->indexes + (lnumverts-2)*3);
mesh->numindexes = (lnumverts-2)*3;
mesh->numvertexes = lnumverts;
mesh->istrifan = true;
for (i=0 ; i<lnumverts-2 ; i++)
{
mesh->indexes[i*3] = 0;
mesh->indexes[i*3+1] = i+1;
mesh->indexes[i*3+2] = i+2;
}
for (i=0 ; i<lnumverts ; i++)
{
lindex = model->surfedges[fa->firstedge + i];
if (lindex > 0)
{
r_pedge = &pedges[lindex];
vec = model->vertexes[r_pedge->v[0]].position;
}
else
{
r_pedge = &pedges[-lindex];
vec = model->vertexes[r_pedge->v[1]].position;
}
s = DotProduct (vec, fa->texinfo->vecs[0]) + fa->texinfo->vecs[0][3];
t = DotProduct (vec, fa->texinfo->vecs[1]) + fa->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->st_array[i][0] = s/fa->texinfo->texture->width;
mesh->st_array[i][1] = t/fa->texinfo->texture->height;
s -= fa->texturemins[0];
s += fa->light_s*16;
s += 8;
s /= LMBLOCK_WIDTH*16;
t -= fa->texturemins[1];
t += fa->light_t*16;
t += 8;
t /= LMBLOCK_HEIGHT*16;
mesh->lmst_array[i][0] = s;
mesh->lmst_array[i][1] = t;
if (fa->flags & SURF_PLANEBACK)
VectorNegate(fa->plane->normal, mesh->normals_array[i]);
else
VectorCopy(fa->plane->normal, mesh->normals_array[i]);
VectorNegate(fa->texinfo->vecs[0], mesh->snormals_array[i]);
VectorNegate(fa->texinfo->vecs[1], mesh->tnormals_array[i]);
d = -DotProduct(mesh->normals_array[i], mesh->snormals_array[i]);
VectorMA(mesh->snormals_array[i], d, mesh->normals_array[i], mesh->snormals_array[i]);
d = -DotProduct(mesh->normals_array[i], mesh->tnormals_array[i]);
VectorMA(mesh->tnormals_array[i], d, mesh->normals_array[i], mesh->tnormals_array[i]);
VectorNormalize(mesh->snormals_array[i]);
VectorNormalize(mesh->tnormals_array[i]);
mesh->colors4f_array[i][0] = 1;
mesh->colors4f_array[i][1] = 1;
mesh->colors4f_array[i][2] = 1;
mesh->colors4f_array[i][3] = 1;
}
}
#endif
#if 0
/*
========================
GL_CreateSurfaceLightmap
========================
*/
void Surf_CreateSurfaceLightmap (msurface_t *surf, int shift)
{
int smax, tmax;
qbyte *base, *luxbase; stmap *stainbase;
if (surf->flags & (SURF_DRAWSKY|SURF_DRAWTURB))
surf->lightmaptexturenum = -1;
if (surf->texinfo->flags & TEX_SPECIAL)
surf->lightmaptexturenum = -1;
//surfaces with lightmaps that do not animate, supposedly
if (surf->texinfo->flags & (TI_SKY|TI_TRANS33|TI_TRANS66|TI_WARP))
surf->lightmaptexturenum = -1;
if (surf->lightmaptexturenum<0)
{
surf->lightmaptexturenum = -1;
return;
}
smax = (surf->extents[0]>>4)+1;
tmax = (surf->extents[1]>>4)+1;
if (smax > LMBLOCK_WIDTH || tmax > LMBLOCK_HEIGHT || smax < 0 || tmax < 0)
{ //whoa, buggy.
surf->lightmaptexturenum = -1;
return;
}
if (currentmodel->fromgame == fg_quake3)
{
Surf_LM_FillBlock(surf->lightmaptexturenum, smax, tmax, surf->light_s, surf->light_t);
return;
}
else
surf->lightmaptexturenum = Surf_LM_AllocBlock (smax, tmax, &surf->light_s, &surf->light_t, surf->texinfo->texture->shader);
base = lightmap[surf->lightmaptexturenum]->lightmaps;
base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
luxbase = lightmap[surf->lightmaptexturenum]->deluxmaps;
luxbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
stainbase = lightmap[surf->lightmaptexturenum]->stainmaps;
stainbase += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * 3;
Surf_BuildLightMap (surf, base, luxbase, stainbase, shift, r_ambient.value*255);
}
#endif
void Surf_DeInit(void)
{
int i;
@ -2672,10 +2313,9 @@ void Surf_DeInit(void)
{
if (!lightmap[i])
break;
if (lightmap[i]->external)
if (!lightmap[i]->external)
{
R_DestroyTexture(lightmap[i]->lightmap_texture);
R_DestroyTexture(lightmap[i]->deluxmap_texture);
}
BZ_Free(lightmap[i]);
lightmap[i] = NULL;
@ -2717,13 +2357,14 @@ void Surf_LightmapMode(void)
switch(qrenderer)
{
case QR_DIRECT3D:
#ifdef D3DQUAKE
case QR_DIRECT3D9:
case QR_DIRECT3D11:
/*always bgra, hope your card supports it*/
lightmap_bytes = 4;
lightmap_bgra = true;
#endif
break;
#endif
case QR_OPENGL:
#ifdef GLQUAKE
/*favour bgra if the gpu supports it, otherwise use rgb only if it'll be used*/
@ -2748,16 +2389,16 @@ void Surf_LightmapMode(void)
lightmap_bytes = 1;
break;
#endif
case QR_NONE:
default:
break;
}
}
//needs to be followed by a BE_UploadAllLightmaps at some point
int Surf_NewLightmaps(int count, int width, int height)
int Surf_NewLightmaps(int count, int width, int height, qboolean deluxe)
{
int first = numlightmaps;
int i, k;
int i;
if (!count)
return -1;
@ -2768,29 +2409,74 @@ int Surf_NewLightmaps(int count, int width, int height)
{
i--;
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*8 + sizeof(stmap)*3)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->deluxmaps = (qbyte*)(lightmap[i]->lightmaps+4*width*height);
lightmap[i]->stainmaps = (stmap*)(lightmap[i]->deluxmaps+4*width*height);
if (deluxe && ((i - numlightmaps)&1))
{
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*8)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->stainmaps = NULL;
lightmap[i]->hasdeluxe = false;
}
else
{
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]) + (sizeof(qbyte)*8 + sizeof(stmap)*3)*width*height);
lightmap[i]->width = width;
lightmap[i]->height = height;
lightmap[i]->lightmaps = (qbyte*)(lightmap[i]+1);
lightmap[i]->stainmaps = (stmap*)(lightmap[i]->lightmaps+4*width*height);
lightmap[i]->hasdeluxe = deluxe;
}
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.h = LMBLOCK_WIDTH;
lightmap[i]->rectchange.w = LMBLOCK_WIDTH;
lightmap[i]->lightmap_texture = r_nulltex;
lightmap[i]->modified = true;
// lightmap[i]->shader = NULL;
lightmap[i]->external = false;
// reset stainmap since it now starts at 255
memset(lightmap[i]->stainmaps, 255, width*height*3*sizeof(stmap));
if (lightmap[i]->stainmaps)
memset(lightmap[i]->stainmaps, 255, width*height*3*sizeof(stmap));
}
//clear out the deluxmaps incase there is none on the map.
for (k = 0; k < width*height*3; k+=3)
{
lightmap[i]->deluxmaps[k+0] = 128;
lightmap[i]->deluxmaps[k+1] = 128;
lightmap[i]->deluxmaps[k+2] = 255;
}
numlightmaps += count;
TEXASSIGN(lightmap[i]->lightmap_texture, R_AllocNewTexture("***lightmap***", width, height));
TEXASSIGN(lightmap[i]->deluxmap_texture, R_AllocNewTexture("***deluxmap***", width, height));
return first;
}
int Surf_NewExternalLightmaps(int count, char *filepattern, qboolean deluxe)
{
int first = numlightmaps;
int i;
char nname[MAX_QPATH];
if (!count)
return -1;
i = numlightmaps + count;
lightmap = BZ_Realloc(lightmap, sizeof(*lightmap)*(i));
while(i > first)
{
i--;
lightmap[i] = Z_Malloc(sizeof(*lightmap[i]));
lightmap[i]->width = 0;
lightmap[i]->height = 0;
lightmap[i]->lightmaps = NULL;
lightmap[i]->stainmaps = NULL;
lightmap[i]->modified = false;
lightmap[i]->external = true;
lightmap[i]->hasdeluxe = (deluxe && ((i - numlightmaps)&1));
Q_snprintfz(nname, sizeof(nname), filepattern, i - numlightmaps);
TEXASSIGN(lightmap[i]->lightmap_texture, R_LoadHiResTexture(nname, NULL, 0));
lightmap[i]->width = image_width;
lightmap[i]->height = image_height;
}
numlightmaps += count;
@ -2865,7 +2551,17 @@ void Surf_BuildLightmaps (void)
if (*m->name == '*' && m->fromgame == fg_quake3) //FIXME: should be all bsp formats
newfirst = cl.model_precache[1]->lightmaps.first;
else
newfirst = Surf_NewLightmaps(m->lightmaps.count, m->lightmaps.width, m->lightmaps.height);
{
if (!m->lightdata && m->lightmaps.count)
{
char pattern[MAX_QPATH];
COM_StripAllExtensions(m->name, pattern, sizeof(pattern));
Q_strncatz(pattern, "/lm_%04u.tga", sizeof(pattern));
newfirst = Surf_NewExternalLightmaps(m->lightmaps.count, pattern, m->lightmaps.deluxemapping);
}
else
newfirst = Surf_NewLightmaps(m->lightmaps.count, m->lightmaps.width, m->lightmaps.height, m->lightmaps.deluxemapping);
}
//fixup batch lightmaps
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
@ -2907,9 +2603,12 @@ void Surf_BuildLightmaps (void)
unsigned char *dst;
for (i = 0; i < m->lightmaps.count; i++)
{
if (lightmap[newfirst+i]->external)
continue;
dst = lightmap[newfirst+i]->lightmaps;
src = m->lightdata + i*m->lightmaps.width*m->lightmaps.height*3;
if (lightmap_bytes == 4)
if (lightmap_bytes == 4 && m->lightdata)
{
if (lightmap_bgra)
{
@ -2937,7 +2636,8 @@ void Surf_BuildLightmaps (void)
else
{
int j;
lightmapinfo_t *lm;
lightmapinfo_t *lm, *dlm;
qbyte *deluxemap;
//fixup surface lightmaps, and paint
for (i=0; i<m->nummodelsurfaces; i++)
{
@ -2952,10 +2652,17 @@ void Surf_BuildLightmaps (void)
surf->lightmaptexturenums[j] = surf->lightmaptexturenums[0] - m->lightmaps.first + newfirst;
lm = lightmap[surf->lightmaptexturenums[j]];
if (lm->hasdeluxe)
{
dlm = lightmap[surf->lightmaptexturenums[j]+1];
deluxemap = dlm->lightmaps + (surf->light_t[j] * dlm->width + surf->light_s[j]) * lightmap_bytes;
}
else
deluxemap = NULL;
Surf_BuildLightMap (surf,
lm->lightmaps + (surf->light_t[j] * lm->width + surf->light_s[j]) * lightmap_bytes,
lm->deluxmaps + (surf->light_t[j] * lm->width + surf->light_s[j]) * 3,
deluxemap,
lm->stainmaps + (surf->light_t[j] * lm->width + surf->light_s[j]) * 3,
shift, r_ambient.value*255);
}
@ -2963,132 +2670,6 @@ void Surf_BuildLightmaps (void)
}
m->lightmaps.first = newfirst;
}
#if 0
for (j=1 ; j<MAX_MODELS ; j++)
{
m = cl.model_precache[j];
if (!m)
break;
if (m->type != mod_brush)
continue;
currentmodel = m;
shift = Surf_LightmapShift(currentmodel);
memsize = 0;
for (i=0; i<m->nummodelsurfaces; i++)
{
surf = m->surfaces + i + m->firstmodelsurface;
memsize += Surf_CalcMemSize(surf);
}
mem = Hunk_AllocName(memsize, m->name);
for (i=0; i<m->nummodelsurfaces; i++)
{
surf = m->surfaces + i + m->firstmodelsurface;
if (surf->mesh) //there are some surfaces that have a display list already (q3 ones)
continue;
Surf_CreateSurfaceLightmap (surf, shift);
Surf_BuildSurfaceDisplayList (m, surf, &mem);
}
for (t = m->numtextures-1; t >= 0; t--)
{
if (m == cl.worldmodel)
ptype = P_FindParticleType(va("tex_%s", m->textures[t]->name));
else
ptype = P_INVALID;
sortid = m->textures[t]->shader->sort;
bstop = m->batches[sortid];
batch = NULL;
for (i=0; i<m->nummodelsurfaces; i++)
{//extra texture loop so we get slightly less texture switches
surf = m->surfaces + i + m->firstmodelsurface;
if (surf->texinfo->texture == m->textures[t])
{
P_EmitSkyEffectTris(m, surf, ptype);
/*the excessive logic is to give portals separate batches for separate planes*/
if (sortid == SHADER_SORT_PORTAL || (m->textures[t]->shader->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT)))
{
if (surf->flags & SURF_PLANEBACK)
VectorNegate(surf->plane->normal, sn);
else
VectorCopy(surf->plane->normal, sn);
if (!batch || batch->lightmap != surf->lightmaptexturenum || batch->firstmesh + surf->mesh->numvertexes > MAX_INDICIES || !VectorCompare(sn, batch->normal))
{
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
{
if (batch->lightmap == surf->lightmaptexturenum && VectorCompare(sn, batch->normal) && batch->firstmesh + surf->mesh->numvertexes <= MAX_INDICIES)
break;
}
if (batch == bstop)
{
batch = Z_Malloc(sizeof(*batch));
batch->lightmap = surf->lightmaptexturenum;
batch->texture = m->textures[t];
batch->next = m->batches[sortid];
batch->ent = &r_worldentity;
VectorCopy(sn, batch->normal);
m->batches[sortid] = batch;
}
}
}
else
{
if (!batch || batch->lightmap != surf->lightmaptexturenum || batch->firstmesh + surf->mesh->numvertexes > MAX_INDICIES)
{
for (batch = m->batches[sortid]; batch != bstop; batch = batch->next)
{
if (batch->lightmap == surf->lightmaptexturenum && batch->firstmesh + surf->mesh->numvertexes <= MAX_INDICIES)
break;
}
if (batch == bstop)
{
batch = Z_Malloc(sizeof(*batch));
batch->lightmap = surf->lightmaptexturenum;
batch->texture = m->textures[t];
batch->next = m->batches[sortid];
batch->ent = &r_worldentity;
VectorClear(batch->normal);
m->batches[sortid] = batch;
}
}
}
surf->sbatch = batch;
batch->maxmeshes++;
batch->firstmesh += surf->mesh->numvertexes;
}
}
}
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->mesh = BZ_Malloc(sizeof(*batch->mesh)*batch->maxmeshes*2);
}
for (i=0; i<m->nummodelsurfaces; i++)
{
surf = m->surfaces + i + m->firstmodelsurface;
surf->sbatch->mesh[surf->sbatch->meshes++] = surf->mesh;
}
BE_GenBrushModelVBO(m);
/*for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->vbo = &batch->texture->vbo;
}
*/
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = m->batches[sortid]; batch != NULL; batch = batch->next)
{
batch->firstmesh = 0;
batch->meshes = 0;
}
}
#endif
BE_UploadAllLightmaps();
}
#endif

View file

@ -214,19 +214,13 @@ typedef unsigned char stmap;
struct mesh_s;
typedef struct {
texid_t lightmap_texture;
texid_t deluxmap_texture;
qboolean modified;
qboolean deluxmodified;
qboolean external;
qboolean hasdeluxe;
int width;
int height;
glRect_t rectchange;
glRect_t deluxrectchange;
#if 0 //def TERRAIN
int allocated[LMBLOCK_WIDTH];
#endif
qbyte *lightmaps;//[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT];
qbyte *deluxmaps;//[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //fixme: make seperate structure for easy disabling with less memory usage.
stmap *stainmaps;//[3*LMBLOCK_WIDTH*LMBLOCK_HEIGHT]; //rgb no a. added to lightmap for added (hopefully) speed.
} lightmapinfo_t;
extern lightmapinfo_t **lightmap;
@ -268,11 +262,11 @@ enum imageflags
{
/*warning: many of these flags only apply the first time it is requested*/
IF_CLAMP = 1<<0,
IF_NOPICMIP = 1<<1,
IF_NOMIPMAP = 1<<2,
IF_NOALPHA = 1<<3,
IF_NOGAMMA = 1<<4,
IF_NEAREST = 1<<5,
IF_NEAREST = 1<<1,
IF_NOPICMIP = 1<<2,
IF_NOMIPMAP = 1<<3,
IF_NOALPHA = 1<<4,
IF_NOGAMMA = 1<<5,
IF_3DMAP = 1<<6, /*waning - don't test directly*/
IF_CUBEMAP = 1<<7, /*waning - don't test directly*/
IF_CUBEMAPEXTRA = 1<<8,
@ -291,7 +285,7 @@ enum imageflags
/*it seems a little excessive to have to include glquake (and windows headers), just to load some textures/shaders for the backend*/
#ifdef GLQUAKE
texid_tf GL_AllocNewTexture(char *name, int w, int h);
texid_tf GL_AllocNewTexture(char *name, int w, int h, unsigned int flags);
void GL_UploadFmt(texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
texid_tf GL_LoadTextureFmt (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
void GL_DestroyTexture(texid_t tex);
@ -302,19 +296,20 @@ texid_t D3D9_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *
texid_t D3D9_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
texid_t D3D9_LoadCompressed (char *name);
texid_t D3D9_FindTexture (char *identifier, unsigned int flags);
texid_t D3D9_AllocNewTexture(char *ident, int width, int height);
texid_t D3D9_AllocNewTexture(char *ident, int width, int height, unsigned int flags);
void D3D9_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
void D3D9_DestroyTexture (texid_t tex);
void D3D_Image_Shutdown(void);
void D3D9_Image_Shutdown(void);
texid_t D3D11_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags);
texid_t D3D11_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags);
texid_t D3D11_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags);
texid_t D3D11_LoadCompressed (char *name);
texid_t D3D11_FindTexture (char *identifier);
texid_t D3D11_AllocNewTexture(char *ident, int width, int height);
texid_t D3D11_FindTexture (char *identifier, unsigned int flags);
texid_t D3D11_AllocNewTexture(char *ident, int width, int height, unsigned int flags);
void D3D11_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags);
void D3D11_DestroyTexture (texid_t tex);
void D3D11_Image_Shutdown(void);
#endif
extern int image_width, image_height;
@ -379,6 +374,7 @@ void R_SetRenderer(rendererinfo_t *ri);
void R_AnimateLight (void);
struct texture_s *R_TextureAnimation (int frame, struct texture_s *base);
void RQ_Init(void);
void RQ_Shutdown(void);
void CLQ2_EntityEvent(entity_state_t *es);
void CLQ2_TeleporterParticles(entity_state_t *es);

View file

@ -204,6 +204,9 @@ cvar_t vid_wndalpha = CVAR ("vid_wndalpha", "1");
cvar_t vid_width = CVARF ("vid_width", "0",
CVAR_ARCHIVE | CVAR_RENDERERLATCH);
cvar_t r_stereo_separation = CVARD("r_stereo_separation", "4", "How far your eyes are apart, in quake units. A non-zero value will enable stereoscoping rendering. You might need some of them retro 3d glasses. Hardware support is recommended, see r_stereo_context.");
cvar_t r_stereo_method = CVARD("r_stereo_method", "0", "Value 0 = Off.\nValue 1 = Attempt hardware acceleration. Requires vid_restart.\nValue 2 = red/cyan.\nValue 3 = red/blue. Value 4=red/green");
extern cvar_t r_dodgytgafiles;
extern cvar_t r_dodgypcxfiles;
extern cvar_t r_drawentities;
@ -331,9 +334,9 @@ cvar_t r_lightprepass = CVARFD("r_lightprepass", "0", CVAR_SHADERSYSTEM, "E
cvar_t r_shadow_bumpscale_basetexture = SCVAR ("r_shadow_bumpscale_basetexture", "4");
cvar_t r_shadow_bumpscale_bumpmap = SCVAR ("r_shadow_bumpscale_bumpmap", "10");
cvar_t r_glsl_offsetmapping = CVARF ("r_glsl_offsetmapping", "0", CVAR_ARCHIVE);
cvar_t r_glsl_offsetmapping = CVARF ("r_glsl_offsetmapping", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM);
cvar_t r_glsl_offsetmapping_scale = CVAR ("r_glsl_offsetmapping_scale", "0.04");
cvar_t r_glsl_offsetmapping_reliefmapping = CVARF("r_glsl_offsetmapping_reliefmapping", "1", CVAR_RENDERERLATCH);
cvar_t r_glsl_offsetmapping_reliefmapping = CVARF("r_glsl_offsetmapping_reliefmapping", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM);
cvar_t r_shadow_realtime_world = SCVARF ("r_shadow_realtime_world", "0", CVAR_ARCHIVE);
cvar_t r_shadow_realtime_world_shadows = SCVARF ("r_shadow_realtime_world_shadows", "1", CVAR_ARCHIVE);
@ -365,6 +368,7 @@ void GLD3DRenderer_Init(void)
{
Cvar_Register (&gl_mindist, GLRENDEREROPTIONS);
Cvar_Register (&gl_load24bit, GRAPHICALNICETIES);
Cvar_Register (&gl_blendsprites, GLRENDEREROPTIONS);
}
#endif
@ -462,8 +466,6 @@ void GLRenderer_Init(void)
Cvar_Register (&gl_blend2d, GLRENDEREROPTIONS);
Cvar_Register (&gl_blendsprites, GLRENDEREROPTIONS);
Cvar_Register (&gl_menutint_shader, GLRENDEREROPTIONS);
R_BloomRegister();
@ -535,9 +537,11 @@ void Renderer_Init(void)
#ifdef SWQUAKE
{
extern cvar_t sw_interlace;
extern cvar_t sw_threads;
extern cvar_t sw_vthread;
extern cvar_t sw_fthreads;
Cvar_Register(&sw_interlace, "Software Rendering Options");
Cvar_Register(&sw_threads, "Software Rendering Options");
Cvar_Register(&sw_vthread, "Software Rendering Options");
Cvar_Register(&sw_fthreads, "Software Rendering Options");
}
#endif
@ -598,6 +602,8 @@ void Renderer_Init(void)
Cvar_Register (&r_sun_colour, GRAPHICALNICETIES);
Cvar_Register (&r_waterstyle, GRAPHICALNICETIES);
Cvar_Register (&r_wireframe, GRAPHICALNICETIES);
Cvar_Register (&r_stereo_separation, GRAPHICALNICETIES);
Cvar_Register (&r_stereo_method, GRAPHICALNICETIES);
Cvar_Register(&scr_viewsize, SCREENOPTIONS);
Cvar_Register(&scr_fov, SCREENOPTIONS);
@ -842,7 +848,8 @@ rendererinfo_t *pdedicatedrendererinfo = &dedicatedrendererinfo;
rendererinfo_t openglrendererinfo;
rendererinfo_t d3drendererinfo;
rendererinfo_t d3d9rendererinfo;
rendererinfo_t d3d11rendererinfo;
rendererinfo_t swrendererinfo;
rendererinfo_t *rendererinfo[] =
@ -854,7 +861,8 @@ rendererinfo_t *rendererinfo[] =
&openglrendererinfo,
#endif
#ifdef D3DQUAKE
&d3drendererinfo,
&d3d9rendererinfo,
&d3d11rendererinfo,
#endif
#ifdef SWQUAKE
&swrendererinfo,
@ -950,6 +958,9 @@ void R_ShutdownRenderer(void)
R_DeInit();
}
if (Draw_Shutdown)
Draw_Shutdown();
if (VID_DeInit)
{
TRACE(("dbg: R_ApplyRenderer: VID_DeInit\n"));
@ -966,6 +977,8 @@ void R_ShutdownRenderer(void)
BZ_Free(host_basepal);
host_basepal = NULL;
RQ_Shutdown();
S_Shutdown();
}
@ -1349,10 +1362,15 @@ TRACE(("dbg: R_ApplyRenderer: efrags\n"));
"OpenGL renderer initialized\n");
break;
case QR_DIRECT3D:
case QR_DIRECT3D9:
Con_Printf( "\n"
"-----------------------------\n"
"Direct3d renderer initialized\n");
"Direct3d9 renderer initialized\n");
break;
case QR_DIRECT3D11:
Con_Printf( "\n"
"-----------------------------\n"
"Direct3d11 renderer initialized\n");
break;
}
@ -1399,6 +1417,7 @@ TRACE(("dbg: R_RestartRenderer_f\n"));
newr.bpp = vid_bpp.value;
newr.fullscreen = vid_fullscreen.value;
newr.rate = vid_refreshrate.value;
newr.stereo = (r_stereo_method.ival == 1);
if (!*_vid_wait_override.string || _vid_wait_override.value < 0)
newr.wait = -1;
@ -1425,13 +1444,18 @@ TRACE(("dbg: R_RestartRenderer_f\n"));
}
if (!newr.renderer)
{
int i;
Con_Printf("vid_renderer unset or unsupported. Using default.\n");
//gotta do this after main hunk is saved off.
#if defined(GLQUAKE)
Cmd_ExecuteString("setrenderer gl\n", RESTRICT_LOCAL);
#elif defined(D3DQUAKE)
Cmd_ExecuteString("setrenderer d3d\n", RESTRICT_LOCAL);
#endif
for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++)
{
if (rendererinfo[i]->name[0] && stricmp(rendererinfo[i]->name[0], "none"))
{
Cmd_ExecuteString(va("setrenderer %s\n", rendererinfo[i]->name[0]), RESTRICT_LOCAL);
break;
}
}
return;
}
@ -1968,46 +1992,62 @@ qbyte *R_CalcVis_Q1 (void)
qbyte *R_MarkLeaves_Q1 (void)
{
static qbyte fatvis[MAX_MAP_LEAFS/8];
static qbyte *vis;
static qbyte fatvis[2][MAX_MAP_LEAFS/8];
static qbyte *cvis[2];
qbyte *vis;
mnode_t *node;
int i;
qbyte solid[4096];
qboolean portal = r_refdef.recurse;
//for portals to work, we need two sets of any pvs caches
//this means lights can still check pvs at the end of the frame despite recursing in the mean time
//however, we still need to invalidate the cache because we only have one 'visframe' field in nodes.
if (r_refdef.forcevis)
{
vis = r_refdef.forcedvis;
vis = cvis[portal] = r_refdef.forcedvis;
r_oldviewleaf = NULL;
r_oldviewleaf2 = NULL;
}
else
{
if (((r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) && !r_novis.ival) || r_novis.ival & 2)
return vis;
if (!portal)
{
if (((r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) && !r_novis.ival) || r_novis.ival & 2)
return cvis[portal];
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
}
else
{
r_oldviewleaf = NULL;
r_oldviewleaf2 = NULL;
}
if (r_novis.ival)
{
vis = solid;
memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3);
vis = cvis[portal] = fatvis[portal];
memset (fatvis[portal], 0xff, (cl.worldmodel->numleafs+7)>>3);
r_oldviewleaf = NULL;
r_oldviewleaf2 = NULL;
}
else if (r_viewleaf2 && r_viewleaf2 != r_viewleaf)
{
int c;
Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, fatvis, sizeof(fatvis));
vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL, 0);
Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, fatvis[portal], sizeof(fatvis[portal]));
vis = cvis[portal] = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL, 0);
c = (cl.worldmodel->numleafs+31)/32;
for (i=0 ; i<c ; i++)
((int *)fatvis)[i] |= ((int *)vis)[i];
((int *)fatvis[portal])[i] |= ((int *)vis)[i];
vis = fatvis;
vis = cvis[portal] = fatvis[portal];
}
else
{
vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, fatvis, sizeof(fatvis));
vis = cvis[portal] = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, fatvis[portal], sizeof(fatvis[portal]));
}
}

View file

@ -125,6 +125,13 @@ void RQ_RenderBatchClear(void)
rqmingrad = NUMGRADUATIONS-1;
}
void RQ_Shutdown(void)
{
Z_Free(initialque);
initialque = NULL;
freerque = NULL;
}
void RQ_Init(void)
{
int i;

View file

@ -2527,7 +2527,7 @@ Sbar_IntermissionNumber
==================
*/
void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color)
void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color, qboolean left)
{
char str[12];
char *ptr;
@ -2537,8 +2537,9 @@ void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color)
ptr = str;
if (l > digits)
ptr += (l-digits);
if (l < digits)
x += (digits-l)*24;
if (!left)
if (l < digits)
x += (digits-l)*24;
while (*ptr)
{
@ -3235,20 +3236,20 @@ void Sbar_CoopIntermission (void)
// time
dig = cl.completed_time/60;
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 160, (sbar_rect.height - 200)/2 + 64, dig, 3, 0);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 230 - 24*4, (sbar_rect.height - 200)/2 + 64, dig, 4, 0, false);
num = cl.completed_time - dig*60;
R2D_ScalePic ((sbar_rect.width - 320)/2 + 234,(sbar_rect.height - 200)/2 + 64, 16, 24, sb_colon);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 246,(sbar_rect.height - 200)/2 + 64, 16, 26, sb_nums[0][num/10]);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 266,(sbar_rect.height - 200)/2 + 64, 16, 24, sb_nums[0][num%10]);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 230,(sbar_rect.height - 200)/2 + 64, 16, 24, sb_colon);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 254,(sbar_rect.height - 200)/2 + 64, 16, 26, sb_nums[0][num/10]);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 278,(sbar_rect.height - 200)/2 + 64, 16, 24, sb_nums[0][num%10]);
//it is assumed that secrits/monsters are going to be constant for any player...
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 160, (sbar_rect.height - 200)/2 + 104, cl.playerview[pnum].stats[STAT_SECRETS], 3, 0);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 232,(sbar_rect.height - 200)/2 + 104, 16, 24, sb_slash);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 240, (sbar_rect.height - 200)/2 + 104, cl.playerview[pnum].stats[STAT_TOTALSECRETS], 3, 0);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 230 - 24*4, (sbar_rect.height - 200)/2 + 104, cl.playerview[pnum].stats[STAT_SECRETS], 4, 0, false);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 230, (sbar_rect.height - 200)/2 + 104, 16, 24, sb_slash);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 254, (sbar_rect.height - 200)/2 + 104, cl.playerview[pnum].stats[STAT_TOTALSECRETS], 4, 0, true);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 160, (sbar_rect.height - 200)/2 + 144, cl.playerview[pnum].stats[STAT_MONSTERS], 3, 0);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 232,(sbar_rect.height - 200)/2 + 144, 16, 24, sb_slash);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 240, (sbar_rect.height - 200)/2 + 144, cl.playerview[pnum].stats[STAT_TOTALMONSTERS], 3, 0);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 230 - 24*4, (sbar_rect.height - 200)/2 + 144, cl.playerview[pnum].stats[STAT_MONSTERS], 4, 0, false);
R2D_ScalePic ((sbar_rect.width - 320)/2 + 230,(sbar_rect.height - 200)/2 + 144, 16, 24, sb_slash);
Sbar_IntermissionNumber ((sbar_rect.width - 320)/2 + 254, (sbar_rect.height - 200)/2 + 144, cl.playerview[pnum].stats[STAT_TOTALMONSTERS], 4, 0, true);
}
/*
==================

View file

@ -276,22 +276,18 @@ qbyte *Skin_Cache8 (skin_t *skin)
{
if (strcmp(skin->name, baseskin.string))
{
#if defined(GLQUAKE) || defined(D3DQUAKE)
if (qrenderer == QR_OPENGL || qrenderer == QR_DIRECT3D)
TEXASSIGN(skin->tex_base, R_LoadReplacementTexture(skin->name, "skins", IF_NOALPHA));
if (TEXVALID(skin->tex_base))
{
TEXASSIGN(skin->tex_base, R_LoadReplacementTexture(skin->name, "skins", IF_NOALPHA));
if (TEXVALID(skin->tex_base))
{
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->tex_upper, R_LoadReplacementTexture(name, "skins", 0));
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->tex_lower, R_LoadReplacementTexture(name, "skins", 0));
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->tex_upper, R_LoadReplacementTexture(name, "skins", 0));
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->tex_lower, R_LoadReplacementTexture(name, "skins", 0));
skin->failedload = true;
return NULL;
}
skin->failedload = true;
return NULL;
}
#endif
//if its not already the base skin, try the base (and warn if anything not base couldn't load).
Con_Printf ("Couldn't load skin %s\n", name);
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", baseskin.string);

View file

@ -659,6 +659,7 @@ void S_Voip_Parse(void)
sounddriver pOPENAL_InitCard;
sounddriver pDSOUND_InitCard;
sounddriver pALSA_InitCard;
sounddriver pSNDIO_InitCard;
sounddriver pOSS_InitCard;
sounddriver pMacOS_InitCard;
sounddriver pSDL_InitCard;
@ -677,9 +678,10 @@ sdriver_t drivers[] = {
{"DSound", &pDSOUND_InitCard}, //prefered on windows
{"MacOS", &pMacOS_InitCard}, //prefered on mac
{"Droid", &pDroid_InitCard}, //prefered on android (java thread)
{"Droid", &pDroid_InitCard}, //prefered on android (java thread)
{"AHI", &pAHI_InitCard}, //prefered on morphos
{"PPAPI", &pPPAPI_InitCard}, //google's native client
{"SNDIO", &pSNDIO_InitCard}, //prefered on OpenBSD
{"SDL", &pSDL_InitCard}, //prefered on linux
{"ALSA", &pALSA_InitCard}, //pure shite
@ -911,7 +913,8 @@ void S_SetUnderWater(qboolean underwater)
soundcardinfo_t *sc;
for (sc = sndcardinfo; sc; sc=sc->next)
sc->SetWaterDistortion(sc, underwater);
if (sc->SetWaterDistortion)
sc->SetWaterDistortion(sc, underwater);
}
//why isn't this part of S_Restart_f anymore?

View file

@ -115,6 +115,7 @@ void SND_PaintChannelFrom16_8Speaker (channel_t *ch, sfxcache_t *sc, int count);
void SND_PaintChannelFrom8Stereo (channel_t *ch, sfxcache_t *sc, int count);
void SND_PaintChannelFrom16Stereo (channel_t *ch, sfxcache_t *sc, int count);
//NOTE: MAY NOT CALL SYS_ERROR
void S_PaintChannels(soundcardinfo_t *sc, int endtime)
{
int i;

210
engine/client/snd_sndio.c Normal file
View file

@ -0,0 +1,210 @@
/*
* Copyright (c) 2010 Jacob Meuser <jakemsr@sdf.lonestar.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/* Modifified for FTEQW by Alf Schlichting, a.schlichting@lemarit.com */
/* note: this is for OpenBSD */
#include "quakedef.h"
#include "sound.h"
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <fcntl.h>
#include <poll.h>
#include <errno.h>
#include <sndio.h>
struct sndio_private
{
struct sio_hdl *hdl;
unsigned char *dma_buffer;
size_t dma_buffer_size, dma_ptr;
};
static int sndio_init(soundcardinfo_t *, int);
static void *sndio_lock(soundcardinfo_t *);
static void sndio_unlock(soundcardinfo_t *, void *);
static void sndio_shutdown(soundcardinfo_t *);
static unsigned int sndio_getdmapos(soundcardinfo_t *);
static void sndio_submit(soundcardinfo_t *, int, int);
static void sndio_setunderwater(soundcardinfo_t *sc, qboolean underwater); //simply a stub. Any ideas how to actually implement this properly?
static void sndio_setunderwater(soundcardinfo_t *sc, qboolean underwater) //simply a stub. Any ideas how to actually implement this properly?
{
}
#define SND_ERROR 0
#define SND_LOADED 1
#define SND_NOMORE 2 //like error, but doesn't try the next card.
static int
sndio_init(soundcardinfo_t *sc, int cardnum)
{
struct sndio_private *sp;
struct sio_par par;
unsigned samp_per_buf;
char *s;
int i;
Con_DPrintf("sndio_init called\n");
if (cardnum)
return SND_NOMORE;
sp = calloc(sizeof(struct sndio_private), 1);
if (sp == NULL)
{
Con_Printf("Could not get mem");
return SND_ERROR;
}
Con_DPrintf("trying to open sp->hdl\n");
sp->hdl = sio_open(SIO_DEVANY, SIO_PLAY, 1);
if (sp->hdl == NULL)
{
Con_Printf("Could not open sndio device\n");
return SND_NOMORE;
}
Con_DPrintf("Opened sndio\n");
sc->GetDMAPos = sndio_getdmapos;
sc->Submit = sndio_submit;
sc->Shutdown = sndio_shutdown;
sc->Lock = sndio_lock;
sc->Unlock = sndio_unlock;
sc->SetWaterDistortion = sndio_setunderwater;
sc->handle = sp;
sio_initpar(&par);
par.rate = sc->sn.speed;
par.bits = sc->sn.samplebits;
par.sig = 1;
par.le = SIO_LE_NATIVE;
par.pchan = sc->sn.numchannels;
par.appbufsz = par.rate / 20; /* 1/20 second latency */
if (!sio_setpar(sp->hdl, &par) || !sio_getpar(sp->hdl, &par))
{
Con_Printf("Error setting audio parameters\n");
sio_close(sp->hdl);
return SND_ERROR;
}
if ((par.pchan != 1 && par.pchan != 2) ||
(par.bits != 16 || par.sig != 1))
{
Con_Printf("Could not set appropriate audio parameters\n");
sio_close(sp->hdl);
return SND_ERROR;
}
/* sc->sn.speed = par.rate;
sc->sn.numchannels = par.pchan;
sc->sn.samplebits = par.bits;
*/
/*
* find the smallest power of two larger than the buffer size
* and use it as the internal buffer's size
*/
for (i = 1; i < par.appbufsz; i <<= 1)
; /* nothing */
sc->sn.samples = i * par.pchan;
sp->dma_buffer_size = sc->sn.samples * sc->sn.samplebits / 8;
sc->sn.buffer = calloc(1, sp->dma_buffer_size);
if (sc->sn.buffer == NULL)
{
Con_Printf("Could not allocate audio ring buffer\n");
return SND_ERROR;
}
dma_ptr = 0;
if (!sio_start(sp->hdl))
{
Con_Printf("Could not start audio\n");
sio_close(sp->hdl);
return SND_ERROR;
}
sc->sn.samplepos = 0;
Con_DPrintf("sc->sn.speed = %d, par.rate = %d\n", sc->sn.speed, par.rate);
Con_DPrintf("sc->sn.samplebits = %d, par.bits = %d\n", sc->sn.samplebits, par.bits);
Con_DPrintf("sc->sn.numchannels = %d, par.pchan = %d\n", sc->sn.numchannels, par.pchan);
Con_DPrintf("sc->sn.samples = %d, par.pchan = %d\n", sc->sn.samples, par.pchan);
Con_DPrintf("dma_buffer_size = %d\n", sp->dma_buffer_size);
return SND_LOADED;
}
static void *
sndio_lock(soundcardinfo_t *sc, unsigned int *sampidx)
{
return sc->sn.buffer;
}
static void
sndio_unlock(soundcardinfo_t *sci, void *p)
{
}
static void
sndio_shutdown(soundcardinfo_t *sc)
{
struct sndio_private *sp = sc->handle;
sio_close(sp->hdl);
free(sc->sn.buffer);
sc->sn.buffer = NULL;
*sc->name = '\0';
}
static unsigned int
sndio_getdmapos(soundcardinfo_t *sc)
{
struct sndio_private *sp = sc->handle;
sc->sn.samplepos = dma_ptr / (sc->sn.samplebits / 8);
return sc->sn.samplepos;
}
static void
sndio_submit(soundcardinfo_t *sc, int startcount, int endcount)
{
struct pollfd pfd;
struct sndio_private *sp = sc->handle;
size_t count, todo, avail;
int n;
n = sio_pollfd(sp->hdl, &pfd, POLLOUT);
while (poll(&pfd, n, 0) < 0 && errno == EINTR)
;
if (!(sio_revents(sp->hdl, &pfd) & POLLOUT))
return;
avail = sp->dma_buffer_size;
while (avail > 0)
{
todo = sp->dma_buffer_size - dma_ptr;
if (todo > avail)
todo = avail;
count = sio_write(sp->hdl, sc->sn.buffer + dma_ptr, todo);
if (count == 0)
break;
dma_ptr += count;
if (dma_ptr >= sp->dma_buffer_size)
dma_ptr -= sp->dma_buffer_size;
avail -= count;
}
}
int (*pSNDIO_InitCard) (soundcardinfo_t *sc, int cardnum) = &sndio_init;

View file

@ -58,8 +58,8 @@ typedef struct sfx_s
// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct sfxcache_s
{
unsigned int length;
unsigned int loopstart;
unsigned int length; //sample count
unsigned int loopstart; //-1 or sample index to begin looping at once the sample ends
unsigned int speed;
unsigned int width;
unsigned int numchannels;
@ -256,6 +256,7 @@ typedef int (*sounddriver) (soundcardinfo_t *sc, int cardnum);
extern sounddriver pOPENAL_InitCard;
extern sounddriver pDSOUND_InitCard;
extern sounddriver pALSA_InitCard;
extern sounddriver pSNDIO_InitCard;
extern sounddriver pOSS_InitCard;
extern sounddriver pSDL_InitCard;
extern sounddriver pWAV_InitCard;
@ -285,16 +286,16 @@ struct soundcardinfo_s { //windows has one defined AFTER directsound
int samplequeue; //this is the number of samples the device can enqueue. if set, DMAPos returns the write point (rather than hardware read point) (in samplepairs).
//callbacks
void *(*Lock) (soundcardinfo_t *sc, unsigned int *startoffset);
void (*Unlock) (soundcardinfo_t *sc, void *buffer);
void (*Submit) (soundcardinfo_t *sc, int start, int end);
void (*Shutdown) (soundcardinfo_t *sc);
unsigned int (*GetDMAPos) (soundcardinfo_t *sc);
void (*SetWaterDistortion) (soundcardinfo_t *sc, qboolean underwater);
void (*Restore) (soundcardinfo_t *sc);
void (*ChannelUpdate) (soundcardinfo_t *sc, channel_t *channel, unsigned int schanged);
void *(*Lock) (soundcardinfo_t *sc, unsigned int *startoffset); //grab a pointer to the hardware ringbuffer or whatever. startoffset is the starting offset. you can set it to 0 and bump the start offset if you need.
void (*Unlock) (soundcardinfo_t *sc, void *buffer); //release the hardware ringbuffer memory
void (*Submit) (soundcardinfo_t *sc, int start, int end); //if the ringbuffer is emulated, this is where you should push it to the device.
void (*Shutdown) (soundcardinfo_t *sc); //kill the device
unsigned int (*GetDMAPos) (soundcardinfo_t *sc); //get the current point that the hardware is reading from (the return value should not wrap, at least not very often)
void (*SetWaterDistortion) (soundcardinfo_t *sc, qboolean underwater); //if you have eax enabled, change the environment. fixme. generally this is a stub. optional.
void (*Restore) (soundcardinfo_t *sc); //called before lock/unlock/lock/unlock/submit. optional
void (*ChannelUpdate) (soundcardinfo_t *sc, channel_t *channel, unsigned int schanged); //properties of a sound effect changed. this is to notify hardware mixers. optional.
//driver -specific
//driver-specific - if you need more stuff, you should just shove it in the handle pointer
void *thread;
void *handle;
int snd_sent;

View file

@ -18,19 +18,24 @@ qboolean isDedicated = false;
#endif
#endif
void *sys_window; /*public so the renderer can attach to the correct place*/
static qboolean sys_running = false;
static int sys_running = false;
int sys_glesversion;
static void *sys_memheap;
static unsigned int sys_lastframe;
static unsigned int vibrateduration;
static char errormessage[256];
extern jmp_buf host_abort;
cvar_t sys_vibrate = CVAR("sys_vibrate", "1");
cvar_t sys_osk = CVAR("sys_osk", "0"); //to be toggled
cvar_t sys_keepscreenon = CVAR("sys_keepscreenon", "1"); //to be toggled
cvar_t sys_orientation = CVAR("sys_orientation", "sensor");
extern cvar_t vid_conautoscale;
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, DISTRIBUTION"Droid", __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, DISTRIBUTION"Droid", __VA_ARGS__))
static void *sys_memheap;
static unsigned int sys_lastframe;
static unsigned int vibrateduration;
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, DISTRIBUTION"Droid", __VA_ARGS__))
void Sys_Vibrate(int count)
{
@ -43,11 +48,26 @@ JNIEXPORT jint JNICALL Java_com_fteqw_FTEDroidEngine_getvibrateduration(JNIEnv *
return dur;
}
JNIEXPORT jstring JNICALL Java_com_fteqw_FTEDroidEngine_geterrormessage(JNIEnv *env, jobject obj)
{
return (*env)->NewStringUTF(env, errormessage);
}
JNIEXPORT jstring JNICALL Java_com_fteqw_FTEDroidEngine_getpreferedorientation(JNIEnv *env, jobject obj)
{
sys_orientation.modified = false;
return (*env)->NewStringUTF(env, sys_orientation.string);
}
JNIEXPORT jint JNICALL Java_com_fteqw_FTEDroidEngine_frame(JNIEnv *env, jobject obj,
jfloat ax, jfloat ay, jfloat az)
{
int ret;
static vec3_t oac;
//if we had an error, don't even run a frame any more.
if (*errormessage)
return 8;
#ifdef SERVERONLY
SV_Frame();
#else
@ -74,18 +94,48 @@ JNIEXPORT jint JNICALL Java_com_fteqw_FTEDroidEngine_frame(JNIEnv *env, jobject
ret |= 2;
if (sys_keepscreenon.ival)
ret |= 4;
if (*errormessage)
ret |= 8;
if (sys_orientation.modified)
ret |= 16;
return ret;
}
//tells us that our old gl context got completely obliterated
JNIEXPORT void JNICALL Java_com_fteqw_FTEDroidEngine_newglcontext(JNIEnv *env, jobject obj)
{
if (sys_running)
sys_running = 2;
//fixme: wipe image handles
}
//called for init or resizes
JNIEXPORT void JNICALL Java_com_fteqw_FTEDroidEngine_init(JNIEnv *env, jobject obj,
jint width, jint height, jint glesversion, jstring japkpath, jstring jusrpath)
{
const char *tmp;
if (*errormessage)
return;
vid.pixelwidth = width;
vid.pixelheight = height;
sys_glesversion = glesversion;
if (sys_running)
Cmd_ExecuteString("vid_restart\n", RESTRICT_LOCAL);
{
Sys_Printf("vid size changed\n");
if (1)//FFS sys_running == 2)
{
//if our textures got destroyed, we need to reload them all
Cmd_ExecuteString("vid_restart\n", RESTRICT_LOCAL);
}
else
{
//otherwise we just need to set the size properly again.
Cvar_ForceCallback(&vid_conautoscale);
}
}
else
{
const char *args [] =
@ -99,6 +149,7 @@ JNIEXPORT void JNICALL Java_com_fteqw_FTEDroidEngine_init(JNIEnv *env, jobject o
char *basepack;
int align;
quakeparms_t parms;
Sys_Printf("reinit\n");
if (sys_memheap)
free(sys_memheap);
parms.basedir = NULL; /*filled in later*/
@ -109,6 +160,7 @@ JNIEXPORT void JNICALL Java_com_fteqw_FTEDroidEngine_init(JNIEnv *env, jobject o
if (!parms.membase)
{
Sys_Printf("Unable to alloc heap\n");
Q_strncpyz(errormessage, "Unable to alloc heap\n", sizeof(errormessage));
return;
}
@ -224,7 +276,10 @@ void Sys_Quit(void)
SV_Shutdown();
#endif
exit (0);
LOGI("%s", "quitting");
longjmp(host_abort, 1);
exit(0);
}
void Sys_Error (const char *error, ...)
{
@ -234,9 +289,14 @@ void Sys_Error (const char *error, ...)
va_start (argptr, error);
vsnprintf (string,sizeof(string)-1, error,argptr);
va_end (argptr);
if (!*string)
strcpy(string, "no error");
LOGW("%s", string);
Q_strncpyz(errormessage, string, sizeof(errormessage));
LOGE("%s", string);
longjmp(host_abort, 1);
exit(1);
}
void Sys_Printf (char *fmt, ...)
@ -308,6 +368,7 @@ void Sys_Init(void)
Cvar_Register(&sys_vibrate, "android stuff");
Cvar_Register(&sys_osk, "android stuff");
Cvar_Register(&sys_keepscreenon, "android stuff");
Cvar_Register(&sys_orientation, "android stuff");
}
qboolean Sys_GetDesktopParameters(int *width, int *height, int *bpp, int *refreshrate)

View file

@ -1529,14 +1529,14 @@ typedef struct IPropertyStore
#endif
#endif
static const IID IID_IPropertyStore = {0x886d8eeb, 0x8cf2, 0x4446, {0x8d, 0x02, 0xcd, 0xba, 0x1d, 0xbd, 0xcf, 0x99}};
static const IID qIID_IPropertyStore = {0x886d8eeb, 0x8cf2, 0x4446, {0x8d, 0x02, 0xcd, 0xba, 0x1d, 0xbd, 0xcf, 0x99}};
#ifndef MINGW
#if !defined(VER_PRODUCTBUILD) || VER_PRODUCTBUILD < 7600
#define IObjectArray IUnknown
#endif
#endif
static const IID IID_IObjectArray = {0x92ca9dcd, 0x5622, 0x4bba, {0xa8,0x05,0x5e,0x9f,0x54,0x1b,0xd8,0xc9}};
static const IID qIID_IObjectArray = {0x92ca9dcd, 0x5622, 0x4bba, {0xa8,0x05,0x5e,0x9f,0x54,0x1b,0xd8,0xc9}};
#ifndef MINGW
#if !defined(VER_PRODUCTBUILD) || VER_PRODUCTBUILD < 7600
@ -1583,8 +1583,8 @@ typedef struct IObjectCollection
} IObjectCollection;
#endif
#endif
static const IID IID_IObjectCollection = {0x5632b1a4, 0xe38a, 0x400a, {0x92,0x8a,0xd4,0xcd,0x63,0x23,0x02,0x95}};
static const CLSID CLSID_EnumerableObjectCollection = {0x2d3468c1, 0x36a7, 0x43b6, {0xac,0x24,0xd3,0xf0,0x2f,0xd9,0x60,0x7a}};
static const IID qIID_IObjectCollection = {0x5632b1a4, 0xe38a, 0x400a, {0x92,0x8a,0xd4,0xcd,0x63,0x23,0x02,0x95}};
static const CLSID qCLSID_EnumerableObjectCollection = {0x2d3468c1, 0x36a7, 0x43b6, {0xac,0x24,0xd3,0xf0,0x2f,0xd9,0x60,0x7a}};
#ifndef MINGW
@ -1646,8 +1646,8 @@ typedef struct ICustomDestinationList
} ICustomDestinationList;
#endif
#endif
static const IID IID_ICustomDestinationList = {0x6332debf, 0x87b5, 0x4670, {0x90,0xc0,0x5e,0x57,0xb4,0x08,0xa4,0x9e}};
static const CLSID CLSID_DestinationList = {0x77f10cf0, 0x3db5, 0x4966, {0xb5,0x20,0xb7,0xc5,0x4f,0xd3,0x5e,0xd6}};
static const IID qIID_ICustomDestinationList = {0x6332debf, 0x87b5, 0x4670, {0x90,0xc0,0x5e,0x57,0xb4,0x08,0xa4,0x9e}};
static const CLSID qCLSID_DestinationList = {0x77f10cf0, 0x3db5, 0x4966, {0xb5,0x20,0xb7,0xc5,0x4f,0xd3,0x5e,0xd6}};
@ -1690,7 +1690,7 @@ static IShellLinkW *CreateShellLink(char *command, char *target, char *title, ch
IShellLinkW_SetDescription(link, buf); /*tooltip*/
hr = IShellLinkW_QueryInterface(link, &IID_IPropertyStore, &prop_store);
hr = IShellLinkW_QueryInterface(link, &qIID_IPropertyStore, &prop_store);
#ifndef MINGW
if(SUCCEEDED(hr))
@ -1746,13 +1746,13 @@ void Win7_TaskListInit(void)
IObjectArray *arr;
IShellLinkW *link;
CoInitialize(NULL);
if (SUCCEEDED(CoCreateInstance(&CLSID_DestinationList, NULL, CLSCTX_INPROC_SERVER, &IID_ICustomDestinationList, &cdl)))
if (SUCCEEDED(CoCreateInstance(&qCLSID_DestinationList, NULL, CLSCTX_INPROC_SERVER, &qIID_ICustomDestinationList, &cdl)))
{
UINT minslots;
IUnknown *removed;
cdl->lpVtbl->BeginList(cdl, &minslots, &IID_IObjectArray, &removed);
cdl->lpVtbl->BeginList(cdl, &minslots, &qIID_IObjectArray, &removed);
if (SUCCEEDED(CoCreateInstance(&CLSID_EnumerableObjectCollection, NULL, CLSCTX_INPROC_SERVER, &IID_IObjectCollection, &col)))
if (SUCCEEDED(CoCreateInstance(&qCLSID_EnumerableObjectCollection, NULL, CLSCTX_INPROC_SERVER, &qIID_IObjectCollection, &col)))
{
switch(M_GameType())
@ -1761,13 +1761,13 @@ void Win7_TaskListInit(void)
link = CreateShellLink("+menu_servers", "", "Server List", "Pick a multiplayer server to join");
if (link)
{
col->lpVtbl->AddObject(col, link);
col->lpVtbl->AddObject(col, (IUnknown*)link);
link->lpVtbl->Release(link);
}
link = CreateShellLink("+map start", "", "Start New Game (Quake)", "Begin a new single-player game");
if (link)
{
col->lpVtbl->AddObject(col, link);
col->lpVtbl->AddObject(col, (IUnknown*)link);
link->lpVtbl->Release(link);
}
break;
@ -1775,13 +1775,13 @@ void Win7_TaskListInit(void)
link = CreateShellLink("+menu_servers", "", "Quake2 Server List", "Pick a multiplayer server to join");
if (link)
{
col->lpVtbl->AddObject(col, link);
col->lpVtbl->AddObject(col, (IUnknown*)link);
link->lpVtbl->Release(link);
}
link = CreateShellLink("+map unit1", "", "Start New Game (Quake2)", "Begin a new game");
if (link)
{
col->lpVtbl->AddObject(col, link);
col->lpVtbl->AddObject(col, (IUnknown*)link);
link->lpVtbl->Release(link);
}
break;
@ -1789,19 +1789,19 @@ void Win7_TaskListInit(void)
link = CreateShellLink("+menu_servers", "", "Hexen2 Server List", "Pick a multiplayer server to join");
if (link)
{
col->lpVtbl->AddObject(col, link);
col->lpVtbl->AddObject(col, (IUnknown*)link);
link->lpVtbl->Release(link);
}
link = CreateShellLink("+map demo1", "", "Start New Game (Hexen2)", "Begin a new game");
if (link)
{
col->lpVtbl->AddObject(col, link);
col->lpVtbl->AddObject(col, (IUnknown*)link);
link->lpVtbl->Release(link);
}
break;
}
if (SUCCEEDED(col->lpVtbl->QueryInterface(col, &IID_IObjectArray, &arr)))
if (SUCCEEDED(col->lpVtbl->QueryInterface(col, &qIID_IObjectArray, &arr)))
{
cdl->lpVtbl->AddUserTasks(cdl, arr);
arr->lpVtbl->Release(arr);
@ -2161,12 +2161,12 @@ qboolean Sys_GetDesktopParameters(int *width, int *height, int *bpp, int *refres
/* Thread creation calls */
typedef struct threadwrap_s
{
void (*func)(void *);
int (*func)(void *);
void *args;
} threadwrap_t;
// the thread call is wrapped so we don't need WINAPI everywhere
DWORD WINAPI threadwrapper(void *args)
unsigned WINAPI threadwrapper(void *args)
{
threadwrap_t tw;
tw.func = ((threadwrap_t *)args)->func;

View file

@ -25,13 +25,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// a pixel can be one, two, or four bytes
typedef qbyte pixel_t;
typedef enum {QR_NONE, QR_OPENGL, QR_DIRECT3D, QR_SOFTWARE} r_qrenderer_t;
typedef enum {QR_NONE, QR_OPENGL, QR_DIRECT3D9, QR_DIRECT3D11, QR_SOFTWARE} r_qrenderer_t;
typedef struct {
//you are not allowed to make anything not work if it's not based on these vars...
int width;
int height;
qboolean fullscreen;
qboolean stereo;
int bpp;
int rate;
int wait; //-1 = default, 0 = off, 1 = on, 2 = every other

View file

@ -472,7 +472,7 @@ void V_cshift_f (void)
char *c = Cmd_Argv(4);
// malice jumbles commands into a v_cshift so this attempts to fix
while (isdigit(*c))
while (isdigit(*c) || *c == '.')
c++;
if (*c)

View file

@ -85,7 +85,7 @@ LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_UK
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_ICON3 ICON "bymorphed.ico"
IDI_ICON1 ICON "bymorphed.ico"
/////////////////////////////////////////////////////////////////////////////
//

View file

@ -105,6 +105,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//#define DYNAMIC_LIBPNG
//#define DYNAMIC_LIBJPEG
#ifdef D3DQUAKE
#define D3D9QUAKE
#endif
#if (defined(D3D9QUAKE) || defined(D3D11Quake)) && !defined(D3DQUAKE)
#define D3DQUAKE
#endif
#if defined(_MSC_VER) //too lazy to fix up the makefile
//#define BOTLIB_STATIC
#endif
@ -306,26 +314,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//remove any options that depend upon GL.
#ifndef SERVERONLY
#if !defined(GLQUAKE) && !defined(D3DQUAKE)
#undef DOOMWADS
#undef HALFLIFEMODELS
#undef Q3BSPS
#undef R_XFLIP
#undef RUNTIMELIGHTING
#undef Q3CLIENT
#endif
// undefine things not supported yet for D3D
#if defined(D3DQUAKE) && !defined(GLQUAKE)
#undef DDS // this is dumb
#undef HALFLIFEMODELS
#endif
#endif
#if !defined(GLQUAKE) && !defined(D3DQUAKE) && !defined(SERVERONLY)
#undef Q3BSPS
#endif
#if !defined(Q3BSPS)
#undef Q3CLIENT //reconsider this (later)
#undef Q3SERVER //reconsider this (later)

View file

@ -56,7 +56,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define BSPVERSION 29
//HalfLife support
#define BSPVERSIONHL 30
#define BSPVERSION_LONG (('B' << 24) | ('S' << 16) | ('P' << 8) | '2') /*RMQ support. 32bits instead of shorts for all but bbox sizes*/
#define BSPVERSION_LONG1 (('B' << 24) | ('S' << 16) | ('P' << 8) | '2') /*RMQ support (2PSB). 32bits instead of shorts for all but bbox sizes*/
#define BSPVERSION_LONG2 (('B' << 0) | ('S' << 8) | ('P' << 16) | ('2'<<24)) /*BSP2 support. 32bits instead of shorts for everything*/
typedef struct
{
@ -172,7 +173,16 @@ typedef struct
short maxs[3];
unsigned int firstface;
unsigned int numfaces; // counting both sides
} dlnode_t;
} dl1node_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
float mins[3]; // for sphere culling
float maxs[3];
unsigned int firstface;
unsigned int numfaces; // counting both sides
} dl2node_t;
typedef struct
{
@ -274,7 +284,20 @@ typedef struct
unsigned int nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dlleaf_t;
} dl1leaf_t;
typedef struct
{
int contents;
int visofs; // -1 = no visibility info
float mins[3]; // for frustum culling
float maxs[3];
unsigned int firstmarksurface;
unsigned int nummarksurfaces;
qbyte ambient_level[NUM_AMBIENTS];
} dl2leaf_t;
//============================================================================

View file

@ -45,11 +45,7 @@ void Mod_DoCRC(model_t *mod, char *buffer, int buffersize)
#if defined(D3DQUAKE) || defined(GLQUAKE) || defined(SERVERONLY)
#ifdef GLQUAKE
#include "glquake.h"
#endif
#if 1
#ifdef _WIN32
#include <malloc.h>
@ -1369,6 +1365,7 @@ static void Alias_BuildSkeletalMesh(mesh_t *mesh, float *bonepose, galiasinfo_t
}
#ifdef GLQUAKE
#include "glquake.h"
static void Alias_GLDrawSkeletalBones(galiasbone_t *bones, float *bonepose, int bonecount)
{
PPL_RevertToKnownState();
@ -2810,9 +2807,6 @@ qboolean Mod_LoadQ1Model (model_t *mod, void *buffer)
{
default:
#if defined(GLQUAKE) || defined(D3DQUAKE)
case QR_DIRECT3D:
case QR_OPENGL:
case QR_SOFTWARE:
pinstverts = (dstvert_t *)Q1_LoadSkins_GL(skinstart, skintranstype);
break;
#endif
@ -3762,6 +3756,43 @@ int Mod_SkinNumForName(model_t *model, char *name)
}
#endif
const char *Mod_FrameNameForNum(model_t *model, int num)
{
galiasgroup_t *group;
galiasinfo_t *inf;
if (!model)
return NULL;
if (model->type != mod_alias)
return NULL;
inf = Mod_Extradata(model);
if (num >= inf->groups)
return NULL;
group = (galiasgroup_t*)((char*)inf + inf->groupofs);
return group[num].name;
}
const char *Mod_SkinNameForNum(model_t *model, int num)
{
#ifdef SERVERONLY
return NULL;
#else
galiasinfo_t *inf;
galiasskin_t *skin;
if (!model || model->type != mod_alias)
return NULL;
inf = Mod_Extradata(model);
if (num >= inf->numskins)
return NULL;
skin = (galiasskin_t*)((char*)inf+inf->ofsskins);
return skin[num].name;
#endif
}
float Mod_FrameDuration(model_t *model, int frameno)
{
galiasinfo_t *inf;
@ -5808,7 +5839,7 @@ galiasinfo_t *Mod_ParseIQMMeshModel(model_t *mod, char *buffer)
for (i = 0; i < h->num_joints; i++)
{
Q_strncpyz(bones[i].name, strings+ijoint[i].name, sizeof(ijoint[i].name));
Q_strncpyz(bones[i].name, strings+ijoint[i].name, sizeof(bones[i].name));
bones[i].parent = ijoint[i].parent;
GenMatrixPosQuat3Scale(ijoint[i].translate, ijoint[i].rotate, ijoint[i].scale, &basepose[i*12]);
@ -5906,6 +5937,8 @@ galiasinfo_t *Mod_ParseIQMMeshModel(model_t *mod, char *buffer)
fgroup[i].numposes = LittleLong(anim[i].num_frames);
fgroup[i].poseofs = (char*)(opose+LittleLong(anim[i].first_frame)*12*h->num_poses) - (char*)&fgroup[i];
fgroup[i].rate = LittleFloat(anim[i].framerate);
if (!fgroup[i].rate)
fgroup[i].rate = 10;
}
}

View file

@ -2317,43 +2317,31 @@ static void VARGS nearCallback (void *data, dGeomID o1, dGeomID o2)
void World_ODE_Frame(world_t *world, double frametime, double gravity)
{
if (world->ode.ode)
if (world->ode.ode && (world->ode.hasodeents))// || world->ode.hasragdoll))
{
int i;
wedict_t *ed;
if (!world->ode.hasodeents)
{
for (i = 0; i < world->num_edicts; i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (ed->v->movetype >= SOLID_PHYSICS_BOX)
{
world->ode.hasodeents = true;
break;
}
}
if (!world->ode.hasodeents)
return;
}
world->ode.ode_iterations = bound(1, physics_ode_iterationsperframe.ival, 1000);
world->ode.ode_step = frametime / world->ode.ode_iterations;
world->ode.ode_movelimit = physics_ode_movelimit.value / world->ode.ode_step;
// copy physics properties from entities to physics engine
for (i = 0;i < world->num_edicts;i++)
if (world->ode.hasodeents)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_ODE_Frame_BodyFromEntity(world, ed);
}
// oh, and it must be called after all bodies were created
for (i = 0;i < world->num_edicts;i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_ODE_Frame_JointFromEntity(world, ed);
// copy physics properties from entities to physics engine
for (i = 0;i < world->num_edicts;i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_ODE_Frame_BodyFromEntity(world, ed);
}
// oh, and it must be called after all bodies were created
for (i = 0;i < world->num_edicts;i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_ODE_Frame_JointFromEntity(world, ed);
}
}
for (i = 0;i < world->ode.ode_iterations;i++)
@ -2379,12 +2367,15 @@ void World_ODE_Frame(world_t *world, double frametime, double gravity)
dJointGroupEmpty(world->ode.ode_contactgroup);
}
// copy physics properties from physics engine to entities
for (i = 1;i < world->num_edicts;i++)
if (world->ode.hasodeents)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_ODE_Frame_BodyToEntity(world, ed);
// copy physics properties from physics engine to entities
for (i = 1;i < world->num_edicts;i++)
{
ed = (wedict_t*)EDICT_NUM(world->progs, i);
if (!ed->isfree)
World_ODE_Frame_BodyToEntity(world, ed);
}
}
}
}

View file

@ -644,7 +644,7 @@ void deleetstring(char *result, char *leet)
char *s2 = leet;
while(*s2)
{
if (*s2 == 0xff)
if (*s2 == (char)0xff)
{
s2++;
continue;
@ -3192,8 +3192,11 @@ void COM_Version_f (void)
#ifdef GLQUAKE
Con_Printf("OpenGL available\n");
#endif
#ifdef D3DQUAKE
Con_Printf("Direct3D available\n");
#ifdef D3D9QUAKE
Con_Printf("Direct3D9 available\n");
#endif
#ifdef D3D11QUAKE
Con_Printf("Direct3D11 available\n");
#endif
#ifdef QCJIT
@ -3342,6 +3345,11 @@ void COM_CrashMe_f(void)
*crashaddr = 0;
}
void COM_ErrorMe_f(void)
{
Sys_Error("\"errorme\" command used");
}
/*
================
COM_Init
@ -3379,6 +3387,7 @@ void COM_Init (void)
Cmd_AddCommand ("version", COM_Version_f); //prints the pak or whatever where this file can be found.
Cmd_AddCommand ("crashme", COM_CrashMe_f);
Cmd_AddCommand ("errorme", COM_ErrorMe_f);
COM_InitFilesystem ();
COM_CheckRegistered ();
@ -4442,5 +4451,5 @@ void COM_TimeOfDay(date_t *date)
date->min = newtime->tm_min;
date->sec = newtime->tm_sec;
strftime( date->str, 128,
"%a %b %d, %H:%M:%S %Y", newtime);
"%a %b %d, %H:%M:%S %Y", newtime);
}

View file

@ -1,5 +1,5 @@
#include "quakedef.h"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#ifndef SERVERONLY
#include "glquake.h"
#endif
#include "com_mesh.h"
@ -1374,12 +1374,8 @@ qboolean CMod_LoadFaces (lump_t *l)
i = LittleLong(in->lightofs);
if (i == -1)
out->samples = NULL;
#if defined(GLQUAKE) || defined(D3DQUAKE)
else if (qrenderer == QR_OPENGL || qrenderer == QR_DIRECT3D)
out->samples = loadmodel->lightdata + i;
#endif
else
out->samples = loadmodel->lightdata + i/3;
out->samples = loadmodel->lightdata + i;
// set the drawing flags
@ -2274,7 +2270,7 @@ qboolean CModRBSP_LoadFaces (lump_t *l)
return true;
}
#if defined(GLQUAKE) || defined(D3DQUAKE)
#ifndef SERVERONLY
/*
=================
@ -2500,15 +2496,7 @@ void CModRBSP_BuildSurfMesh(model_t *mod, msurface_t *out, void *cookie)
if (LittleLong(in->facetype) == MST_PATCH)
{
// out->mesh->numindexes = 0;
// out->mesh->numvertexes = 0;
//FIXME
GL_CreateMeshForPatch(loadmodel, out->mesh, LittleLong(in->patchwidth), LittleLong(in->patchheight), LittleLong(in->num_vertices), LittleLong(in->firstvertex));
// if (out->mesh)
// {
// Mod_AccumulateMeshTextureVectors(out->mesh);
// Mod_NormaliseTextureVectors(out->mesh->normals_array, out->mesh->snormals_array, out->mesh->tnormals_array, out->mesh->numvertexes);
// }
}
else if (LittleLong(in->facetype) == MST_PLANAR || LittleLong(in->facetype) == MST_TRIANGLE_SOUP)
{
@ -2530,35 +2518,6 @@ void CModRBSP_BuildSurfMesh(model_t *mod, msurface_t *out, void *cookie)
{
out->mesh->indexes[i] = map_surfindexes[fv + i];
}
/* numindexes = LittleLong(in->num_indexes);
numverts = LittleLong(in->num_vertices);
if (numindexes%3 || numindexes < 0 || numverts < 0)
{
Con_Printf(CON_ERROR "mesh indexes should be multiples of 3\n");
return false;
}
out->mesh = Hunk_Alloc(sizeof(mesh_t));
out->mesh->normals_array= map_normals_array + LittleLong(in->firstvertex);
out->mesh->snormals_array = map_svector_array + LittleLong(in->firstvertex);
out->mesh->tnormals_array = map_tvector_array + LittleLong(in->firstvertex);
out->mesh->colors4f_array = map_colors4f_array + LittleLong(in->firstvertex);
out->mesh->indexes = map_surfindexes + LittleLong(in->firstindex);
out->mesh->xyz_array = map_verts + LittleLong(in->firstvertex);
out->mesh->st_array = map_vertstmexcoords + LittleLong(in->firstvertex);
out->mesh->lmst_array = map_vertlstmexcoords + LittleLong(in->firstvertex);
out->mesh->numindexes = numindexes;
out->mesh->numvertexes = numverts;
if (LittleLong(in->facetype) == MST_PLANAR)
if (out->mesh->numindexes == (out->mesh->numvertexes-2)*3)
out->mesh->istrifan = true;
Mod_AccumulateMeshTextureVectors(out->mesh);
*/
}
else
{
@ -3454,7 +3413,7 @@ int CM_GetQ2Palette (void)
FS_FreeFile(f);
#if defined(GLQUAKE) || defined(D3DQUAKE)
#if 1
{
float inf;
qbyte palette[768];
@ -3858,153 +3817,135 @@ cmodel_t *CM_LoadMap (char *name, char *filein, qboolean clientload, unsigned *c
Q1BSPX_Setup(loadmodel, mod_base, com_filesize, header.lumps, Q3LUMPS_TOTAL);
switch(qrenderer)
mapisq3 = true;
noerrors = noerrors && CModQ3_LoadShaders (&header.lumps[Q3LUMP_SHADERS]);
noerrors = noerrors && CModQ3_LoadPlanes (&header.lumps[Q3LUMP_PLANES]);
noerrors = noerrors && CModQ3_LoadLeafBrushes (&header.lumps[Q3LUMP_LEAFBRUSHES]);
noerrors = noerrors && CModQ3_LoadBrushes (&header.lumps[Q3LUMP_BRUSHES]);
if (header.version == 1)
{
noerrors = noerrors && CModRBSP_LoadBrushSides (&header.lumps[Q3LUMP_BRUSHSIDES]);
noerrors = noerrors && CModRBSP_LoadVertexes (&header.lumps[Q3LUMP_DRAWVERTS]);
}
else
{
noerrors = noerrors && CModQ3_LoadBrushSides (&header.lumps[Q3LUMP_BRUSHSIDES]);
noerrors = noerrors && CModQ3_LoadVertexes (&header.lumps[Q3LUMP_DRAWVERTS]);
}
if (header.version == 1)
noerrors = noerrors && CModRBSP_LoadFaces (&header.lumps[Q3LUMP_SURFACES]);
else
noerrors = noerrors && CModQ3_LoadFaces (&header.lumps[Q3LUMP_SURFACES]);
#ifndef SERVERONLY
if (qrenderer != QR_NONE)
{
#if defined(GLQUAKE)
case QR_OPENGL:
#endif
#if defined(D3DQUAKE)
case QR_DIRECT3D:
#endif
case QR_NONE: //dedicated only
mapisq3 = true;
noerrors = noerrors && CModQ3_LoadShaders (&header.lumps[Q3LUMP_SHADERS]);
noerrors = noerrors && CModQ3_LoadPlanes (&header.lumps[Q3LUMP_PLANES]);
noerrors = noerrors && CModQ3_LoadLeafBrushes (&header.lumps[Q3LUMP_LEAFBRUSHES]);
noerrors = noerrors && CModQ3_LoadBrushes (&header.lumps[Q3LUMP_BRUSHES]);
if (header.version == 1)
{
noerrors = noerrors && CModRBSP_LoadBrushSides (&header.lumps[Q3LUMP_BRUSHSIDES]);
noerrors = noerrors && CModRBSP_LoadVertexes (&header.lumps[Q3LUMP_DRAWVERTS]);
}
else
{
noerrors = noerrors && CModQ3_LoadBrushSides (&header.lumps[Q3LUMP_BRUSHSIDES]);
noerrors = noerrors && CModQ3_LoadVertexes (&header.lumps[Q3LUMP_DRAWVERTS]);
}
if (header.version == 1)
noerrors = noerrors && CModRBSP_LoadFaces (&header.lumps[Q3LUMP_SURFACES]);
else
noerrors = noerrors && CModQ3_LoadFaces (&header.lumps[Q3LUMP_SURFACES]);
#if defined(GLQUAKE) || defined(D3DQUAKE)
if (qrenderer != QR_NONE)
{
if (noerrors)
RMod_LoadLighting (&header.lumps[Q3LUMP_LIGHTMAPS]); //fixme: duplicated loading.
if (header.version == 1)
noerrors = noerrors && CModRBSP_LoadLightgrid (&header.lumps[Q3LUMP_LIGHTGRID], &header.lumps[RBSPLUMP_LIGHTINDEXES]);
else
noerrors = noerrors && CModQ3_LoadLightgrid (&header.lumps[Q3LUMP_LIGHTGRID]);
noerrors = noerrors && CModQ3_LoadIndexes (&header.lumps[Q3LUMP_DRAWINDEXES]);
if (header.version != Q3BSPVERSION+1)
noerrors = noerrors && CModQ3_LoadFogs (&header.lumps[Q3LUMP_FOGS]);
else
map_numfogs = 0;
buildcookie = (void *)(mod_base + header.lumps[Q3LUMP_SURFACES].fileofs);
if (header.version == 1)
{
noerrors = noerrors && CModRBSP_LoadRFaces (&header.lumps[Q3LUMP_SURFACES]);
buildmeshes = CModRBSP_BuildSurfMesh;
}
else
{
noerrors = noerrors && CModQ3_LoadRFaces (&header.lumps[Q3LUMP_SURFACES]);
buildmeshes = CModQ3_BuildSurfMesh;
}
noerrors = noerrors && CModQ3_LoadMarksurfaces (&header.lumps[Q3LUMP_LEAFSURFACES]); //fixme: duplicated loading.
/*make sure all textures have a shader*/
for (i=0; i<loadmodel->numtextures; i++)
{
if (!loadmodel->textures[i]->shader)
loadmodel->textures[i]->shader = R_RegisterShader_Lightmap(loadmodel->textures[i]->name);
}
}
#endif
noerrors = noerrors && CModQ3_LoadLeafFaces (&header.lumps[Q3LUMP_LEAFSURFACES]);
noerrors = noerrors && CModQ3_LoadLeafs (&header.lumps[Q3LUMP_LEAFS]);
noerrors = noerrors && CModQ3_LoadNodes (&header.lumps[Q3LUMP_NODES]);
noerrors = noerrors && CModQ3_LoadSubmodels (&header.lumps[Q3LUMP_MODELS]);
noerrors = noerrors && CModQ3_LoadVisibility (&header.lumps[Q3LUMP_VISIBILITY]);
if (noerrors)
CMod_LoadEntityString (&header.lumps[Q3LUMP_ENTITIES]);
RMod_LoadLighting (&header.lumps[Q3LUMP_LIGHTMAPS]); //fixme: duplicated loading.
if (header.version == 1)
noerrors = noerrors && CModRBSP_LoadLightgrid (&header.lumps[Q3LUMP_LIGHTGRID], &header.lumps[RBSPLUMP_LIGHTINDEXES]);
else
noerrors = noerrors && CModQ3_LoadLightgrid (&header.lumps[Q3LUMP_LIGHTGRID]);
noerrors = noerrors && CModQ3_LoadIndexes (&header.lumps[Q3LUMP_DRAWINDEXES]);
if (!noerrors)
if (header.version != Q3BSPVERSION+1)
noerrors = noerrors && CModQ3_LoadFogs (&header.lumps[Q3LUMP_FOGS]);
else
map_numfogs = 0;
buildcookie = (void *)(mod_base + header.lumps[Q3LUMP_SURFACES].fileofs);
if (header.version == 1)
{
if (map_faces)
BZ_Free(map_faces);
if (map_leaffaces)
BZ_Free(map_leaffaces);
Hunk_FreeToLowMark(start);
return NULL;
noerrors = noerrors && CModRBSP_LoadRFaces (&header.lumps[Q3LUMP_SURFACES]);
buildmeshes = CModRBSP_BuildSurfMesh;
}
else
{
noerrors = noerrors && CModQ3_LoadRFaces (&header.lumps[Q3LUMP_SURFACES]);
buildmeshes = CModQ3_BuildSurfMesh;
}
noerrors = noerrors && CModQ3_LoadMarksurfaces (&header.lumps[Q3LUMP_LEAFSURFACES]); //fixme: duplicated loading.
/*make sure all textures have a shader*/
for (i=0; i<loadmodel->numtextures; i++)
{
if (!loadmodel->textures[i]->shader)
loadmodel->textures[i]->shader = R_RegisterShader_Lightmap(loadmodel->textures[i]->name);
}
}
#endif
noerrors = noerrors && CModQ3_LoadLeafFaces (&header.lumps[Q3LUMP_LEAFSURFACES]);
noerrors = noerrors && CModQ3_LoadLeafs (&header.lumps[Q3LUMP_LEAFS]);
noerrors = noerrors && CModQ3_LoadNodes (&header.lumps[Q3LUMP_NODES]);
noerrors = noerrors && CModQ3_LoadSubmodels (&header.lumps[Q3LUMP_MODELS]);
noerrors = noerrors && CModQ3_LoadVisibility (&header.lumps[Q3LUMP_VISIBILITY]);
if (noerrors)
CMod_LoadEntityString (&header.lumps[Q3LUMP_ENTITIES]);
if (!noerrors)
{
if (map_faces)
BZ_Free(map_faces);
if (map_leaffaces)
BZ_Free(map_leaffaces);
Hunk_FreeToLowMark(start);
return NULL;
}
#ifndef CLIENTONLY
loadmodel->funcs.FatPVS = Q2BSP_FatPVS;
loadmodel->funcs.EdictInFatPVS = Q2BSP_EdictInFatPVS;
loadmodel->funcs.FindTouchedLeafs = Q2BSP_FindTouchedLeafs;
loadmodel->funcs.FatPVS = Q2BSP_FatPVS;
loadmodel->funcs.EdictInFatPVS = Q2BSP_EdictInFatPVS;
loadmodel->funcs.FindTouchedLeafs = Q2BSP_FindTouchedLeafs;
#endif
loadmodel->funcs.LeafPVS = CM_LeafnumPVS;
loadmodel->funcs.LeafnumForPoint = CM_PointLeafnum;
#if defined(GLQUAKE) || defined(D3DQUAKE)
loadmodel->funcs.LightPointValues = GLQ3_LightGrid;
loadmodel->funcs.StainNode = GLR_Q2BSP_StainNode;
loadmodel->funcs.MarkLights = Q2BSP_MarkLights;
#endif
loadmodel->funcs.PointContents = Q2BSP_PointContents;
loadmodel->funcs.NativeTrace = CM_NativeTrace;
loadmodel->funcs.NativeContents = CM_NativeContents;
loadmodel->funcs.LeafPVS = CM_LeafnumPVS;
loadmodel->funcs.LeafnumForPoint = CM_PointLeafnum;
#ifndef SERVERONLY
//light grid info
if (loadmodel->lightgrid)
loadmodel->funcs.LightPointValues = GLQ3_LightGrid;
loadmodel->funcs.StainNode = GLR_Q2BSP_StainNode;
loadmodel->funcs.MarkLights = Q2BSP_MarkLights;
#endif
loadmodel->funcs.PointContents = Q2BSP_PointContents;
loadmodel->funcs.NativeTrace = CM_NativeTrace;
loadmodel->funcs.NativeContents = CM_NativeContents;
#ifndef SERVERONLY
//light grid info
if (loadmodel->lightgrid)
{
float maxs;
q3lightgridinfo_t *lg = loadmodel->lightgrid;
if ( lg->gridSize[0] < 1 || lg->gridSize[1] < 1 || lg->gridSize[2] < 1 )
{
float maxs;
q3lightgridinfo_t *lg = loadmodel->lightgrid;
if ( lg->gridSize[0] < 1 || lg->gridSize[1] < 1 || lg->gridSize[2] < 1 )
{
lg->gridSize[0] = 64;
lg->gridSize[1] = 64;
lg->gridSize[2] = 128;
}
for ( i = 0; i < 3; i++ )
{
lg->gridMins[i] = lg->gridSize[i] * ceil( (map_cmodels->mins[i] + 1) / lg->gridSize[i] );
maxs = lg->gridSize[i] * floor( (map_cmodels->maxs[i] - 1) / lg->gridSize[i] );
lg->gridBounds[i] = (maxs - lg->gridMins[i])/lg->gridSize[i] + 1;
}
lg->gridBounds[3] = lg->gridBounds[1] * lg->gridBounds[0];
lg->gridSize[0] = 64;
lg->gridSize[1] = 64;
lg->gridSize[2] = 128;
}
for ( i = 0; i < 3; i++ )
{
lg->gridMins[i] = lg->gridSize[i] * ceil( (map_cmodels->mins[i] + 1) / lg->gridSize[i] );
maxs = lg->gridSize[i] * floor( (map_cmodels->maxs[i] - 1) / lg->gridSize[i] );
lg->gridBounds[i] = (maxs - lg->gridMins[i])/lg->gridSize[i] + 1;
}
lg->gridBounds[3] = lg->gridBounds[1] * lg->gridBounds[0];
}
#endif
if (!CM_CreatePatchesForLeafs ()) //for clipping
{
BZ_Free(map_faces);
BZ_Free(map_leaffaces);
Hunk_FreeToLowMark(start);
return NULL;
}
#ifndef CLIENTONLY
CMQ3_CalcPHS();
#endif
// BZ_Free(map_verts);
if (!CM_CreatePatchesForLeafs ()) //for clipping
{
BZ_Free(map_faces);
BZ_Free(map_leaffaces);
break;
default:
#ifdef SERVERONLY
SV_Error("Cannot load q3bsps with the current renderer (only dedicated and opengl renderer)\n");
#else
Con_Printf(CON_ERROR "Cannot load q3bsps with the current renderer (only dedicated and opengl renderer)\n");
Hunk_FreeToLowMark(start);
return NULL;
#endif
}
#ifndef CLIENTONLY
CMQ3_CalcPHS();
#endif
// BZ_Free(map_verts);
BZ_Free(map_faces);
BZ_Free(map_leaffaces);
break;
#endif
case Q2BSPVERSION:
@ -4056,7 +3997,8 @@ cmodel_t *CM_LoadMap (char *name, char *filein, qboolean clientload, unsigned *c
break;
#if defined(GLQUAKE) || defined(D3DQUAKE)
case QR_DIRECT3D:
case QR_DIRECT3D9:
case QR_DIRECT3D11:
case QR_OPENGL:
// load into heap
#ifndef SERVERONLY
@ -4243,21 +4185,21 @@ char *CM_EntityString (model_t *model)
int CM_LeafContents (model_t *model, int leafnum)
{
if (leafnum < 0 || leafnum >= numleafs)
if (leafnum < 0 || leafnum >= model->numleafs)
Host_Error ("CM_LeafContents: bad number");
return map_leafs[leafnum].contents;
}
int CM_LeafCluster (model_t *model, int leafnum)
{
if (leafnum < 0 || leafnum >= numleafs)
if (leafnum < 0 || leafnum >= model->numleafs)
Host_Error ("CM_LeafCluster: bad number");
return map_leafs[leafnum].cluster;
}
int CM_LeafArea (model_t *model, int leafnum)
{
if (leafnum < 0 || leafnum >= numleafs)
if (leafnum < 0 || leafnum >= model->numleafs)
Host_Error ("CM_LeafArea: bad number");
return map_leafs[leafnum].area;
}

View file

@ -69,15 +69,15 @@ extern vec3_t vec3_origin;
#define VectorCopy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}while(0)
#define VectorScale(a,s,b) do{(b)[0]=(s)*(a)[0];(b)[1]=(s)*(a)[1];(b)[2]=(s)*(a)[2];}while(0)
#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
#define VectorSet(r,x,y,z) {(r)[0] = x; (r)[1] = y;(r)[2] = z;}
#define VectorSet(r,x,y,z) do{(r)[0] = x; (r)[1] = y;(r)[2] = z;}while(0)
#define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
#define VectorLength(a) Length(a)
#define VectorMA(a,s,b,c) do{(c)[0] = (a)[0] + (s)*(b)[0];(c)[1] = (a)[1] + (s)*(b)[1];(c)[2] = (a)[2] + (s)*(b)[2];}while(0)
#define VectorEquals(a,b) ((a)[0] == (b)[0] && (a)[1] == (b)[1] && (a)[2] == (b)[2])
#define VectorAvg(a,b,c) ((c)[0]=((a)[0]+(b)[0])*0.5f,(c)[1]=((a)[1]+(b)[1])*0.5f, (c)[2]=((a)[2]+(b)[2])*0.5f)
#define VectorInterpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1]),FloatInterpolate((a)[2], bness, (b)[2], (c)[2])
#define Vector2Copy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];}
#define Vector2Set(r,x,y) {(r)[0] = x; (r)[1] = y;}
#define Vector2Copy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];}while(0)
#define Vector2Set(r,x,y) do{(r)[0] = x; (r)[1] = y;}while(0)
#define Vector2Interpolate(a, bness, b, c) FloatInterpolate((a)[0], bness, (b)[0], (c)[0]),FloatInterpolate((a)[1], bness, (b)[1], (c)[1])
#define Vector4Copy(a,b) do{(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];}while(0)

View file

@ -257,6 +257,7 @@ void Huff_EmitByte(int ch, qbyte *buffer, int *count);
#define RMQFL_FLOATCOORD (1 << 4)
#define RMQFL_EDICTSCALE (1 << 5)
#define RMQFL_ALPHASANITY (1 << 6)
#define RMQFL_INT32COORD (1 << 7)
#define RMQFL_MOREFLAGS (1 << 31)
#endif

View file

@ -2655,9 +2655,16 @@ qboolean FTENET_TCPConnect_SendPacket(ftenet_generic_connection_t *gcon, int len
case TCPC_QIZMO:
{
unsigned short slen = BigShort((unsigned short)length);
#pragma warningmsg("TCPConnect: these calls can fail half way through the write, corrupting the message stream")
send(st->socketnum, (char*)&slen, sizeof(slen), 0);
send(st->socketnum, data, length, 0);
if (st->outlen + sizeof(slen) + length > sizeof(st->outbuffer))
{
Con_DPrintf("FTENET_TCPConnect_SendPacket: outgoing overflow\n");
}
else
{
memcpy(st->outbuffer + st->outlen, &slen, sizeof(slen));
memcpy(st->outbuffer + st->outlen + sizeof(slen), data, length);
st->outlen += sizeof(slen) + length;
}
}
break;
case TCPC_WEBSOCKET:

View file

@ -42,7 +42,7 @@
#include <errno.h>
#ifndef IPPROTO_IPV6
/*for msvc6*/
#define IPPROTO_IPV6
#define IPPROTO_IPV6 41
#ifndef EAI_NONAME
#define EAI_NONAME 8

View file

@ -87,7 +87,7 @@ char *PF_VarString (progfuncs_t *prinst, int first, struct globalvars_s *pr_glob
#define MAX_TEMPSTRS ((int)pr_tempstringcount.value)
#define MAXTEMPBUFFERLEN ((int)pr_tempstringsize.value)
string_t PR_TempString(progfuncs_t *prinst, char *str)
string_t PR_TempString(progfuncs_t *prinst, const char *str)
{
char *tmp;
if (!prinst->tempstringbase)
@ -370,6 +370,61 @@ void QCBUILTIN PF_getsurfaceclippedpoint(progfuncs_t *prinst, struct globalvars_
{
}
// #628 float(entity e, float s) getsurfacenumtriangles
void QCBUILTIN PF_getsurfacenumtriangles(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
unsigned int surfnum;
model_t *model;
wedict_t *ent;
world_t *w = prinst->parms->user;
ent = G_WEDICT(prinst, OFS_PARM0);
surfnum = G_FLOAT(OFS_PARM1);
model = w->Get_CModel(w, ent->v->modelindex);
if (!model || model->type != mod_brush || surfnum >= model->nummodelsurfaces)
{
G_FLOAT(OFS_RETURN) = 0;
}
else
{
surfnum += model->firstmodelsurface;
G_FLOAT(OFS_RETURN) = model->surfaces[surfnum].mesh->numindexes/3;
}
}
// #629 float(entity e, float s) getsurfacetriangle
void QCBUILTIN PF_getsurfacetriangle(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
unsigned int surfnum, firstidx;
model_t *model;
wedict_t *ent;
world_t *w = prinst->parms->user;
ent = G_WEDICT(prinst, OFS_PARM0);
surfnum = G_FLOAT(OFS_PARM1);
firstidx = G_FLOAT(OFS_PARM2)*3;
model = w->Get_CModel(w, ent->v->modelindex);
if (model && model->type == mod_brush && surfnum < model->nummodelsurfaces)
{
surfnum += model->firstmodelsurface;
if (firstidx+2 < model->surfaces[surfnum].mesh->numindexes)
{
G_FLOAT(OFS_RETURN+0) = model->surfaces[surfnum].mesh->indexes[firstidx+0];
G_FLOAT(OFS_RETURN+1) = model->surfaces[surfnum].mesh->indexes[firstidx+1];
G_FLOAT(OFS_RETURN+2) = model->surfaces[surfnum].mesh->indexes[firstidx+2];
return;
}
}
G_FLOAT(OFS_RETURN+0) = 0;
G_FLOAT(OFS_RETURN+1) = 0;
G_FLOAT(OFS_RETURN+2) = 0;
}
#ifndef TERRAIN
void QCBUILTIN PF_terrain_edit(progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
@ -2155,10 +2210,30 @@ struct strbuf {
#define NUMSTRINGBUFS 16
struct strbuf strbuflist[NUMSTRINGBUFS];
void PF_buf_shutdown(progfuncs_t *prinst)
{
int i, bufno;
for (bufno = 0; bufno < NUMSTRINGBUFS; bufno++)
{
if (strbuflist[bufno].prinst == prinst)
{
for (i = 0; i < strbuflist[bufno].used; i++)
Z_Free(strbuflist[bufno].strings[i]);
Z_Free(strbuflist[bufno].strings);
strbuflist[bufno].strings = NULL;
strbuflist[bufno].used = 0;
strbuflist[bufno].allocated = 0;
strbuflist[bufno].prinst = NULL;
}
}
}
// #440 float() buf_create (DP_QC_STRINGBUFFERS)
void QCBUILTIN PF_buf_create (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
int i;
for (i = 0; i < NUMSTRINGBUFS; i++)
@ -2300,6 +2375,8 @@ void QCBUILTIN PF_bufstr_set (progfuncs_t *prinst, struct globalvars_s *pr_glob
strbuflist[bufno].strings = BZ_Realloc(strbuflist[bufno].strings, strbuflist[bufno].allocated*sizeof(char*));
memset(strbuflist[bufno].strings+oldcount, 0, (strbuflist[bufno].allocated - oldcount) * sizeof(char*));
}
if (strbuflist[bufno].strings[index])
Z_Free(strbuflist[bufno].strings[index]);
strbuflist[bufno].strings[index] = Z_Malloc(strlen(string)+1);
strcpy(strbuflist[bufno].strings[index], string);

View file

@ -83,7 +83,7 @@ void VARGS PR_CB_Free(void *mem);
void PF_InitTempStrings(progfuncs_t *prinst);
string_t PR_TempString(progfuncs_t *prinst, char *str); //returns a tempstring containing str
string_t PR_TempString(progfuncs_t *prinst, const char *str); //returns a tempstring containing str
char *PF_TempStr(progfuncs_t *prinst); //returns a tempstring which can be filled in with whatever junk you want.
#define RETURN_SSTRING(s) (((int *)pr_globals)[OFS_RETURN] = PR_SetString(prinst, s)) //static - exe will not change it.
@ -188,6 +188,8 @@ void QCBUILTIN PF_getsurfacenormal(progfuncs_t *prinst, struct globalvars_s *pr_
void QCBUILTIN PF_getsurfacetexture(progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_getsurfacenearpoint(progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_getsurfaceclippedpoint(progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_getsurfacenumtriangles(progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_getsurfacetriangle(progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_skel_set_bone_world (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_skel_mmap(progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_skel_ragedit(progfuncs_t *prinst, struct globalvars_s *pr_globals);
@ -204,6 +206,11 @@ void QCBUILTIN PF_skel_mul_bone (progfuncs_t *prinst, struct globalvars_s *pr_gl
void QCBUILTIN PF_skel_mul_bones (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_skel_copybones (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_skel_delete (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_frametoname (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_skintoname (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_frameforname (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_frameduration (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void QCBUILTIN PF_skinforname (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void skel_lookup(progfuncs_t *prinst, int skelidx, framestate_t *out);
void skel_dodelete(progfuncs_t *prinst);
void skel_reset(progfuncs_t *prinst);

View file

@ -149,7 +149,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define svc_bad 0
#define svc_nop 1
#define svc_disconnect 2
#define svc_updatestat 3 // [qbyte] [qbyte]
#define svcqw_updatestatbyte 3 // [qbyte] [qbyte]
#define svcnq_updatestatlong 3 // [qbyte] [long]
#define svc_version 4 // [long] server version
#define svc_setview 5 // [short] entity number
#define svc_sound 6 // <see code>
@ -201,7 +202,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define svc_updateping 36 // [qbyte] [short]
#define svc_updateentertime 37 // [qbyte] [float]
#define svc_updatestatlong 38 // [qbyte] [long]
#define svcqw_updatestatlong 38 // [qbyte] [long]
#define svc_muzzleflash 39 // [short] entity

View file

@ -283,7 +283,6 @@ extern unzFile ZEXPORT unzOpen (vfsfile_t *fin) {
if ((central_pos<us.offset_central_dir+us.size_central_dir) && (err==UNZ_OK)) err=UNZ_BADZIPFILE;
if (err!=UNZ_OK) {
VFS_CLOSE(fin);
return NULL;
}

2777
engine/d3d/d3d11_backend.c Normal file

File diff suppressed because it is too large Load diff

542
engine/d3d/d3d11_image.c Normal file
View file

@ -0,0 +1,542 @@
#include "quakedef.h"
#ifdef D3D11QUAKE
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
extern ID3D11DeviceContext *d3ddevctx;
typedef struct d3dtexture_s
{
texcom_t com;
ID3D11ShaderResourceView *view;
struct d3dtexture_s *prev;
struct d3dtexture_s *next;
ID3D11Texture2D *tex2d;
char name[1];
} d3d11texture_t;
static d3d11texture_t *d3d11textures;
void D3D11_Image_Shutdown(void)
{
//destroy all named textures
while(d3d11textures)
{
d3d11texture_t *t = d3d11textures;
d3d11textures = t->next;
if (t->view)
ID3D11ShaderResourceView_Release(t->view);
if (t->tex2d)
ID3D11Texture2D_Release(t->tex2d);
free(t);
}
}
void D3D11_DestroyTexture (texid_t tex)
{
d3d11texture_t *t = (d3d11texture_t*)tex.ref;
ID3D11Texture2D *tx = tex.ptr;
if (t->view)
ID3D11ShaderResourceView_Release(t->view);
if (t->tex2d)
ID3D11Texture2D_Release(t->tex2d);
t->view = NULL;
t->tex2d = NULL;
if (t->prev)
t->prev->next = t->next;
else
d3d11textures = t->next;
if (t->next)
t->next->prev = t->prev;
t->prev = NULL;
t->next = NULL;
free(t);
}
static d3d11texture_t *d3d_lookup_texture(char *ident)
{
d3d11texture_t *tex;
if (*ident)
{
for (tex = d3d11textures; tex; tex = tex->next)
if (!strcmp(tex->name, ident))
return tex;
}
tex = calloc(1, sizeof(*tex)+strlen(ident));
strcpy(tex->name, ident);
tex->view = NULL;
tex->tex2d = NULL;
tex->next = d3d11textures;
tex->prev = NULL;
d3d11textures = tex;
if (tex->next)
tex->next->prev = tex;
return tex;
}
extern cvar_t gl_picmip;
extern cvar_t gl_picmip2d;
static texid_t ToTexID(d3d11texture_t *tex)
{
texid_t tid;
tid.ref = &tex->com;
if (!tex->view)
ID3D11Device_CreateShaderResourceView(pD3DDev11, (ID3D11Resource *)tex->tex2d, NULL, &tex->view);
tid.ptr = tex->view;
return tid;
}
static void *D3D11_AllocNewTextureData(void *datargba, int width, int height, unsigned int flags)
{
HRESULT hr;
ID3D11Texture2D *tx = NULL;
D3D11_TEXTURE2D_DESC tdesc = {0};
D3D11_SUBRESOURCE_DATA subresdesc = {0};
subresdesc.pSysMem = datargba;
subresdesc.SysMemPitch = width*4;
subresdesc.SysMemSlicePitch = width*height*4;
tdesc.Width = width;
tdesc.Height = height;
tdesc.MipLevels = 1;
tdesc.ArraySize = 1;
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
tdesc.SampleDesc.Count = 1;
tdesc.SampleDesc.Quality = 0;
tdesc.Usage = datargba?D3D11_USAGE_DEFAULT:D3D11_USAGE_DYNAMIC;
tdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
tdesc.CPUAccessFlags = 0;
tdesc.MiscFlags = 0;
hr = ID3D11Device_CreateTexture2D(pD3DDev11, &tdesc, (datargba?&subresdesc:NULL), &tx);
if (FAILED(hr))
{
tx = NULL;
}
return tx;
}
texid_t D3D11_AllocNewTexture(char *ident, int width, int height, unsigned int flags)
{
void *img = D3D11_AllocNewTextureData(NULL, width, height, flags);
d3d11texture_t *t = d3d_lookup_texture("");
t->tex2d = img;
return ToTexID(t);
}
static void D3D11_RoundDimensions(int *scaled_width, int *scaled_height, qboolean mipmap)
{
// if (gl_config.arb_texture_non_power_of_two) //NPOT is a simple extension that relaxes errors.
// {
// TRACE(("dbg: GL_RoundDimensions: GL_ARB_texture_non_power_of_two\n"));
// }
// else
{
int width = *scaled_width;
int height = *scaled_height;
for (*scaled_width = 1 ; *scaled_width < width ; *scaled_width<<=1)
;
for (*scaled_height = 1 ; *scaled_height < height ; *scaled_height<<=1)
;
}
if (mipmap)
{
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_picmip.ival));
*scaled_width >>= gl_picmip.ival;
*scaled_height >>= gl_picmip.ival;
}
else
{
*scaled_width >>= gl_picmip2d.ival;
*scaled_height >>= gl_picmip2d.ival;
}
TRACE(("dbg: GL_RoundDimensions: %i\n", gl_max_size.ival));
if (gl_max_size.ival)
{
if (*scaled_width > gl_max_size.ival)
*scaled_width = gl_max_size.ival;
if (*scaled_height > gl_max_size.ival)
*scaled_height = gl_max_size.ival;
}
if (*scaled_width < 1)
*scaled_width = 1;
if (*scaled_height < 1)
*scaled_height = 1;
}
#if 0
static void D3D_MipMap (qbyte *out, int outwidth, int outheight, qbyte *in, int inwidth, int inheight)
{
int i, j;
qbyte *inrow;
//with npot
int rowwidth = inwidth*4; //rowwidth is the byte width of the input
inrow = in;
for (i=0 ; i<outheight ; i++, inrow+=rowwidth*2)
{
for (in = inrow, j=0 ; j<outwidth ; j++, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[rowwidth+0] + in[rowwidth+4])>>2;
out[1] = (in[1] + in[5] + in[rowwidth+1] + in[rowwidth+5])>>2;
out[2] = (in[2] + in[6] + in[rowwidth+2] + in[rowwidth+6])>>2;
out[3] = (in[3] + in[7] + in[rowwidth+3] + in[rowwidth+7])>>2;
}
}
}
#endif
static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int width, int height, unsigned int flags)
{
// int x, y;
// unsigned int *dest;
// unsigned char swapbuf[4];
// unsigned char swapbuf2[4];
// D3D11_MAPPED_SUBRESOURCE lock;
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D_GetDesc(tex, &desc);
if (width == desc.Width && height == desc.Height)
{
ID3D11DeviceContext_UpdateSubresource(d3ddevctx, (ID3D11Resource*)tex, 0, NULL, data, width*4, width*height*4);
return;
}
Con_Printf("Wrong size!\n");
return;
#if 0
if (FAILED(ID3D11DeviceContext_Map(d3ddevctx, (ID3D11Resource*)tex, 0, D3D11_MAP_WRITE_DISCARD, 0, &lock)))
{
Con_Printf("Dynamic texture update failed\n");
return;
}
if (width == desc.Width && height == desc.Height)
{
for (y = 0; y < height; y++)
{
dest = (unsigned int *)((char *)lock.pData + lock.RowPitch*y);
for (x = 0; x < width; x++)
{
*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = data[x];
swapbuf[0] = swapbuf2[2];
swapbuf[2] = swapbuf2[0];
dest[x] = *(unsigned int*)swapbuf;
}
data += width;
}
}
else
{
int x, y;
int iny;
unsigned int *row, *inrow;
for (y = 0; y < desc.Height; y++)
{
row = (unsigned int*)((char *)lock.pData + lock.RowPitch*y);
iny = (y * height) / desc.Height;
inrow = data + width*iny;
for (x = 0; x < desc.Width; x++)
{
*(unsigned int*)swapbuf2 = *(unsigned int*)swapbuf = inrow[(x * width)/desc.Width];
swapbuf[0] = swapbuf2[2];
swapbuf[2] = swapbuf2[0];
row[x] = *(unsigned int*)swapbuf;
}
}
}
ID3D11DeviceContext_Unmap(d3ddevctx, (ID3D11Resource*)tex, 0);
#endif
}
//create a basic shader from a 32bit image
static void D3D11_LoadTexture_32(d3d11texture_t *tex, unsigned int *data, int width, int height, int flags)
{
int nwidth, nheight;
/*
if (!(flags & TF_MANDATORY))
{
Con_Printf("Texture upload missing flags\n");
return NULL;
}
*/
nwidth = width;
nheight = height;
D3D11_RoundDimensions(&nwidth, &nheight, !(flags & IF_NOMIPMAP));
if (!tex->tex2d)
{
tex->tex2d = D3D11_AllocNewTextureData(data, width, height, flags);
return;
}
Upload_Texture_32(tex->tex2d, data, width, height, flags);
}
static void D3D11_LoadTexture_8(d3d11texture_t *tex, unsigned char *data, unsigned int *pal32, int width, int height, int flags, enum uploadfmt fmt)
{
static unsigned trans[1024*1024];
int i, s;
qboolean noalpha;
int p;
if (width*height > 1024*1024)
Sys_Error("GL_Upload8: image too big (%i*%i)", width, height);
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (fmt == TF_TRANS8_FULLBRIGHT)
{
for (i=0 ; i<s ; i++)
{
p = data[i];
noalpha = true;
if (p > 255-vid.fullbright)
trans[i] = pal32[p];
else
{
noalpha = false;
trans[i] = 0;
}
}
}
else if ((fmt!=TF_SOLID8) && !(flags & IF_NOALPHA))
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
{
noalpha = false;
trans[i] = 0;
}
else
trans[i] = pal32[p];
}
switch(fmt)
{
default:
if (noalpha)
fmt = TF_SOLID8;
break;
case TF_H2_T7G1:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
else if( p & 1 )
{
trans[i] &= 0x00ffffff;
trans[i] |= ( ( int )( 255 * 0.5 ) ) << 24;
}
else
{
trans[i] |= 0xff000000;
}
}
break;
case TF_H2_TRANS8_0:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
}
break;
/* case TF_H2_T4A4:
fmt = TF_TRANS8;
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = d_8to24rgbtable[ColorIndex[p>>4]] & 0x00ffffff;
trans[i] |= ( int )ColorPercent[p&15] << 24;
//trans[i] = 0x7fff0000;
}
break;
*/
}
}
else
{
for (i=(s&~3)-4 ; i>=0 ; i-=4)
{
trans[i] = pal32[data[i]];
trans[i+1] = pal32[data[i+1]];
trans[i+2] = pal32[data[i+2]];
trans[i+3] = pal32[data[i+3]];
}
for (i=s&~3 ; i<s ; i++) //wow, funky
{
trans[i] = pal32[data[i]];
}
}
D3D11_LoadTexture_32(tex, trans, width, height, flags);
}
void D3D11_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags)
{
switch (fmt)
{
case TF_RGBX32:
flags |= IF_NOALPHA;
//fall through
case TF_RGBA32:
Upload_Texture_32(tex.ptr, data, width, height, flags);
break;
case TF_TRANS8:
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt TF_TRANS8 (%s)\n", fmt, name));
break;
default:
OutputDebugString(va("D3D11_LoadTextureFmt doesn't support fmt %i (%s)\n", fmt, name));
break;
}
}
void D3D11_UploadLightmap(lightmapinfo_t *lm)
{
d3d11texture_t *tex;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", LMBLOCK_WIDTH, LMBLOCK_HEIGHT, 0);
if (!lm->lightmap_texture.ref)
return;
}
tex = (d3d11texture_t*)lm->lightmap_texture.ref;
if (!tex->tex2d)
tex->tex2d = D3D11_AllocNewTextureData(lm->lightmaps, lm->width, lm->height, 0);
else
{
if (tex->view)
{
ID3D11ShaderResourceView_Release(tex->view);
tex->view = NULL;
}
Upload_Texture_32(tex->tex2d, (void*)lm->lightmaps, lm->width, lm->height, 0);
}
lm->lightmap_texture = ToTexID(tex);
}
texid_t D3D11_LoadTexture (char *identifier, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags)
{
d3d11texture_t *tex;
switch (fmt)
{
case TF_TRANS8_FULLBRIGHT:
{
qbyte *d = data;
unsigned int c = width * height;
while (c)
{
if (d[--c] > 255 - vid.fullbright)
break;
}
/*reject it if there's no fullbrights*/
if (!c)
return r_nulltex;
}
break;
case TF_INVALID:
case TF_RGBA32:
case TF_BGRA32:
case TF_RGBX32:
case TF_RGB24:
case TF_BGR24_FLIP:
case TF_SOLID8:
case TF_TRANS8:
case TF_HEIGHT8:
case TF_HEIGHT8PAL:
case TF_H2_T7G1:
case TF_H2_TRANS8_0:
case TF_H2_T4A4:
case TF_PALETTES:
case TF_8PAL24:
case TF_8PAL32:
break;
}
tex = d3d_lookup_texture(identifier);
switch (fmt)
{
case TF_SOLID8:
case TF_TRANS8:
case TF_H2_T7G1:
case TF_H2_TRANS8_0:
case TF_H2_T4A4:
case TF_TRANS8_FULLBRIGHT:
D3D11_LoadTexture_8(tex, data, d_8to24rgbtable, width, height, flags, fmt);
return ToTexID(tex);
case TF_RGBX32:
flags |= IF_NOALPHA;
case TF_RGBA32:
D3D11_LoadTexture_32(tex, data, width, height, flags);
return ToTexID(tex);
case TF_HEIGHT8PAL:
OutputDebugString(va("D3D11_LoadTexture doesn't support fmt TF_HEIGHT8PAL (%s)\n", identifier));
return r_nulltex;
default:
OutputDebugString(va("D3D11_LoadTexture doesn't support fmt %i (%s)\n", fmt, identifier));
return r_nulltex;
}
}
texid_t D3D11_LoadCompressed (char *name)
{
return r_nulltex;
}
texid_t D3D11_FindTexture (char *identifier, unsigned int flags)
{
d3d11texture_t *tex = d3d_lookup_texture(identifier);
if (tex->tex2d)
return ToTexID(tex);
return r_nulltex;
}
texid_t D3D11_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
{
d3d11texture_t *tex = d3d_lookup_texture(identifier);
D3D11_LoadTexture_8(tex, data, (unsigned int *)palette32, width, height, flags, TF_SOLID8);
return ToTexID(tex);
}
texid_t D3D11_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
{
unsigned int pal32[256];
int i;
for (i = 0; i < 256; i++)
{
pal32[i] = 0x00000000 |
(palette24[i*3+2]<<24) |
(palette24[i*3+1]<<8) |
(palette24[i*3+0]<<0);
}
return D3D11_LoadTexture8Pal32(identifier, width, height, data, (qbyte*)pal32, flags);
}
#endif

341
engine/d3d/d3d11_shader.c Normal file
View file

@ -0,0 +1,341 @@
#include "quakedef.h"
#ifdef D3D11QUAKE
#include "shader.h"
#include "winquake.h"
#define COBJMACROS
#include <d3d11.h>
extern ID3D11Device *pD3DDev11;
typedef struct _D3D_SHADER_MACRO
{
LPCSTR Name;
LPCSTR Definition;
} D3D_SHADER_MACRO, *LPD3D_SHADER_MACRO;
typedef enum _D3D_INCLUDE_TYPE {
D3D_INCLUDE_LOCAL = 0,
D3D_INCLUDE_SYSTEM = ( D3D_INCLUDE_LOCAL + 1 ),
D3D_INCLUDE_FORCE_DWORD = 0x7fffffff
} D3D_INCLUDE_TYPE;
#undef INTERFACE
#define INTERFACE ID3DInclude
DECLARE_INTERFACE_(INTERFACE, IUnknown)
{
STDMETHOD(Open)(THIS_ D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes) PURE;
STDMETHOD(Close)(THIS_ LPCVOID pData) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DBlob
DECLARE_INTERFACE_(INTERFACE, IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T, GetBufferSize)(THIS) PURE;
};
HRESULT (WINAPI *pD3DCompile) (
LPCVOID pSrcData,
SIZE_T SrcDataSize,
LPCSTR pSourceName,
const D3D_SHADER_MACRO *pDefines,
ID3DInclude *pInclude,
LPCSTR pEntrypoint,
LPCSTR pTarget,
UINT Flags1,
UINT Flags2,
ID3DBlob **ppCode,
ID3DBlob **ppErrorMsgs
);
dllhandle_t *shaderlib;
void D3D11Shader_Init(void)
{
dllfunction_t funcs[] =
{
{(void**)&pD3DCompile, "D3DCompileFromMemory"},
{NULL,NULL}
};
if (!shaderlib)
shaderlib = Sys_LoadLibrary("D3dcompiler_34.dll", funcs);
if (!shaderlib)
return;
}
HRESULT STDMETHODCALLTYPE d3dinclude_Close(ID3DInclude *this, LPCVOID pData)
{
free((void*)pData);
return S_OK;
}
HRESULT STDMETHODCALLTYPE d3dinclude_Open(ID3DInclude *this, D3D_INCLUDE_TYPE IncludeType, LPCSTR pFileName, LPCVOID pParentData, LPCVOID *ppData, UINT *pBytes)
{
if (IncludeType == D3D_INCLUDE_SYSTEM)
{
if (!strcmp(pFileName, "ftedefs.h"))
{
static const char *defstruct =
"cbuffer ftemodeldefs : register(b0)\n"
"{\n"
"matrix m_model;\n"
"float3 e_eyepos; float e_time;\n"
"float3 e_light_ambient; float pad1;\n"
"float3 e_light_dir; float pad2;\n"
"float3 e_light_mul; float pad3;\n"
"};\n"
"cbuffer fteviewdefs : register(b1)\n"
"{\n"
"matrix m_view;\n"
"matrix m_projection;\n"
"float3 v_eyepos; float v_time;\n"
"};\n"
;
*ppData = strdup(defstruct);
*pBytes = strlen(*ppData);
return S_OK;
}
}
else
{
}
return E_FAIL;
}
ID3DIncludeVtbl myd3dincludetab =
{
d3dinclude_Open,
d3dinclude_Close
};
ID3DInclude myd3dinclude =
{
&myd3dincludetab
};
typedef struct
{
vecV_t coord;
vec2_t tex;
vec2_t lm;
vec3_t ndir;
vec3_t sdir;
vec3_t tdir;
byte_vec4_t colorsb;
} vbovdata_t;
qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, int permu, char **precompilerconstants, char *vert, char *frag)
{
D3D_SHADER_MACRO defines[64];
ID3DBlob *vcode = NULL, *fcode = NULL, *errors = NULL;
qboolean success = false;
prog->handle[permu].hlsl.vert = NULL;
prog->handle[permu].hlsl.frag = NULL;
prog->handle[permu].hlsl.layout = NULL;
if (pD3DCompile)
{
int consts;
for (consts = 2; precompilerconstants[consts]; consts++)
;
if (consts >= sizeof(defines) / sizeof(defines[0]))
return success;
consts = 0;
defines[consts].Name = NULL; /*shader type*/
defines[consts].Definition = "1";
consts++;
defines[consts].Name = "ENGINE_"DISTRIBUTION;
defines[consts].Definition = __DATE__;
consts++;
for (; *precompilerconstants; precompilerconstants++)
{
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
consts++;
}
defines[consts].Name = NULL;
defines[consts].Definition = NULL;
success = true;
defines[0].Name = "VERTEX_SHADER";
if (FAILED(pD3DCompile(vert, strlen(vert), name, defines, &myd3dinclude, "main", "vs_4_0", 0, 0, &vcode, &errors)))
success = false;
else
{
if (FAILED(ID3D11Device_CreateVertexShader(pD3DDev11, vcode->lpVtbl->GetBufferPointer(vcode), vcode->lpVtbl->GetBufferSize(vcode), NULL, (ID3D11VertexShader**)&prog->handle[permu].hlsl.vert)))
success = false;
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("%s", messages);
errors->lpVtbl->Release(errors);
}
defines[0].Name = "FRAGMENT_SHADER";
if (FAILED(pD3DCompile(frag, strlen(frag), name, defines, &myd3dinclude, "main", "ps_4_0", 0, 0, &fcode, &errors)))
success = false;
else
{
if (FAILED(ID3D11Device_CreatePixelShader(pD3DDev11, fcode->lpVtbl->GetBufferPointer(fcode), fcode->lpVtbl->GetBufferSize(fcode), NULL, (ID3D11PixelShader**)&prog->handle[permu].hlsl.frag)))
success = false;
}
if (errors)
{
char *messages = errors->lpVtbl->GetBufferPointer(errors);
Con_Printf("%s", messages);
errors->lpVtbl->Release(errors);
}
if (success)
{
D3D11_INPUT_ELEMENT_DESC decl[13];
int elements = 0;
vbovdata_t *foo = NULL;
decl[elements].SemanticName = "POSITION";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->coord[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "TEXCOORD";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->tex[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
/*
decl[elements].SemanticName = "TEXCOORD";
decl[elements].SemanticIndex = 1;
decl[elements].Format = DXGI_FORMAT_R32G32_FLOAT;
decl[elements].InputSlot = 1;
decl[elements].AlignedByteOffset = (char*)&foo->lm[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
*/
decl[elements].SemanticName = "COLOR";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->colorsb[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "NORMAL";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->ndir[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "TANGENT";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->sdir[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "BINORMAL";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = (char*)&foo->tdir[0] - (char*)NULL;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
/*
decl[elements].SemanticName = "BLENDWEIGHT";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
decl[elements].SemanticName = "BLENDINDICIES";
decl[elements].SemanticIndex = 0;
decl[elements].Format = DXGI_FORMAT_R8G8B8A8_UINT;
decl[elements].InputSlot = 0;
decl[elements].AlignedByteOffset = 0;
decl[elements].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
decl[elements].InstanceDataStepRate = 0;
elements++;
*/
if (FAILED(ID3D11Device_CreateInputLayout(pD3DDev11, decl, elements, vcode->lpVtbl->GetBufferPointer(vcode), vcode->lpVtbl->GetBufferSize(vcode), (ID3D11InputLayout**)&prog->handle[permu].hlsl.layout)))
{
Con_Printf("HLSL Shader %s requires unsupported inputs\n", name);
success = false;
}
}
if (vcode)
vcode->lpVtbl->Release(vcode);
if (fcode)
fcode->lpVtbl->Release(fcode);
}
return success;
}
/*
static int D3D11Shader_FindUniform_(LPD3DXCONSTANTTABLE ct, char *name)
{
if (ct)
{
UINT dc = 1;
D3DXCONSTANT_DESC d;
if (!FAILED(ct->lpVtbl->GetConstantDesc(ct, name, &d, &dc)))
return d.RegisterIndex;
}
return -1;
}
*/
int D3D11Shader_FindUniform(union programhandle_u *h, int type, char *name)
{
#if 0
int offs;
if (!type || type == 1)
{
offs = D3D11Shader_FindUniform_(h->hlsl.ctabv, name);
if (offs >= 0)
return offs;
}
if (!type || type == 2)
{
offs = D3D11Shader_FindUniform_(h->hlsl.ctabf, name);
if (offs >= 0)
return offs;
}
#endif
return -1;
}
#endif

View file

@ -1,7 +1,7 @@
#include "quakedef.h"
#include "glquake.h"
#include "gl_draw.h"
#ifdef D3DQUAKE
#ifdef D3D9QUAKE
#include "shader.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
@ -277,7 +277,7 @@ static void BE_ApplyTMUState(unsigned int tu, unsigned int flags)
}
}
static void D3DBE_ApplyShaderBits(unsigned int bits)
static void BE_ApplyShaderBits(unsigned int bits)
{
unsigned int delta;
@ -419,7 +419,7 @@ static void D3DBE_ApplyShaderBits(unsigned int bits)
}
}
void D3DBE_Reset(qboolean before)
void D3D9BE_Reset(qboolean before)
{
int i, tmu;
if (before)
@ -560,7 +560,7 @@ void D3DBE_Reset(qboolean before)
/*force all state to change, thus setting a known state*/
shaderstate.shaderbits = ~0;
D3DBE_ApplyShaderBits(0);
BE_ApplyShaderBits(0);
}
}
@ -579,7 +579,7 @@ static const char LIGHTPASS_SHADER[] = "\
}\n\
}";
void D3DBE_Init(void)
void D3D9BE_Init(void)
{
be_maxpasses = MAX_TMUS;
memset(&shaderstate, 0, sizeof(shaderstate));
@ -592,7 +592,7 @@ void D3DBE_Init(void)
shaderstate.dynst_size = sizeof(vec2_t) * DYNVBUFFSIZE;
shaderstate.dynidx_size = sizeof(index_t) * DYNIBUFFSIZE;
D3DBE_Reset(false);
D3D9BE_Reset(false);
shaderstate.shader_rtlight = R_RegisterShader("rtlight", LIGHTPASS_SHADER);
@ -1612,7 +1612,7 @@ static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vert
d3dcheck(IDirect3DDevice9_SetVertexDeclaration(pD3DDev9, vertexdecls[shaderstate.curvertdecl]));
}
D3DBE_ApplyShaderBits(pass->shaderbits);
BE_ApplyShaderBits(pass->shaderbits);
return true;
}
@ -1770,7 +1770,7 @@ static void BE_RenderMeshProgram(shader_t *s, unsigned int vertcount, unsigned i
BE_ApplyUniforms(p, perm);
D3DBE_ApplyShaderBits(s->passes->shaderbits);
BE_ApplyShaderBits(s->passes->shaderbits);
/*activate tmus*/
for (passno = 0; passno < s->numpasses; passno++)
@ -1902,7 +1902,7 @@ static void BE_RenderMeshProgram(shader_t *s, unsigned int vertcount, unsigned i
IDirect3DDevice9_SetPixelShader(pD3DDev9, NULL);
}
void D3DBE_Cull(unsigned int cullflags)
void D3D9BE_Cull(unsigned int cullflags)
{
cullflags |= r_refdef.flipcull;
if (shaderstate.curcull != cullflags)
@ -1942,7 +1942,7 @@ static void BE_DrawMeshChain_Internal(void)
float pushdepth;
// float pushfactor;
D3DBE_Cull(shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK));
D3D9BE_Cull(shaderstate.curshader->flags & (SHADER_CULL_FRONT | SHADER_CULL_BACK));
pushdepth = (shaderstate.curshader->polyoffset.factor + ((shaderstate.flags & BEF_PUSHDEPTH)?r_polygonoffset_submodel_factor.value:0))/0xffff;
if (pushdepth != shaderstate.depthbias)
{
@ -2068,28 +2068,28 @@ static void BE_DrawMeshChain_Internal(void)
}
}
void D3DBE_SelectMode(backendmode_t mode)
void D3D9BE_SelectMode(backendmode_t mode)
{
shaderstate.mode = mode;
if (mode == BEM_STENCIL)
D3DBE_ApplyShaderBits(SBITS_MASK_BITS);
BE_ApplyShaderBits(SBITS_MASK_BITS);
}
void D3DBE_SelectDLight(dlight_t *dl, vec3_t colour)
void D3D9BE_SelectDLight(dlight_t *dl, vec3_t colour)
{
shaderstate.curdlight = dl;
VectorCopy(colour, shaderstate.curdlight_colours);
}
void D3DBE_SelectEntity(entity_t *ent)
void D3D9BE_SelectEntity(entity_t *ent)
{
shaderstate.curentity = ent;
BE_RotateForEntity(ent, ent->model);
}
#if 1
static void D3DBE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch)
static void D3D9BE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch)
{
int maxvboelements;
int maxvboverts;
@ -2179,7 +2179,7 @@ static void D3DBE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *s
*vbochain = vbo;
}
void D3DBE_GenBrushModelVBO(model_t *mod)
void D3D9BE_GenBrushModelVBO(model_t *mod)
{
unsigned int vcount;
@ -2200,7 +2200,7 @@ void D3DBE_GenBrushModelVBO(model_t *mod)
//firstmesh got reused as the number of verticies in each batch
if (vcount + batch->firstmesh > MAX_INDICIES)
{
D3DBE_GenBatchVBOs(&mod->vbos, fbatch, batch);
D3D9BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
fbatch = batch;
vcount = 0;
}
@ -2209,12 +2209,12 @@ void D3DBE_GenBrushModelVBO(model_t *mod)
vcount += batch->mesh[i]->numvertexes;
}
D3DBE_GenBatchVBOs(&mod->vbos, fbatch, batch);
D3D9BE_GenBatchVBOs(&mod->vbos, fbatch, batch);
}
}
#else
/*Generates an optimised vbo for each of the given model's textures*/
void D3DBE_GenBrushModelVBO(model_t *mod)
void D3D9BE_GenBrushModelVBO(model_t *mod)
{
#if 1
unsigned int maxvboverts;
@ -2400,7 +2400,7 @@ void D3DBE_GenBrushModelVBO(model_t *mod)
}
#endif
/*Wipes a vbo*/
void D3DBE_ClearVBO(vbo_t *vbo)
void D3D9BE_ClearVBO(vbo_t *vbo)
{
IDirect3DVertexBuffer9 *vbuff = vbo->coord.d3d.buff;
IDirect3DIndexBuffer9 *ebuff = vbo->indicies.d3d.buff;
@ -2415,7 +2415,7 @@ void D3DBE_ClearVBO(vbo_t *vbo)
}
/*upload all lightmaps at the start to reduce lags*/
void BE_UploadLightmaps(qboolean force)
static void BE_UploadLightmaps(qboolean force)
{
int i;
lightmapinfo_t *lm;
@ -2443,7 +2443,7 @@ void BE_UploadLightmaps(qboolean force)
int r;
if (!tex)
{
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", lm->width, lm->height);
lm->lightmap_texture = R_AllocNewTexture("***lightmap***", lm->width, lm->height, 0);
tex = lm->lightmap_texture.ptr;
if (!tex)
continue;
@ -2469,12 +2469,12 @@ void BE_UploadLightmaps(qboolean force)
}
}
void D3DBE_UploadAllLightmaps(void)
void D3D9BE_UploadAllLightmaps(void)
{
BE_UploadLightmaps(true);
}
qboolean D3DBE_LightCullModel(vec3_t org, model_t *model)
qboolean D3D9BE_LightCullModel(vec3_t org, model_t *model)
{
#ifdef RTLIGHTS
if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL))
@ -2486,7 +2486,7 @@ qboolean D3DBE_LightCullModel(vec3_t org, model_t *model)
return false;
}
batch_t *D3DBE_GetTempBatch(void)
batch_t *D3D9BE_GetTempBatch(void)
{
if (shaderstate.wbatch >= shaderstate.maxwbatches)
{
@ -2602,7 +2602,7 @@ static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
}
}
void D3DBE_SubmitBatch(batch_t *batch)
void D3D9BE_SubmitBatch(batch_t *batch)
{
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
@ -2625,7 +2625,7 @@ void D3DBE_SubmitBatch(batch_t *batch)
BE_DrawMeshChain_Internal();
}
void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.batchvbo = vbo;
shaderstate.curshader = shader;
@ -2638,7 +2638,7 @@ void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo
BE_DrawMeshChain_Internal();
}
void D3DBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.batchvbo = vbo;
shaderstate.curtime = realtime;
@ -2978,7 +2978,7 @@ static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
}
}
void D3DBE_SubmitMeshes (qboolean drawworld, batch_t **blist, int first, int stop)
void D3D9BE_SubmitMeshes (qboolean drawworld, batch_t **blist, int first, int stop)
{
model_t *model = cl.worldmodel;
int i;
@ -2997,15 +2997,15 @@ void D3DBE_SubmitMeshes (qboolean drawworld, batch_t **blist, int first, int sto
}
#ifdef RTLIGHTS
void D3DBE_BaseEntTextures(void)
void D3D9BE_BaseEntTextures(void)
{
batch_t *batches[SHADER_SORT_COUNT];
BE_GenModelBatches(batches);
D3DBE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
D3D9BE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
BE_SelectEntity(&r_worldentity);
}
void D3DBE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf)
void D3D9BE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf)
{
IDirect3DDevice9_SetStreamSource(pD3DDev9, STRM_VERT, vbuf, 0, sizeof(vecV_t));
IDirect3DDevice9_SetIndices(pD3DDev9, ibuf);
@ -3020,7 +3020,7 @@ void D3DBE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbu
}
#endif
void D3DBE_DrawWorld (qboolean drawworld, qbyte *vis)
void D3D9BE_DrawWorld (qboolean drawworld, qbyte *vis)
{
batch_t *batches[SHADER_SORT_COUNT];
RSpeedLocals();
@ -3057,25 +3057,25 @@ void D3DBE_DrawWorld (qboolean drawworld, qbyte *vis)
BE_SelectMode(BEM_STANDARD);
RSpeedRemark();
D3DBE_SubmitMeshes(true, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
D3D9BE_SubmitMeshes(true, batches, SHADER_SORT_PORTAL, SHADER_SORT_DECAL);
RSpeedEnd(RSPEED_WORLD);
#ifdef RTLIGHTS
if (vis)
{
RSpeedRemark();
D3DBE_SelectEntity(&r_worldentity);
D3D9BE_SelectEntity(&r_worldentity);
Sh_DrawLights(vis);
RSpeedEnd(RSPEED_STENCILSHADOWS);
}
#endif
D3DBE_SubmitMeshes(true, batches, SHADER_SORT_DECAL, SHADER_SORT_COUNT);
D3D9BE_SubmitMeshes(true, batches, SHADER_SORT_DECAL, SHADER_SORT_COUNT);
}
else
{
RSpeedRemark();
D3DBE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_COUNT);
D3D9BE_SubmitMeshes(false, batches, SHADER_SORT_PORTAL, SHADER_SORT_COUNT);
RSpeedEnd(RSPEED_DRAWENTITIES);
}

View file

@ -1,6 +1,6 @@
#include "quakedef.h"
#include "winquake.h"
#ifdef D3DQUAKE
#ifdef D3D9QUAKE
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
DECLARE_HANDLE(HMONITOR);
@ -17,7 +17,7 @@ typedef struct d3dtexture_s
} d3dtexture_t;
static d3dtexture_t *d3dtextures;
void D3D_Image_Shutdown(void)
void D3D9_Image_Shutdown(void)
{
LPDIRECT3DTEXTURE9 tx;
while(d3dtextures)
@ -57,7 +57,7 @@ static d3dtexture_t *d3d_lookup_texture(char *ident)
extern cvar_t gl_picmip;
extern cvar_t gl_picmip2d;
texid_t D3D9_AllocNewTexture(char *ident, int width, int height)
texid_t D3D9_AllocNewTexture(char *ident, int width, int height, unsigned int flags)
{
IDirect3DTexture9 *tx;
texid_t ret = r_nulltex;
@ -355,7 +355,7 @@ void D3D9_Upload (texid_t tex, char *name, enum uploadfmt fmt, void *data, vo
Upload_Texture_32(tex.ptr, data, width, height, flags);
break;
default:
OutputDebugString(va("D3D_LoadTextureFmt doesn't support fmt %i (%s)", fmt, name));
OutputDebugString(va("D3D9_LoadTextureFmt doesn't support fmt %i (%s)", fmt, name));
break;
}
}
@ -416,7 +416,7 @@ texid_t D3D9_LoadTexture (char *identifier, int width, int height, enum uploadfm
D3D9_LoadTexture_32(tex, data, width, height, flags);
return tex->tex;
default:
OutputDebugString(va("D3D_LoadTexture doesn't support fmt %i", fmt));
OutputDebugString(va("D3D9_LoadTexture doesn't support fmt %i", fmt));
return r_nulltex;
}
}

View file

@ -1,6 +1,6 @@
#include "quakedef.h"
#ifdef D3DQUAKE
#ifdef D3D9QUAKE
#include "shader.h"
#include "winquake.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
@ -18,17 +18,17 @@ typedef struct {
#define D3DXHANDLE void *
#define LPD3DXINCLUDE void *
#undef INTERFACE
#define INTERFACE d3dxbuffer
DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
};
#undef INTERFACE
#define INTERFACE d3dxbuffer
DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
};
typedef struct d3dxbuffer *LPD3DXBUFFER;
typedef enum _D3DXREGISTER_SET
@ -99,26 +99,26 @@ typedef struct _D3DXCONSTANTTABLE_DESC
} D3DXCONSTANTTABLE_DESC, *LPD3DXCONSTANTTABLE_DESC;
#undef INTERFACE
#define INTERFACE d3dxconstanttable
DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
#undef INTERFACE
#define INTERFACE d3dxconstanttable
DECLARE_INTERFACE_(d3dxconstanttable,IUnknown)
{
STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
STDMETHOD_(ULONG,AddRef)(THIS) PURE;
STDMETHOD_(ULONG,Release)(THIS) PURE;
STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
STDMETHOD(GetDesc)(THIS_ D3DXCONSTANTTABLE_DESC *pDesc) PURE;
STDMETHOD(GetConstantDesc)(THIS_ D3DXHANDLE hConstant, D3DXCONSTANT_DESC *pConstantDesc, UINT *pCount) PURE;
STDMETHOD_(D3DXHANDLE, GetConstant)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantByName)(THIS_ D3DXHANDLE hConstant, LPCSTR pName) PURE;
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
/*more stuff not included here cos I don't need it*/
};
STDMETHOD_(D3DXHANDLE, GetConstantElement)(THIS_ D3DXHANDLE hConstant, UINT Index) PURE;
/*more stuff not included here cos I don't need it*/
};
typedef struct d3dxconstanttable *LPD3DXCONSTANTTABLE;
@ -138,7 +138,7 @@ dllhandle_t *shaderlib;
void D3DShader_Init(void)
void D3D9Shader_Init(void)
{
dllfunction_t funcs[] =
{
@ -155,7 +155,7 @@ void D3DShader_Init(void)
return;
}
qboolean D3DShader_CreateProgram (program_t *prog, int permu, char **precompilerconstants, char *vert, char *frag)
qboolean D3D9Shader_CreateProgram (program_t *prog, int permu, char **precompilerconstants, char *vert, char *frag)
{
D3DXMACRO defines[64];
LPD3DXBUFFER code = NULL, errors = NULL;
@ -226,7 +226,7 @@ qboolean D3DShader_CreateProgram (program_t *prog, int permu, char **precompiler
return success;
}
static int D3DShader_FindUniform_(LPD3DXCONSTANTTABLE ct, char *name)
static int D3D9Shader_FindUniform_(LPD3DXCONSTANTTABLE ct, char *name)
{
if (ct)
{
@ -238,19 +238,19 @@ static int D3DShader_FindUniform_(LPD3DXCONSTANTTABLE ct, char *name)
return -1;
}
int D3DShader_FindUniform(union programhandle_u *h, int type, char *name)
int D3D9Shader_FindUniform(union programhandle_u *h, int type, char *name)
{
int offs;
if (!type || type == 1)
{
offs = D3DShader_FindUniform_(h->hlsl.ctabv, name);
offs = D3D9Shader_FindUniform_(h->hlsl.ctabv, name);
if (offs >= 0)
return offs;
}
if (!type || type == 2)
{
offs = D3DShader_FindUniform_(h->hlsl.ctabf, name);
offs = D3D9Shader_FindUniform_(h->hlsl.ctabf, name);
if (offs >= 0)
return offs;
}

View file

@ -549,13 +549,14 @@ static qboolean initD3D9Device(HWND hWnd, rendererstate_t *info, unsigned int de
memset(&mi, 0, sizeof(mi));
mi.cbSize = sizeof(mi);
pGetMonitorInfoA(hm, &mi);
rect.left = rect.top = 0;
rect.right = d3dpp.BackBufferWidth;
rect.bottom = d3dpp.BackBufferHeight;
rect.left = mi.rcWork.left + ((mi.rcWork.right - mi.rcWork.left) - info->width) / 2;
rect.top = mi.rcWork.top + ((mi.rcWork.bottom - mi.rcWork.top) - info->height) / 2;
rect.right = rect.left+d3dpp.BackBufferWidth;
rect.bottom = rect.top+d3dpp.BackBufferHeight;
AdjustWindowRectEx(&rect, WS_OVERLAPPEDWINDOW, FALSE, 0);
MoveWindow(d3dpp.hDeviceWindow, mi.rcWork.left, mi.rcWork.top, rect.right-rect.left, rect.bottom-rect.top, false);
MoveWindow(d3dpp.hDeviceWindow, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, false);
D3DShader_Init();
D3D9Shader_Init();
}
return true; //successful
}
@ -671,18 +672,19 @@ static qboolean D3D9_VID_Init(rendererstate_t *info, unsigned char *palette)
else
wstyle = WS_OVERLAPPEDWINDOW;
rect.left = rect.top = 0;
rect.right = info->width;
rect.bottom = info->height;
rect.left = (GetSystemMetrics(SM_CXSCREEN) - info->width) / 2;
rect.top = (GetSystemMetrics(SM_CYSCREEN) - info->height) / 2;
rect.right = rect.left+info->width;
rect.bottom = rect.top+info->height;
AdjustWindowRectEx(&rect, wstyle, FALSE, 0);
mainwindow = CreateWindow(CLASSNAME, "Direct3D", wstyle, 0, 0, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
mainwindow = CreateWindow(CLASSNAME, "Direct3D9", wstyle, rect.left, rect.top, rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, NULL, NULL);
// Try as specified.
initD3D9(mainwindow, info);
if (!pD3DDev9)
{
Con_Printf("No suitable D3D device found\n");
Con_Printf("No suitable D3D9 device found\n");
return false;
}
@ -755,6 +757,9 @@ static void (D3D9_R_NewMap) (void)
Surf_WipeStains();
Surf_BuildLightmaps();
TP_NewMap();
R_SetSky(cl.skyname);
#ifdef RTLIGHTS
if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
{
@ -927,11 +932,11 @@ static void (D3D9_SCR_UpdateScreen) (void)
//vid.pixelheight = window_rect.bottom - window_rect.top;
D3DVID_UpdateWindowStatus(mainwindow);
D3DBE_Reset(true);
D3D9BE_Reset(true);
vid.pixelwidth = d3dpp.BackBufferWidth = window_rect.right - window_rect.left;
vid.pixelheight = d3dpp.BackBufferHeight = window_rect.bottom - window_rect.top;
resetD3D9();
D3DBE_Reset(false);
D3D9BE_Reset(false);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&vid_conwidth);
@ -943,7 +948,7 @@ static void (D3D9_SCR_UpdateScreen) (void)
//the user has task switched away from us or something, don't draw anything until they switch back to us
return;
case D3DERR_DEVICENOTRESET:
D3DBE_Reset(true);
D3D9BE_Reset(true);
resetD3D9();
if (FAILED(IDirect3DDevice9_TestCooperativeLevel(pD3DDev9)))
{
@ -951,7 +956,7 @@ static void (D3D9_SCR_UpdateScreen) (void)
Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
return;
}
D3DBE_Reset(false);
D3D9BE_Reset(false);
VID_ShiftPalette (NULL);
break;
@ -1088,9 +1093,6 @@ static void (D3D9_SCR_UpdateScreen) (void)
RSpeedEnd(RSPEED_TOTALREFRESH);
RSpeedShow();
#ifdef warningmsg
#pragma warningmsg("Fixme: ... to here")
#endif
d3d9error(IDirect3DDevice9_EndScene(pD3DDev9));
@ -1127,7 +1129,7 @@ static void (D3D9_R_DeInit) (void)
{
Surf_DeInit();
Shader_Shutdown();
D3D_Image_Shutdown();
D3D9_Image_Shutdown();
}
@ -1212,6 +1214,8 @@ static void (D3D9_R_RenderView) (void)
}
Surf_DrawWorld();
RQ_RenderBatchClear();
D3D9_Set2D ();
}
void (D3D9_R_NewMap) (void);
@ -1234,16 +1238,16 @@ void (D3D9_SCR_UpdateScreen) (void);
rendererinfo_t d3drendererinfo =
rendererinfo_t d3d9rendererinfo =
{
"Direct3D9 Native",
"Direct3D9",
{
"D3D9",
"D3D",
"Direct3d",
"DirectX",
"DX"
},
QR_DIRECT3D,
QR_DIRECT3D9,
D3D9_Draw_Init,
D3D9_Draw_Shutdown,
@ -1293,19 +1297,19 @@ rendererinfo_t d3drendererinfo =
D3D9_SCR_UpdateScreen,
D3DBE_SelectMode,
D3DBE_DrawMesh_List,
D3DBE_DrawMesh_Single,
D3DBE_SubmitBatch,
D3DBE_GetTempBatch,
D3DBE_DrawWorld,
D3DBE_Init,
D3DBE_GenBrushModelVBO,
D3DBE_ClearVBO,
D3DBE_UploadAllLightmaps,
D3DBE_SelectEntity,
D3DBE_SelectDLight,
D3DBE_LightCullModel,
D3D9BE_SelectMode,
D3D9BE_DrawMesh_List,
D3D9BE_DrawMesh_Single,
D3D9BE_SubmitBatch,
D3D9BE_GetTempBatch,
D3D9BE_DrawWorld,
D3D9BE_Init,
D3D9BE_GenBrushModelVBO,
D3D9BE_ClearVBO,
D3D9BE_UploadAllLightmaps,
D3D9BE_SelectEntity,
D3D9BE_SelectDLight,
D3D9BE_LightCullModel,
"no more"
};

1311
engine/d3d/vid_d3d11.c Normal file

File diff suppressed because it is too large Load diff

View file

@ -4535,210 +4535,6 @@
/>
</FileConfiguration>
</File>
<File
RelativePath="..\server\sv_phys.c"
>
<FileConfiguration
Name="MinGLDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MinGLDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MinGLRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MinGLRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Release Dedicated Server|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Release Dedicated Server|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug Dedicated Server|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug Dedicated Server|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\server\sv_rankin.c"
>
@ -33790,6 +33586,210 @@
/>
</FileConfiguration>
</File>
<File
RelativePath="..\server\sv_phys.c"
>
<FileConfiguration
Name="MinGLDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MinGLDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MinGLRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MinGLRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Release Dedicated Server|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Release Dedicated Server|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug Dedicated Server|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="Debug Dedicated Server|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MDebug|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="MDebug|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="GLRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DRelease|Win32"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
<FileConfiguration
Name="D3DRelease|x64"
>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
PrecompiledHeaderThrough="qwsvdef.h"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\common\translate.c"
>

View file

@ -1,8 +1,8 @@
Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
# Visual C++ Express 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ftequake", "ftequake.vcxproj", "{88BFEE0E-7BC0-43AD-9CCC-6B1A6E4C1364}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ftequake_SDL", "ftequake_SDL.vcxproj", "{F384725A-62D4-4063-9941-6D8D2D6C2A47}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ftequake", "ftequake_SDL.vcxproj", "{F384725A-62D4-4063-9941-6D8D2D6C2A47}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "npfte", "npfte.vcxproj", "{88BFEE0E-7BC0-43AD-9CCC-6B1A6E4C1365}"
EndProject

View file

@ -392,6 +392,9 @@
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'" />
<TargetName Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">fteqwsv</TargetName>
<TargetName Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">fteglqw_dbg</TargetName>
<TargetName Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">fted3dqw</TargetName>
<TargetName Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">fteqw_dbg</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">
<Midl>
@ -503,7 +506,7 @@
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>../libs/speex;..\client;../libs/freetype2/include;../common;../server;../gl;../sw;../qclib;../libs;../d3d9;../libs/dxsdk9/include;../libs/dxsdk7/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;D3DQUAKE;WIN32;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;D3D11QUAKE;WIN32;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<PrecompiledHeader>Use</PrecompiledHeader>
@ -523,7 +526,6 @@
</ResourceCompile>
<Link>
<AdditionalDependencies>comctl32.lib;wsock32.lib;winmm.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>../../fted3dqw_dbg.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>../libs/dxsdk7/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<IgnoreSpecificDefaultLibraries>libc.lib;msvcrt.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
@ -717,6 +719,7 @@
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CallingConvention>FastCall</CallingConvention>
<CompileAs>CompileAsC</CompileAs>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -724,7 +727,6 @@
</ResourceCompile>
<Link>
<AdditionalDependencies>comctl32.lib;wsock32.lib;winmm.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>../../fteglqw_dbg.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>../libs/dxsdk7/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<IgnoreSpecificDefaultLibraries>libc.lib;msvcrt.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
@ -893,7 +895,7 @@
<Optimization>MaxSpeed</Optimization>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<AdditionalIncludeDirectories>../libs/speex;..\client;../libs/freetype2/include;../common;../server;../gl;../sw;../qclib;../libs;../libs/dxsdk7/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;GLQUAKE;D3DQUAKE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;GLQUAKE;D3D9QUAKE;D3D11QUAKE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
@ -1092,7 +1094,7 @@
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>../libs/speex;..\client;../libs/freetype2/include;../common;../server;../gl;../sw;../qclib;../libs;../libs/dxsdk9/include;../libs/dxsdk7/include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_DEBUG;WIN32;_WINDOWS;GLQUAKE;D3DQUAKE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>USE_MSVCRT_DEBUG;_DEBUG;WIN32;_WINDOWS;GLQUAKE;D3D9QUAKE;D3D11QUAKE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<FloatingPointModel>Fast</FloatingPointModel>
<PrecompiledHeader>Use</PrecompiledHeader>
@ -1114,7 +1116,6 @@
</ResourceCompile>
<Link>
<AdditionalDependencies>comctl32.lib;wsock32.lib;odbc32.lib;odbccp32.lib;winmm.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>../../fteqw_dbg.exe</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>../libs/dxsdk7/lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<IgnoreSpecificDefaultLibraries>libc.lib;msvcrt.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
@ -1216,6 +1217,7 @@
<CompileAs>CompileAsC</CompileAs>
<DisableSpecificWarnings>4996;%(DisableSpecificWarnings)</DisableSpecificWarnings>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<EnableFiberSafeOptimizations>true</EnableFiberSafeOptimizations>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -1391,6 +1393,23 @@
</Bscmake>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\client\pr_skelobj.c" />
<ClCompile Include="..\common\sha1.c">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">NotUsing</PrecompiledHeader>
</ClCompile>
<ClCompile Include="..\d3d\d3d11_backend.c" />
<ClCompile Include="..\d3d\d3d11_image.c" />
<ClCompile Include="..\d3d\d3d11_shader.c" />
<ClCompile Include="..\d3d\vid_d3d11.c" />
<ClCompile Include="..\server\net_preparse.c">
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -8914,750 +8933,6 @@
<ClCompile Include="..\d3d\d3d_image.c" />
<ClCompile Include="..\d3d\d3d_shader.c" />
<ClCompile Include="..\d3d\vid_d3d.c" />
<ClCompile Include="..\..\mp3\libmad\bit.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\decoder.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\fixed.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\frame.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\huffman.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\layer12.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\layer3.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\client\mymad.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\stream.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\synth.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\timer.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<ClCompile Include="..\..\mp3\libmad\version.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='D3DRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Debug Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='GLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLDebug|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='MinGLRelease|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|Win32'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">true</ExcludedFromBuild>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions Condition="'$(Configuration)|$(Platform)'=='Release Dedicated Server|x64'">%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\client\cl_plugin.inc" />

View file

@ -308,6 +308,8 @@
<ResourceCompile Include="..\ftequake\npplug.rc" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\client\pr_skelobj.c" />
<ClCompile Include="..\client\sys_axfte.cpp" />
<ClCompile Include="..\client\sys_npfte.c" />
<ClCompile Include="..\client\sys_plugfte.c" />
<ClCompile Include="..\server\net_preparse.c">

View file

@ -11,7 +11,8 @@
<application android:icon="@drawable/icon" android:label="@string/app_name">
<activity android:name=".FTEDroidActivity"
android:label="@string/app_name">
android:label="@string/app_name"
android:configChanges="keyboardHidden|orientation">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />

View file

@ -15,6 +15,8 @@ import android.view.WindowManager;
import android.opengl.GLSurfaceView;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.app.AlertDialog;
import android.content.DialogInterface;
import android.hardware.SensorManager;
import android.hardware.Sensor;
@ -137,6 +139,71 @@ public class FTEDroidActivity extends Activity
};
act.runOnUiThread(r);
}
if (((flags ^ notifiedflags) & 8) != 0)
{
//8 means sys error
Runnable r = new Runnable()
{
public void run()
{
theview.setVisibility(theview.GONE);
AlertDialog ad = new AlertDialog.Builder(act).create();
ad.setTitle("FTE ERROR");
ad.setMessage(FTEDroidEngine.geterrormessage());
ad.setCancelable(false);
ad.setButton("Ok", new DialogInterface.OnClickListener()
{
public void onClick(DialogInterface dialog, int which)
{
finish();
System.exit(0);
}
}
);
ad.show();
}
};
act.runOnUiThread(r);
}
if (((flags ^ notifiedflags) & 16) != 0)
{
Runnable r = new Runnable()
{
public void run()
{
String ors = FTEDroidEngine.getpreferedorientation();
int ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_SENSOR;
if (ors.equalsIgnoreCase("unspecified"))
ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED;
else if (ors.equalsIgnoreCase("landscape"))
ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE;
else if (ors.equalsIgnoreCase("portrait"))
ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_PORTRAIT;
else if (ors.equalsIgnoreCase("user"))
ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_USER;
else if (ors.equalsIgnoreCase("behind"))
ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_BEHIND;
else if (ors.equalsIgnoreCase("sensor"))
ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_SENSOR;
else if (ors.equalsIgnoreCase("nosensor"))
ori = android.content.pm.ActivityInfo.SCREEN_ORIENTATION_NOSENSOR;
//the following are api level 9+
else if (ors.equalsIgnoreCase("sensorlandscape"))
ori = 6;//android.content.pm.ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE;
else if (ors.equalsIgnoreCase("sensorportrait"))
ori = 7;//android.content.pm.ActivityInfo.SCREEN_ORIENTATION_SENSOR_PORTRAIT;
else if (ors.equalsIgnoreCase("reverselandscape"))
ori = 8;//android.content.pm.ActivityInfo.SCREEN_ORIENTATION_REVERSE_LANDSCAPE;
else if (ors.equalsIgnoreCase("reverseportrait"))
ori = 9;//android.content.pm.ActivityInfo.SCREEN_ORIENTATION_REVERSE_PORTRAIT;
else if (ors.equalsIgnoreCase("fullsensor"))
ori = 10;//android.content.pm.ActivityInfo.SCREEN_ORIENTATION_FULL_SENSOR;
android.util.Log.i("FTEDroid", "Orientation changed to " + ori + " (" + ors + ").");
act.setRequestedOrientation(ori);
}
};
act.runOnUiThread(r);
}
//clear anything which is an impulse
notifiedflags = flags;
@ -153,6 +220,7 @@ public class FTEDroidActivity extends Activity
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
FTEDroidEngine.newglcontext();
}
}
@ -550,7 +618,6 @@ public class FTEDroidActivity extends Activity
android.util.Log.i("FTEDroid", "create view");
view = new FTEView(this);
setContentView(view);
// setContentView(R.layout.main);
if (runningintheemulator())

View file

@ -1,16 +1,19 @@
package com.fteqw;
public class FTEDroidEngine
{
public static native void init(int w, int h, int gles2, String apkpath, String usrpath); /* init/reinit */
public static native int frame(float ax, float ay, float az);
public static native int getvibrateduration(); //in ms
public static native void keypress(int down, int qkey, int unicode);
public static native void motion(int act, int pointerid, float x, float y, float size);
public static native int paintaudio(byte[] stream, int len);
static
{
System.loadLibrary("ftedroid");
}
}
package com.fteqw;
public class FTEDroidEngine
{
public static native void init(int w, int h, int gles2, String apkpath, String usrpath); /* init/reinit */
public static native int frame(float ax, float ay, float az);
public static native int getvibrateduration(); //in ms
public static native void keypress(int down, int qkey, int unicode);
public static native void motion(int act, int pointerid, float x, float y, float size);
public static native int paintaudio(byte[] stream, int len);
public static native String geterrormessage();
public static native String getpreferedorientation();
public static native void newglcontext();
static
{
System.loadLibrary("ftedroid");
}
}

View file

@ -15,7 +15,7 @@
#include "quakedef.h"
#include "glquake.h"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#ifndef SERVERONLY
#ifdef _WIN32
#include <malloc.h>
@ -25,6 +25,13 @@
#include "com_mesh.h"
#if defined(RTLIGHTS)
static int numProjectedShadowVerts;
static vec3_t *ProjectedShadowVerts;
static int numFacing;
static qbyte *triangleFacing;
#endif
//FIXME
typedef struct
{
@ -168,6 +175,16 @@ void GL_GAliasFlushSkinCache(void)
BZ_Free(skincolourmapped.bucket);
skincolourmapped.bucket = NULL;
skincolourmapped.numbuckets = 0;
#ifdef RTLIGHTS
BZ_Free(ProjectedShadowVerts);
ProjectedShadowVerts = NULL;
numProjectedShadowVerts = 0;
BZ_Free(triangleFacing);
triangleFacing = NULL;
numFacing = 0;
#endif
}
static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, entity_t *e, texnums_t **forcedtex)
@ -507,7 +524,7 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
}
if (qrenderer == QR_OPENGL)
{
cm->texnum.base = R_AllocNewTexture(cm->name, scaled_width, scaled_height);
cm->texnum.base = R_AllocNewTexture(cm->name, scaled_width, scaled_height, IF_NOMIPMAP);
R_Upload(cm->texnum.base, cm->name, h2playertranslations?TF_RGBA32:TF_RGBX32, pixels, NULL, scaled_width, scaled_height, IF_NOMIPMAP);
}
else
@ -533,7 +550,7 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
}
if (qrenderer == QR_OPENGL)
{
cm->texnum.fullbright = R_AllocNewTexture(cm->name, scaled_width, scaled_height);
cm->texnum.fullbright = R_AllocNewTexture(cm->name, scaled_width, scaled_height, IF_NOMIPMAP);
R_Upload(cm->texnum.fullbright, cm->name, TF_RGBA32, pixels, NULL, scaled_width, scaled_height, IF_NOMIPMAP);
}
else
@ -573,8 +590,6 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
}
#if defined(RTLIGHTS)
static int numFacing;
static qbyte *triangleFacing;
static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos)
{
float *v1, *v2, *v3;
@ -609,8 +624,6 @@ static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos)
}
#define PROJECTION_DISTANCE 30000
static int numProjectedShadowVerts;
static vec3_t *ProjectedShadowVerts;
static void R_ProjectShadowVolume(mesh_t *mesh, vec3_t lightpos)
{
int numverts = mesh->numvertexes;

View file

@ -4,7 +4,7 @@
#ifdef GLQUAKE
#define r_refract_fboival 0
#define r_refract_fboival 1
#include "glquake.h"
#include "shader.h"
@ -901,7 +901,7 @@ void R_IBrokeTheArrays(void)
#ifdef RTLIGHTS
//called from gl_shadow
void BE_SetupForShadowMap(texid_t shadowmaptex)
void GLBE_SetupForShadowMap(texid_t shadowmaptex)
{
shaderstate.curshadowmap = shadowmaptex;
while(shaderstate.lastpasstmus>0)
@ -946,7 +946,7 @@ static void T_Gen_CurrentRender(int tmu)
}
// copy the scene to texture
if (!TEXVALID(shaderstate.temptexture))
TEXASSIGN(shaderstate.temptexture, GL_AllocNewTexture("***$currentrender***", vwidth, vheight));
TEXASSIGN(shaderstate.temptexture, GL_AllocNewTexture("***$currentrender***", vwidth, vheight, 0));
GL_MTBind(tmu, GL_TEXTURE_2D, shaderstate.temptexture);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -978,10 +978,13 @@ static void Shader_BindTextureForPass(int tmu, const shaderpass_t *pass)
t = lightmap[shaderstate.curbatch->lightmap[0]]->lightmap_texture;
break;
case T_GEN_DELUXMAP:
if (shaderstate.curbatch->lightmap[0] < 0)
t = r_nulltex; //fixme
else
t = lightmap[shaderstate.curbatch->lightmap[0]]->deluxmap_texture;
{
int lmi = shaderstate.curbatch->lightmap[0];
if (lmi < 0 || !lightmap[lmi]->hasdeluxe)
t = r_nulltex; //fixme
else
t = lightmap[lmi+1]->lightmap_texture;
}
break;
case T_GEN_DIFFUSE:
if (shaderstate.curtexnums && TEXVALID(shaderstate.curtexnums->base))
@ -1186,7 +1189,7 @@ void GenerateFogTexture(texid_t *tex, float density, float zscale)
}
if (!TEXVALID(*tex))
*tex = R_AllocNewTexture("***fog***", FOGS, FOGT);
*tex = R_AllocNewTexture("***fog***", FOGS, FOGT, 0);
R_Upload(*tex, "fog", TF_RGBA32, fogdata, NULL, FOGS, FOGT, IF_CLAMP|IF_NOMIPMAP);
}
@ -2255,7 +2258,7 @@ static void BE_SendPassBlendDepthMask(unsigned int sbits)
else if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
if ((sbits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE| SBITS_DSTBLEND_ZERO) || !(sbits & SBITS_BLEND_BITS)) /*if transparency is forced, clear alpha test bits*/
sbits = (sbits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
sbits = (sbits & ~(SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
@ -2928,8 +2931,8 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.gfog_rgbd[3] && p->handle[perm|PERMUTATION_FOG].glsl)
perm |= PERMUTATION_FOG;
if (r_glsl_offsetmapping.ival && TEXVALID(shaderstate.curtexnums->bump) && p->handle[perm|PERMUTATION_OFFSET].glsl)
perm |= PERMUTATION_OFFSET;
if (p->handle[perm|PERMUTATION_DELUXE].glsl && TEXVALID(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
perm |= PERMUTATION_DELUXE;
if (shaderstate.curbatch->lightmap[1] >= 0 && p->handle[perm|PERMUTATION_LIGHTSTYLES].glsl)
perm |= PERMUTATION_LIGHTSTYLES;
@ -3056,7 +3059,7 @@ void GLBE_SelectMode(backendmode_t mode)
#ifdef RTLIGHTS
case BEM_STENCIL:
/*BEM_STENCIL doesn't support mesh writing*/
BE_PushOffsetShadow(false);
GLBE_PushOffsetShadow(false);
if (gl_config.nofixedfunc && !shaderstate.allblackshader)
{
@ -3185,7 +3188,7 @@ void GLBE_SelectEntity(entity_t *ent)
shaderstate.curtime = shaderstate.updatetime - shaderstate.curentity->shaderTime;
}
void BE_SelectFog(vec3_t colour, float alpha, float density)
static void BE_SelectFog(vec3_t colour, float alpha, float density)
{
float zscale;
@ -3228,7 +3231,7 @@ void GLBE_SelectDLight(dlight_t *dl, vec3_t colour)
shaderstate.lastuniform = 0;
}
void BE_PushOffsetShadow(qboolean pushdepth)
void GLBE_PushOffsetShadow(qboolean pushdepth)
{
extern cvar_t r_polygonoffset_stencil_offset, r_polygonoffset_stencil_factor;
polyoffset_t po;
@ -3777,17 +3780,19 @@ static void GLBE_SubmitMeshesSortList(batch_t *sortlist)
if ((batch->shader->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT | SHADER_HASRIPPLEMAP)) && shaderstate.mode != BEM_WIREFRAME)
{
int oldbem;
//these flags require rendering some view as an fbo
if (r_refdef.recurse)
continue;
if (shaderstate.mode != BEM_STANDARD && shaderstate.mode != BEM_DEPTHDARK)
continue;
oldbem = shaderstate.mode;
if (batch->shader->flags & SHADER_HASREFLECT)
{
if (!shaderstate.tex_reflection.num)
{
shaderstate.tex_reflection = GL_AllocNewTexture("***tex_reflection***", vid.pixelwidth/2, vid.pixelheight/2);
shaderstate.tex_reflection = GL_AllocNewTexture("***tex_reflection***", vid.pixelwidth/2, vid.pixelheight/2, 0);
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_reflection);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth/2, vid.pixelheight/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -3811,7 +3816,7 @@ static void GLBE_SubmitMeshesSortList(batch_t *sortlist)
{
if (!shaderstate.tex_refraction.num)
{
shaderstate.tex_refraction = GL_AllocNewTexture("***tex_refraction***", vid.pixelwidth/2, vid.pixelheight/2);
shaderstate.tex_refraction = GL_AllocNewTexture("***tex_refraction***", vid.pixelwidth/2, vid.pixelheight/2, 0);
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_refraction);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth/2, vid.pixelheight/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -3837,7 +3842,7 @@ static void GLBE_SubmitMeshesSortList(batch_t *sortlist)
{
if (!shaderstate.tex_ripplemap.num)
{
shaderstate.tex_ripplemap = GL_AllocNewTexture("***tex_ripplemap***", vid.pixelwidth/2, vid.pixelheight/2);
shaderstate.tex_ripplemap = GL_AllocNewTexture("***tex_ripplemap***", vid.pixelwidth/2, vid.pixelheight/2, 0);
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_ripplemap);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, vid.pixelwidth/2, vid.pixelheight/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -3859,6 +3864,7 @@ static void GLBE_SubmitMeshesSortList(batch_t *sortlist)
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
}
BE_SelectMode(oldbem);
}
GLBE_SubmitBatch(batch);
@ -3887,6 +3893,22 @@ static void BE_UpdateLightmaps(void)
{
lightmapinfo_t *lm;
int lmidx;
int glformat, gltype;
switch (lightmap_bytes)
{
case 4:
glformat = lightmap_bgra?GL_BGRA_EXT:GL_RGBA;
gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case 3:
glformat = lightmap_bgra?GL_BGR_EXT:GL_RGB;
gltype = GL_UNSIGNED_BYTE;
break;
default:
glformat = GL_LUMINANCE;
gltype = GL_UNSIGNED_BYTE;
break;
}
for (lmidx = 0; lmidx < numlightmaps; lmidx++)
{
lm = lightmap[lmidx];
@ -3894,46 +3916,28 @@ static void BE_UpdateLightmaps(void)
continue;
if (lm->modified)
{
glRect_t *theRect;
lm->modified = false;
theRect = &lm->rectchange;
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
switch (lightmap_bytes)
if (!TEXVALID(lm->lightmap_texture))
{
case 4:
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, (lightmap_bgra?GL_BGRA_EXT:GL_RGBA), GL_UNSIGNED_INT_8_8_8_8_REV,
lm->lightmaps+(theRect->t) *LMBLOCK_WIDTH*4);
break;
case 3:
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, (lightmap_bgra?GL_BGR_EXT:GL_RGB), GL_UNSIGNED_BYTE,
lm->lightmaps+(theRect->t) *LMBLOCK_WIDTH*3);
break;
case 1:
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_LUMINANCE, GL_UNSIGNED_BYTE,
lm->lightmaps+(theRect->t) *LMBLOCK_WIDTH);
break;
TEXASSIGN(lm->lightmap_texture, R_AllocNewTexture("***lightmap***", lm->width, lm->height, 0));
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
lm->width, lm->height, 0, glformat, gltype,
lm->lightmaps);
}
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
if (lm->deluxmodified)
else
{
lm->deluxmodified = false;
theRect = &lm->deluxrectchange;
GL_MTBind(0, GL_TEXTURE_2D, lm->deluxmap_texture);
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, theRect->t,
LMBLOCK_WIDTH, theRect->h, GL_RGB, GL_UNSIGNED_BYTE,
lm->deluxmaps+(theRect->t) *LMBLOCK_WIDTH*3);
theRect->l = LMBLOCK_WIDTH;
theRect->t = LMBLOCK_HEIGHT;
theRect->h = 0;
theRect->w = 0;
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, lm->rectchange.t,
lm->width, lm->rectchange.h, glformat, gltype,
lm->lightmaps+(lm->rectchange.t) *lm->width*lightmap_bytes);
}
lm->rectchange.l = LMBLOCK_WIDTH;
lm->rectchange.t = LMBLOCK_HEIGHT;
lm->rectchange.h = 0;
lm->rectchange.w = 0;
}
}
}
@ -4045,7 +4049,7 @@ void GLBE_DrawLightPrePass(qbyte *vis)
if (!TEXVALID(shaderstate.tex_normals))
{
shaderstate.tex_normals = GL_AllocNewTexture("***prepass normals***", vid.pixelwidth, vid.pixelheight);
shaderstate.tex_normals = GL_AllocNewTexture("***prepass normals***", vid.pixelwidth, vid.pixelheight, 0);
r_lightprepass.modified = true;
}
if (r_lightprepass.modified)
@ -4061,7 +4065,7 @@ void GLBE_DrawLightPrePass(qbyte *vis)
{
int drb;
shaderstate.tex_diffuse = GL_AllocNewTexture("***prepass diffuse***", vid.pixelwidth, vid.pixelheight);
shaderstate.tex_diffuse = GL_AllocNewTexture("***prepass diffuse***", vid.pixelwidth, vid.pixelheight, 0);
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_diffuse);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -4190,7 +4194,7 @@ void GLBE_DrawWorld (qboolean drawworld, qbyte *vis)
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
}
#ifdef RTLIGHTS
Sh_Shutdown();
Sh_Reset();
#endif
}
BE_GenModelBatches(batches);

View file

@ -96,7 +96,7 @@ static void R_SetupBloomTextures(int w, int h)
/*we should be doing this outside of this code*/
if (!TEXVALID(scrtex))
scrtex = GL_AllocNewTexture("", scrwidth, scrheight);
scrtex = GL_AllocNewTexture("", scrwidth, scrheight, 0);
GL_MTBind(0, GL_TEXTURE_2D, scrtex);
qglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, scrwidth, scrheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
/*top level uses nearest sampling*/
@ -113,7 +113,7 @@ static void R_SetupBloomTextures(int w, int h)
if (!TEXVALID(pingtex[i][j]))
{
sprintf(name, "***bloom*%c*%i***", 'a'+i, j);
TEXASSIGN(pingtex[i][j], GL_AllocNewTexture(name, texwidth[j], texheight[j]));
TEXASSIGN(pingtex[i][j], GL_AllocNewTexture(name, texwidth[j], texheight[j], 0));
}
GL_MTBind(0, GL_TEXTURE_2D, pingtex[i][j]);
qglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, texwidth[j], texheight[j], 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

View file

@ -198,7 +198,7 @@ static gltexture_t *GL_AllocNewGLTexture(char *ident, int w, int h)
return glt;
}
texid_t GL_AllocNewTexture(char *name, int w, int h)
texid_t GL_AllocNewTexture(char *name, int w, int h, unsigned int flags)
{
gltexture_t *glt = GL_AllocNewGLTexture(name, w, h);
return glt->texnum;
@ -426,10 +426,6 @@ void GLDraw_Init (void)
memset(gltexturetablebuckets, 0, sizeof(gltexturetablebuckets));
Hash_InitTable(&gltexturetable, sizeof(gltexturetablebuckets)/sizeof(gltexturetablebuckets[0]), gltexturetablebuckets);
// GL_FlushSkinCache();
TRACE(("dbg: GLDraw_ReInit: GL_GAliasFlushSkinCache\n"));
GL_GAliasFlushSkinCache();
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
if (gl_max_size.value > maxtexsize)
{
@ -506,12 +502,7 @@ void GLDraw_DeInit (void)
R2D_Shutdown();
if (font_conchar)
Font_Free(font_conchar);
font_conchar = NULL;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
GL_GAliasFlushSkinCache();
draw_disc = NULL;

View file

@ -254,7 +254,7 @@ void Font_Init(void)
for (i = 0; i < FONTPLANES; i++)
{
TEXASSIGN(fontplanes.texnum[i], R_AllocNewTexture("***fontplane***", PLANEWIDTH, PLANEHEIGHT));
TEXASSIGN(fontplanes.texnum[i], R_AllocNewTexture("***fontplane***", PLANEWIDTH, PLANEHEIGHT, IF_NOMIPMAP));
}
fontplanes.shader = R_RegisterShader("ftefont",
@ -265,7 +265,7 @@ void Font_Init(void)
"]\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"map $nearest:$diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
@ -609,6 +609,8 @@ qboolean Font_LoadFreeTypeFont(struct font_s *f, int height, char *fontfilename)
FT_Error error;
flocation_t loc;
void *fbase = NULL;
if (!*fontfilename)
return false;
if (!fontlib)
{
dllfunction_t ft2funcs[] =

View file

@ -19,7 +19,7 @@
//we get 20->130
//perhaps we should build it with multitexture? (no - slower on ati)
int Surf_NewLightmaps(int count, int width, int height);
int Surf_NewLightmaps(int count, int width, int height, qboolean deluxe);
#define MAXSECTIONS 64 //this many sections max in each direction
#define SECTTEXSIZE 64 //this many texture samples per section
@ -134,6 +134,7 @@ typedef struct heightmap_s
hmcluster_t *cluster[MAXSECTIONS*MAXSECTIONS];
shader_t *skyshader;
shader_t *shader;
shader_t *watershader;
mesh_t skymesh;
mesh_t *askymesh;
unsigned int exteriorcontents;
@ -225,12 +226,11 @@ static void Terr_InitLightmap(hmsection_t *s)
{
int lm;
int i;
lm = Surf_NewLightmaps(1, SECTTEXSIZE*LMCHUNKS, SECTTEXSIZE*LMCHUNKS);
lm = Surf_NewLightmaps(1, SECTTEXSIZE*LMCHUNKS, SECTTEXSIZE*LMCHUNKS, false);
for (i = 0; i < LMCHUNKS*LMCHUNKS; i++)
{
lms = malloc(sizeof(*lms));
lms->lm = lm;
BE_UploadAllLightmaps();
lms->x = (i & (LMCHUNKS-1))*SECTTEXSIZE;
lms->y = (i / LMCHUNKS)*SECTTEXSIZE;
lms->next = hm->unusedlmsects;
@ -428,6 +428,29 @@ static hmsection_t *Terr_LoadSection(heightmap_t *hm, hmsection_t *s, int sx, in
{
s->flags |= TSF_RELIGHT;
if (s->lightmap >= 0)
{
lm = lightmap[s->lightmap]->lightmaps;
lm += (s->lmy * HMLMSTRIDE + s->lmx) * lightmap_bytes;
for (i = 0; i < SECTTEXSIZE; i++)
{
memset(lm, 0, sizeof(byte_vec4_t)*SECTTEXSIZE);
lm += (HMLMSTRIDE)*lightmap_bytes;
}
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE;
}
for (i = 0; i < SECTHEIGHTSIZE*SECTHEIGHTSIZE; i++)
{
s->colours[i][0] = 1;
s->colours[i][1] = 1;
s->colours[i][2] = 1;
s->colours[i][3] = 1;
}
#if 0//def DEBUG
void *f;
if (lightmap_bytes == 4 && lightmap_bgra && FS_LoadFile(va("maps/%s/splatt.png", hm->path), &f) >= 0)
@ -807,26 +830,11 @@ void Terr_PurgeTerrainModel(model_t *mod, qboolean lightmapsonly, qboolean light
#endif
}
#ifndef SERVERONLY
void Terr_DrawTerrainWater(float *mins, float *maxs, float waterz, float r, float g, float b, float a)
void Terr_DrawTerrainWater(heightmap_t *hm, float *mins, float *maxs, float waterz, float r, float g, float b, float a)
{
scenetris_t *t;
shader_t *s = R_RegisterCustom ("warp/terrain", Shader_DefaultBSPQ2, NULL);
if (!TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = R_LoadHiResTexture("terwater", NULL, IF_NOALPHA);
if (!TEXVALID(s->defaulttextures.bump))
s->defaulttextures.bump = R_LoadBumpmapTexture("terwater_bump", NULL);
if (!TEXVALID(s->defaulttextures.bump))
{
unsigned char dat[64*64] = {0};
int i;
for (i = 0; i < 64*64; i++)
dat[i] = rand()&15;
s->defaulttextures.bump = R_LoadTexture8BumpPal("terwater_bump", 64, 64, dat, 0);
}
if (cl_numstris && cl_stris[cl_numstris-1].shader == s)
if (cl_numstris && cl_stris[cl_numstris-1].shader == hm->watershader)
{
t = &cl_stris[cl_numstris-1];
}
@ -838,7 +846,7 @@ void Terr_DrawTerrainWater(float *mins, float *maxs, float waterz, float r, floa
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = s;
t->shader = hm->watershader;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->numvert = 0;
@ -935,6 +943,7 @@ void Terr_RebuildMesh(hmsection_t *s, int x, int y)
BZ_Free(mesh->indexes);
mesh->indexes = BZ_Malloc(sizeof(index_t) * SECTHEIGHTSIZE*SECTHEIGHTSIZE*6*3);
mesh->numindexes = 0;
mesh->colors4f_array = NULL;
for (vy = 0; vy < SECTHEIGHTSIZE-1; vy++)
{
@ -1124,6 +1133,7 @@ void Terr_RebuildMesh(hmsection_t *s, int x, int y)
mesh->st_array = (void*) (mesh->xyz_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
mesh->lmst_array[0] = (void*) (mesh->st_array + (SECTHEIGHTSIZE)*(SECTHEIGHTSIZE));
}
mesh->colors4f_array = s->colours;
mesh->numvertexes = 0;
/*64 quads across requires 65 verticies*/
for (vy = 0; vy < SECTHEIGHTSIZE; vy++)
@ -1206,7 +1216,7 @@ void Terr_RebuildMesh(hmsection_t *s, int x, int y)
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
if (qrenderer == QR_OPENGL)
if (s->vbo.coord.gl.vbo)
{
qglDeleteBuffersARB(1, &s->vbo.coord.gl.vbo);
qglDeleteBuffersARB(1, &s->vbo.indicies.gl.vbo);
@ -1224,7 +1234,7 @@ void Terr_RebuildMesh(hmsection_t *s, int x, int y)
GL_SelectVBO(s->vbo.coord.gl.vbo);
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, mesh->xyz_array);
if (!hm->tiled)
if (mesh->colors4f_array)
qglBufferSubDataARB(GL_ARRAY_BUFFER_ARB, (sizeof(vecV_t)+sizeof(vec2_t)+sizeof(vec2_t)) * mesh->numvertexes, sizeof(vec4_t)*mesh->numvertexes, mesh->colors4f_array);
GL_SelectVBO(0);
s->vbo.coord.gl.addr = 0;
@ -1249,6 +1259,21 @@ void Terr_RebuildMesh(hmsection_t *s, int x, int y)
// mesh->indexes = NULL;
}
#endif
#ifdef D3D11QUAKE
if (qrenderer == QR_DIRECT3D11)
{
void D3D11BE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch);
batch_t batch = {0};
mesh_t *meshes = &s->mesh;
vbo_t *vbo = NULL;
batch.maxmeshes = 1;
batch.mesh = &meshes;
//BE_ClearVBO(&s->vbo);
D3D11BE_GenBatchVBOs(&vbo, &batch, NULL);
s->vbo = *vbo;
}
#endif
}
void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
@ -1381,7 +1406,7 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
maxs[2] = s->waterheight;
if (!R_CullBox(mins, maxs))
{
Terr_DrawTerrainWater(mins, maxs, s->waterheight, 1, 1, 1, 1);
Terr_DrawTerrainWater(hm, mins, maxs, s->waterheight, 1, 1, 1, 1);
}
}
@ -1404,7 +1429,7 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
b->buildmeshes = NULL;
b->skin = &s->textures;
b->texture = NULL;
b->vbo = &s->vbo;
b->vbo = NULL;//&s->vbo;
b->lightmap[0] = s->lightmap;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
@ -2002,7 +2027,7 @@ qboolean Heightmap_Trace(struct model_s *model, int hulloverride, int frame, vec
npos[axis] -= nudge[axis];
}
else
frac[axis] = 1000000000000000;
frac[axis] = 1000000000000000.0;
}
//which side are we going down?
@ -2137,6 +2162,9 @@ static void ted_dorelight(heightmap_t *hm)
s->flags &= ~TSF_RELIGHT;
hm->relight = NULL;
if (s->lightmap < 0)
return;
for (y = -EXPAND; y < SECTTEXSIZE+EXPAND; y++)
for (x = -EXPAND; x < SECTTEXSIZE+EXPAND; x++)
{
@ -2172,6 +2200,12 @@ static void ted_dorelight(heightmap_t *hm)
// lm[2] = norm[2]*127 + 128;
lm[3] = d*255;
}
lightmap[s->lightmap]->modified = true;
lightmap[s->lightmap]->rectchange.l = 0;
lightmap[s->lightmap]->rectchange.t = 0;
lightmap[s->lightmap]->rectchange.w = HMLMSTRIDE;
lightmap[s->lightmap]->rectchange.h = HMLMSTRIDE;
}
static void ted_sethole(void *ctx, hmsection_t *s, int idx, float wx, float wy, float w)
{
@ -2845,6 +2879,21 @@ void Terr_FinishTerrain(heightmap_t *hm, char *shadername, char *skyname)
"]\n"
"}\n"
);
hm->watershader = R_RegisterCustom ("warp/terrain", Shader_DefaultBSPQ2, NULL);
if (!TEXVALID(hm->watershader->defaulttextures.base))
hm->watershader->defaulttextures.base = R_LoadHiResTexture("terwater", NULL, IF_NOALPHA);
if (!TEXVALID(hm->watershader->defaulttextures.bump))
hm->watershader->defaulttextures.bump = R_LoadBumpmapTexture("terwater_bump", NULL);
if (!TEXVALID(hm->watershader->defaulttextures.bump))
{
unsigned char dat[64*64] = {0};
int i;
for (i = 0; i < 64*64; i++)
dat[i] = rand()&15;
hm->watershader->defaulttextures.bump = R_LoadTexture8BumpPal("terwater_bump", 64, 64, dat, 0);
}
}
#endif
}

View file

@ -25,7 +25,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "quakedef.h"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#ifndef SERVERONLY //FIXME
#include "glquake.h"
#include "com_mesh.h"
@ -45,7 +45,9 @@ qboolean RMod_LoadBrushModel (model_t *mod, void *buffer);
#ifdef Q2BSPS
qboolean Mod_LoadQ2BrushModel (model_t *mod, void *buffer);
#endif
#ifdef HALFLIFEMODELS
qboolean Mod_LoadHLModel (model_t *mod, void *buffer);
#endif
model_t *RMod_LoadModel (model_t *mod, qboolean crash);
#ifdef MAP_DOOM
@ -596,15 +598,20 @@ model_t *RMod_LoadModel (model_t *mod, qboolean crash)
loadmodel = mod;
#ifdef Q2BSPS
if (!*mod->name)
{
if (!Mod_LoadQ2BrushModel (mod, buf))
goto couldntload;
mod->type = mod_dummy;
mod->mins[0] = -16;
mod->mins[1] = -16;
mod->mins[2] = -16;
mod->maxs[0] = 16;
mod->maxs[1] = 16;
mod->maxs[2] = 16;
mod->needload = false;
mod->engineflags = 0;
P_LoadedModel(mod);
return mod;
}
#endif
//
// load the file
@ -808,7 +815,8 @@ model_t *RMod_LoadModel (model_t *mod, qboolean crash)
case 30: //hl
case 29: //q1
case 28: //prerel
case BSPVERSION_LONG:
case BSPVERSION_LONG1:
case BSPVERSION_LONG2:
TRACE(("RMod_LoadModel: hl/q1 bsp\n"));
if (!RMod_LoadBrushModel (mod, buf))
continue;
@ -865,9 +873,6 @@ model_t *RMod_LoadModel (model_t *mod, qboolean crash)
return mod;
}
#ifdef Q2BSPS
couldntload:
#endif
if (crash)
Host_EndGame ("Mod_NumForName: %s not found or couldn't load", mod->name);
@ -1626,7 +1631,7 @@ void RMod_LoadLighting (lump_t *l)
}
if (!luxdata) //dp...
{
COM_StripExtension(COM_SkipPath(loadmodel->name), luxname+5, sizeof(luxname)-5);
COM_StripExtension(loadmodel->name, luxname, sizeof(luxname));
COM_DefaultExtension(luxname, ".dlit", sizeof(luxname));
luxdata = COM_LoadHunkFile(luxname);
luxtmp = false;
@ -2540,15 +2545,25 @@ typedef struct
{
int allocated[LMBLOCK_WIDTH];
int lmnum;
qboolean deluxe;
} lmalloc_t;
static void RMod_LightmapAllocInit(lmalloc_t *lmallocator)
static void RMod_LightmapAllocInit(lmalloc_t *lmallocator, qboolean hasdeluxe)
{
memset(lmallocator, 0, sizeof(*lmallocator));
lmallocator->deluxe = hasdeluxe;
}
static void RMod_LightmapAllocDone(lmalloc_t *lmallocator, model_t *mod)
{
mod->lightmaps.first = 1;
mod->lightmaps.count = lmallocator->lmnum;
if (lmallocator->deluxe)
{
mod->lightmaps.first*=2;
mod->lightmaps.count*=2;
mod->lightmaps.deluxemapping = true;
}
else
mod->lightmaps.deluxemapping = false;
}
static void RMod_LightmapAllocBlock(lmalloc_t *lmallocator, int w, int h, unsigned short *x, unsigned short *y, int *tnum)
{
@ -2590,7 +2605,10 @@ static void RMod_LightmapAllocBlock(lmalloc_t *lmallocator, int w, int h, unsign
for (i=0; i < w; i++)
lmallocator->allocated[*x + i] = best + h;
*tnum = lmallocator->lmnum;
if (lmallocator->deluxe)
*tnum = lmallocator->lmnum*2;
else
*tnum = lmallocator->lmnum;
break;
}
}
@ -2687,7 +2705,7 @@ static void RMod_Batches_AllocLightmaps(model_t *mod)
msurface_t *surf;
int sty;
RMod_LightmapAllocInit(&lmallocator);
RMod_LightmapAllocInit(&lmallocator, mod->deluxdata != NULL);
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
for (batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
@ -2827,14 +2845,53 @@ void RMod_SetParent (mnode_t *node, mnode_t *parent)
Mod_LoadNodes
=================
*/
qboolean RMod_LoadNodes (lump_t *l, qboolean lm)
qboolean RMod_LoadNodes (lump_t *l, int lm)
{
int i, j, count, p;
mnode_t *out;
if (lm)
if (lm == 2)
{
dlnode_t *in;
dl2node_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->nodes = out;
loadmodel->numnodes = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleFloat (in->mins[j]);
out->minmaxs[3+j] = LittleFloat (in->maxs[j]);
}
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = LittleLong (in->firstface);
out->numsurfaces = LittleLong (in->numfaces);
for (j=0 ; j<2 ; j++)
{
p = LittleLong (in->children[j]);
if (p >= 0)
out->children[j] = loadmodel->nodes + p;
else
out->children[j] = (mnode_t *)(loadmodel->leafs + (-1 - p));
}
}
}
else if (lm)
{
dl1node_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
@ -2897,8 +2954,8 @@ qboolean RMod_LoadNodes (lump_t *l, qboolean lm)
p = LittleLong(in->planenum);
out->plane = loadmodel->planes + p;
out->firstsurface = LittleShort (in->firstface);
out->numsurfaces = LittleShort (in->numfaces);
out->firstsurface = (unsigned short)LittleShort (in->firstface);
out->numsurfaces = (unsigned short)LittleShort (in->numfaces);
for (j=0 ; j<2 ; j++)
{
@ -2920,14 +2977,71 @@ qboolean RMod_LoadNodes (lump_t *l, qboolean lm)
Mod_LoadLeafs
=================
*/
qboolean RMod_LoadLeafs (lump_t *l, qboolean lm)
qboolean RMod_LoadLeafs (lump_t *l, int lm)
{
mleaf_t *out;
int i, j, count, p;
if (lm)
if (lm==2)
{
dlleaf_t *in;
dl2leaf_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
Con_Printf (CON_ERROR "MOD_LoadBmodel: funny lump size in %s\n",loadmodel->name);
return false;
}
count = l->filelen / sizeof(*in);
out = Hunk_AllocName ( count*sizeof(*out), loadname);
loadmodel->leafs = out;
loadmodel->numleafs = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
for (j=0 ; j<3 ; j++)
{
out->minmaxs[j] = LittleFloat (in->mins[j]);
out->minmaxs[3+j] = LittleFloat (in->maxs[j]);
}
p = LittleLong(in->contents);
out->contents = p;
out->firstmarksurface = loadmodel->marksurfaces +
LittleLong(in->firstmarksurface);
out->nummarksurfaces = LittleLong(in->nummarksurfaces);
p = LittleLong(in->visofs);
if (p == -1)
out->compressed_vis = NULL;
else
out->compressed_vis = loadmodel->visdata + p;
for (j=0 ; j<4 ; j++)
out->ambient_sound_level[j] = in->ambient_level[j];
#ifndef CLIENTONLY
if (!isDedicated)
#endif
{
// gl underwater warp
if (out->contents != Q1CONTENTS_EMPTY)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_UNDERWATER;
}
if (isnotmap)
{
for (j=0 ; j<out->nummarksurfaces ; j++)
out->firstmarksurface[j]->flags |= SURF_DONTWARP;
}
}
}
}
else if (lm)
{
dl1leaf_t *in;
in = (void *)(mod_base + l->fileofs);
if (l->filelen % sizeof(*in))
{
@ -3751,7 +3865,7 @@ qboolean RMod_LoadBrushModel (model_t *mod, void *buffer)
unsigned int chksum;
int start;
qboolean noerrors;
qboolean longm = false;
int longm = false;
mesh_t *meshlist = NULL;
#if (defined(ODE_STATIC) || defined(ODE_DYNAMIC))
qboolean ode = true;
@ -3781,12 +3895,18 @@ qboolean RMod_LoadBrushModel (model_t *mod, void *buffer)
loadmodel->fromgame = fg_quake;
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSION_LONG)
else if (i == BSPVERSION_LONG1)
{
longm = true;
loadmodel->fromgame = fg_quake;
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSION_LONG2)
{
longm = 2;
loadmodel->fromgame = fg_quake;
loadmodel->engineflags |= MDLF_NEEDOVERBRIGHT;
}
else if (i == BSPVERSIONHL) //halflife support
loadmodel->fromgame = fg_halflife;
else

View file

@ -180,6 +180,8 @@ BRUSH MODELS
==============================================================================
*/
struct mnode_s;
typedef struct {
//model is being purged from memory.
void (*PurgeModel) (struct model_s *mod);
@ -254,7 +256,7 @@ typedef struct vboarray_s
} gl;
#endif
#ifdef D3DQUAKE
#if defined(D3D9QUAKE) || defined(D3D11QUAKE)
struct
{
void *buff;
@ -965,6 +967,7 @@ typedef struct model_s
int count;
int width;
int height;
qboolean deluxemapping;
} lightmaps;
unsigned checksum;

View file

@ -170,7 +170,7 @@ void R_FrameTimeGraph (int frametime)
void R_NetgraphInit(void)
{
TEXASSIGN(netgraphtexture, R_AllocNewTexture("***netgraph***", NET_TIMINGS, NET_GRAPHHEIGHT));
TEXASSIGN(netgraphtexture, R_AllocNewTexture("***netgraph***", NET_TIMINGS, NET_GRAPHHEIGHT, IF_NOMIPMAP));
netgraphshader = R_RegisterShader("netgraph",
"{\n"
"program default2d\n"

View file

@ -1452,11 +1452,13 @@ void GLQ1BSP_LightPointValues(model_t *model, vec3_t point, vec3_t res_diffuse,
VectorNormalize(res_dir);
}
#ifdef RTLIGHTS
if (r_shadow_realtime_world.ival)
{
VectorScale(res_diffuse, r_shadow_realtime_world_lightmaps.value, res_diffuse);
VectorScale(res_ambient, r_shadow_realtime_world_lightmaps.value, res_ambient);
}
#endif
}
#endif

View file

@ -69,6 +69,8 @@ cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0");
cvar_t gl_finish = SCVAR("gl_finish","0");
cvar_t gl_dither = SCVAR("gl_dither", "1");
extern cvar_t r_stereo_separation;
extern cvar_t r_stereo_method;
extern cvar_t r_postprocshader;
extern cvar_t gl_screenangle;
@ -149,13 +151,13 @@ void GL_SetupSceneProcessingTextures (void)
scenepp_postproc_cube = r_nulltex;
TEXASSIGN(sceneblur_texture, GL_AllocNewTexture("***postprocess_blur***", 0, 0));
TEXASSIGN(sceneblur_texture, GL_AllocNewTexture("***postprocess_blur***", 0, 0, 0));
if (!gl_config.arb_shader_objects)
return;
TEXASSIGN(scenepp_texture_warp, GL_AllocNewTexture("***postprocess_warp***", 0, 0));
TEXASSIGN(scenepp_texture_edge, GL_AllocNewTexture("***postprocess_edge***", 0, 0));
TEXASSIGN(scenepp_texture_warp, GL_AllocNewTexture("***postprocess_warp***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0));
TEXASSIGN(scenepp_texture_edge, GL_AllocNewTexture("***postprocess_edge***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0));
// init warp texture - this specifies offset in
for (y=0; y<PP_WARP_TEX_SIZE; y++)
@ -362,7 +364,7 @@ void R_RotateForEntity (float *m, float *modelview, const entity_t *e, const mod
R_SetupGL
=============
*/
void R_SetupGL (void)
void R_SetupGL (float stereooffset)
{
float screenaspect;
int x, x2, y2, y, w, h;
@ -375,6 +377,8 @@ void R_SetupGL (void)
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
VectorMA(r_origin, stereooffset, vright, r_origin);
//
// set up viewpoint
//
@ -443,11 +447,10 @@ void R_SetupGL (void)
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
}
VectorCopy(r_refdef.viewangles, newa);
newa[0] = r_refdef.viewangles[0];
newa[1] = r_refdef.viewangles[1];
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_refdef.vieworg);
Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_origin);
}
if (qglLoadMatrixf)
@ -482,36 +485,122 @@ r_refdef must be set before the first call
*/
void R_RenderScene (void)
{
float stereooffset[2];
int stereoframes = 1;
int stereomode;
int i;
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL ();
TRACE(("dbg: calling R_SetFrustrum\n"));
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
stereomode = r_stereo_method.ival;
if (stereomode == 1)
{
TRACE(("dbg: calling R_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
#ifdef GL_STEREO
GLint glb;
qglGetIntegerv(GL_STEREO, &glb);
if (!glb)
#endif
stereomode = 0; //we are not a stereo context, so no stereoscopic rendering (this encourages it to otherwise be left enabled, which means the user is more likely to spot that they asked it to give a slower context.
}
else
BE_DrawWorld(false, NULL);
S_ExtraUpdate (); // don't let sound get messed up if going slow
// R_DrawDecals();
if (r_refdef.recurse || !stereomode || !r_stereo_separation.value)
{
stereooffset[0] = 0;
stereoframes = 1;
stereomode = 0;
}
else
{
stereooffset[0] = -r_stereo_separation.value;
stereooffset[1] = r_stereo_separation.value;
stereoframes = 2;
}
TRACE(("dbg: calling R_RenderDlights\n"));
R_RenderDlights ();
for (i = 0; i < stereoframes; i++)
{
switch (stereomode)
{
default:
case 0: //off
if (i)
return;
break;
#ifdef GL_STEREO
case 1: //proper gl stereo rendering
if (stereooffset[i] < 0)
qglDrawBuffer(GL_BACK_LEFT);
else
qglDrawBuffer(GL_BACK_RIGHT);
break;
#endif
case 2: //red/cyan
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case 3: //red/blue
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE);
break;
case 4: //red/green
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
break;
RQ_RenderBatchClear();
}
if (i)
qglClear (GL_DEPTH_BUFFER_BIT);
cl_numvisedicts = tmpvisents;
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL (stereooffset[i]);
TRACE(("dbg: calling R_SetFrustrum\n"));
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
TRACE(("dbg: calling R_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
}
else
BE_DrawWorld(false, NULL);
S_ExtraUpdate (); // don't let sound get messed up if going slow
// R_DrawDecals();
TRACE(("dbg: calling R_RenderDlights\n"));
R_RenderDlights ();
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
}
switch (stereomode)
{
default:
case 0:
break;
case 1:
qglDrawBuffer(GL_BACK);
break;
case 2:
case 3:
case 4:
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
}
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
@ -1087,7 +1176,7 @@ qboolean R_RenderScene_Cubemap(void)
if (!TEXVALID(scenepp_postproc_cube))
{
scenepp_postproc_cube = GL_AllocNewTexture("***fish***", cmapsize, cmapsize);
scenepp_postproc_cube = GL_AllocNewTexture("***fish***", cmapsize, cmapsize, 0);
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
for (i = 0; i < 6; i++)

View file

@ -81,7 +81,7 @@ texid_t GenerateNormalisationCubeMap(void)
int i, j;
normalisationCubeMap = R_AllocNewTexture("normalisationcubemap", 32, 32);
normalisationCubeMap = R_AllocNewTexture("normalisationcubemap", 32, 32, 0);
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
//positive x

View file

@ -489,6 +489,10 @@ void GLBE_UploadAllLightmaps(void)
if (!lm->modified)
continue;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
TEXASSIGN(lm->lightmap_texture, R_AllocNewTexture("***lightmap***", lm->width, lm->height, 0));
}
GL_MTBind(0, GL_TEXTURE_2D, lm->lightmap_texture);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -510,20 +514,6 @@ void GLBE_UploadAllLightmaps(void)
lightmap[i]->lightmaps);
break;
}
if (r_deluxemapping.ival)
{
lightmap[i]->deluxmodified = false;
lightmap[i]->deluxrectchange.l = lm->width;
lightmap[i]->deluxrectchange.t = lm->height;
lightmap[i]->deluxrectchange.w = 0;
lightmap[i]->deluxrectchange.h = 0;
GL_MTBind(0, GL_TEXTURE_2D, lm->deluxmap_texture);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D (GL_TEXTURE_2D, 0, 3
, lm->width, lm->height, 0,
GL_RGB, GL_UNSIGNED_BYTE, lightmap[i]->deluxmaps);
}
}
}

View file

@ -31,7 +31,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <ctype.h>
#ifdef D3DQUAKE
#ifdef D3D9QUAKE
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
#endif
@ -241,6 +241,12 @@ static qboolean Shader_EvaluateCondition(char **ptr)
else if (!Q_stricmp(token, "normalmap") )
conditiontrue = conditiontrue == r_loadbumpmapping;
else if (!Q_stricmp(token, "opengl") )
conditiontrue = conditiontrue == (qrenderer == QR_OPENGL);
else if (!Q_stricmp(token, "d3d9") )
conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D9);
else if (!Q_stricmp(token, "d3d11") )
conditiontrue = conditiontrue == (qrenderer == QR_DIRECT3D11);
else if (!Q_stricmp(token, "gles") )
{
#ifdef GLQUAKE
@ -251,11 +257,22 @@ static qboolean Shader_EvaluateCondition(char **ptr)
}
else if (!Q_stricmp(token, "nofixed") )
{
switch(qrenderer)
{
#ifdef GLQUAKE
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc);
#else
conditiontrue = conditiontrue == false;
case QR_OPENGL:
conditiontrue = conditiontrue == ((qrenderer == QR_OPENGL) && !!gl_config.nofixedfunc);
break;
#endif
#ifdef D3D11QUAKE
case QR_DIRECT3D11:
conditiontrue = conditiontrue == true;
break;
#endif
default:
conditiontrue = conditiontrue == false;
break;
}
}
else if (!Q_stricmp(token, "glsl") )
{
@ -267,15 +284,22 @@ static qboolean Shader_EvaluateCondition(char **ptr)
}
else if (!Q_stricmp(token, "hlsl") )
{
#ifdef D3DQUAKE
conditiontrue = conditiontrue == false;//((qrenderer == QR_DIRECT3D) && gl_config.arb_shader_objects);
#else
conditiontrue = conditiontrue == false;
switch(qrenderer)
{
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
conditiontrue = conditiontrue == true; //FIXME
break;
#endif
// GCC hates these within if statements "error: expected '}' before 'else'"
#ifdef D3D11QUAKE
case QR_DIRECT3D11:
conditiontrue = conditiontrue == true;
break;
#endif
default:
conditiontrue = conditiontrue == false;
break;
}
#ifdef warningmsg
#pragma warningmsg("shader fixme")
#endif
@ -545,7 +569,7 @@ static void Shader_ParseFunc ( char **ptr, shaderfunc_t *func )
//===========================================================================
static int Shader_SetImageFlags(shader_t *shader, char **name)
static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **name)
{
int flags = 0;
@ -556,6 +580,12 @@ static int Shader_SetImageFlags(shader_t *shader, char **name)
*name+=4;
flags|= IF_3DMAP;
}
else if (!Q_strnicmp(*name, "$nearest:", 9))
{
*name+=9;
flags|= IF_NEAREST;
pass->flags |= SHADER_PASS_NEAREST;
}
else
name = NULL;
}
@ -807,7 +837,7 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
"#define SPECULAR\n",
"#define FULLBRIGHT\n",
"#define UPPERLOWER\n",
"#define OFFSETMAPPING\n",
"#define DELUXE\n",
"#define SKELETAL\n",
"#define FOG\n",
"#define FRAMEBLEND\n",
@ -825,6 +855,11 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
int cvarcount = 0;
qboolean onefailed = false;
if (qrenderer != qrtype)
{
return false;
}
cvarnames[cvarcount] = NULL;
prog->nofixedcompat = true;
@ -940,16 +975,25 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
if (p & (1u<<n))
permutationdefines[pn++] = permutationname[n];
}
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_OFFSET))
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
if (p & PERMUTATION_BUMPMAP)
{
if (r_glsl_offsetmapping.ival)
{
permutationdefines[pn++] = "#define OFFSETMAPPING\n";
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
}
}
permutationdefines[pn++] = NULL;
if (qrenderer != qrtype)
if (0)
{
}
#ifdef GLQUAKE
else if (qrenderer == QR_OPENGL)
{
if (prog->handle[p].glsl)
qglDeleteProgramObject_(prog->handle[p].glsl);
prog->handle[p].glsl = GLSlang_CreateProgram(name, (((p & PERMUTATION_SKELETAL) && ver < 120)?120:ver), permutationdefines, script, script, onefailed);
if (!prog->handle[p].glsl)
onefailed = true;
@ -957,10 +1001,17 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
break;
}
#endif
#ifdef D3DQUAKE
else if (qrenderer == QR_DIRECT3D)
#ifdef D3D9QUAKE
else if (qrenderer == QR_DIRECT3D9)
{
if (!D3DShader_CreateProgram(prog, p, permutationdefines, script, script))
if (!D3D9Shader_CreateProgram(prog, p, permutationdefines, script, script))
break;
}
#endif
#ifdef D3D11QUAKE
else if (qrenderer == QR_DIRECT3D11)
{
if (!D3D11Shader_CreateProgram(prog, name, p, permutationdefines, script, script))
break;
}
#endif
@ -1242,8 +1293,8 @@ struct sbuiltin_s
"#endif\n"
},
#endif
#ifdef D3DQUAKE
{QR_DIRECT3D, 9, "rtlight",
#ifdef D3D9QUAKE
{QR_DIRECT3D9, 9, "rtlight",
/*
texture units:
s0=diffuse, s1=normal, s2=specular, s3=shadowmap
@ -1305,7 +1356,7 @@ struct sbuiltin_s
"#endif\n"
},
{QR_DIRECT3D, 9, "defaultsky",
{QR_DIRECT3D9, 9, "defaultsky",
"struct a2v {\n"
"float4 pos: POSITION;\n"
@ -1359,7 +1410,7 @@ struct sbuiltin_s
"#endif\n"
},
{QR_DIRECT3D, 9, "defaultwarp",
{QR_DIRECT3D9, 9, "defaultwarp",
"!!cvarf r_wateralpha\n"
"struct a2v {\n"
"float4 pos: POSITION;\n"
@ -1403,34 +1454,29 @@ struct sbuiltin_s
};
void Shader_UnloadProg(program_t *prog)
{
if (prog->refs == 1)
{
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
if (qrenderer == QR_OPENGL)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
if (prog->handle[p].glsl)
qglDeleteProgramObject_(prog->handle[p].glsl);
}
if (prog->handle[p].glsl)
qglDeleteProgramObject_(prog->handle[p].glsl);
}
}
#endif
#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
#ifdef D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
int p;
for (p = 0; p < PERMUTATIONS; p++)
{
// if (prog->handle[p].hlsl.vert || prog->handle[p].hlsl.frag)
// D3DShader_DeleteProgram(&prog->handle[p].hlsl);
}
}
#endif
free(prog);
}
else
prog->refs--;
#endif
free(prog);
}
static void Shader_FlushGenerics(void)
{
@ -1449,44 +1495,26 @@ static void Shader_FlushGenerics(void)
Con_Printf("generic shader still used\n");
}
}
static program_t *Shader_LoadGeneric(char *name, int qrtype)
static void Shader_LoadGeneric(sgeneric_t *g, int qrtype)
{
unsigned int i;
void *file;
char basicname[MAX_QPATH];
char *h;
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
if (!strcmp(name, g->name))
{
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
}
g = malloc(sizeof(*g) + strlen(name)+1);
memset(g, 0, sizeof(*g));
g->name = (char*)(g+1);
strcpy(g->name, name);
g->next = sgenerics;
sgenerics = g;
g->prog.refs = 1;
g->failed = true;
basicname[1] = 0;
Q_strncpyz(basicname, name, sizeof(basicname));
Q_strncpyz(basicname, g->name, sizeof(basicname));
h = strchr(basicname+1, '#');
if (h)
*h = '\0';
if (strchr(basicname, '/') || strchr(basicname, '.'))
FS_LoadFile(basicname, &file);
else if (qrenderer == QR_DIRECT3D)
else if (qrenderer == QR_DIRECT3D9)
FS_LoadFile(va("hlsl/%s.hlsl", basicname), &file);
else if (qrenderer == QR_DIRECT3D11)
FS_LoadFile(va("hlsl/%s.hlsl", basicname), &file);
else if (qrenderer == QR_OPENGL)
{
@ -1502,13 +1530,9 @@ static program_t *Shader_LoadGeneric(char *name, int qrtype)
if (file)
{
Con_DPrintf("Loaded %s from disk\n", basicname);
g->failed = !Shader_LoadPermutations(name, &g->prog, file, qrtype, 0);
g->failed = !Shader_LoadPermutations(g->name, &g->prog, file, qrtype, 0);
FS_FreeFile(file);
g->prog.refs++;
if (g->failed)
return NULL;
return &g->prog;
return;
}
else
{
@ -1535,18 +1559,53 @@ static program_t *Shader_LoadGeneric(char *name, int qrtype)
}
}
#endif
g->failed = !Shader_LoadPermutations(name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, ver);
g->failed = !Shader_LoadPermutations(g->name, &g->prog, sbuiltins[i].body, sbuiltins[i].qrtype, ver);
if (g->failed)
continue;
g->prog.refs++;
return &g->prog;
return;
}
}
}
g->failed = true;
return NULL;
}
static void Shader_ReloadGenerics(void)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
Shader_LoadGeneric(g, qrenderer);
}
}
static program_t *Shader_FindGeneric(char *name, int qrtype)
{
sgeneric_t *g;
for (g = sgenerics; g; g = g->next)
{
if (!strcmp(name, g->name))
{
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
}
g = malloc(sizeof(*g) + strlen(name)+1);
memset(g, 0, sizeof(*g));
g->name = (char*)(g+1);
strcpy(g->name, name);
g->next = sgenerics;
sgenerics = g;
g->prog.refs = 1;
Shader_LoadGeneric(g, qrtype);
if (g->failed)
return NULL;
g->prog.refs++;
return &g->prog;
}
void Shader_WriteOutGenerics_f(void)
@ -1563,7 +1622,9 @@ void Shader_WriteOutGenerics_f(void)
else
name = va("glsl/%s.glsl", sbuiltins[i].name);
}
else if (sbuiltins[i].qrtype == QR_DIRECT3D)
else if (sbuiltins[i].qrtype == QR_DIRECT3D9)
name = va("hlsl/%s.hlsl", sbuiltins[i].name);
else if (sbuiltins[i].qrtype == QR_DIRECT3D11)
name = va("hlsl/%s.hlsl", sbuiltins[i].name);
if (name)
@ -1768,8 +1829,8 @@ static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvarty
return;
}
#endif
#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
#ifdef D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
prog->nofixedcompat = true;
@ -1787,14 +1848,14 @@ static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvarty
{
if (!prog->handle[p].glsl)
continue;
uniformloc = D3DShader_FindUniform(&prog->handle[p], 1, va("cvar_%s", tmpname));
uniformloc = D3D9Shader_FindUniform(&prog->handle[p], 1, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
vec4_t v = {cvar->value, 0, 0, 0};
IDirect3DDevice9_SetVertexShader(pD3DDev9, prog->handle[0].hlsl.vert);
IDirect3DDevice9_SetVertexShaderConstantF(pD3DDev9, 0, v, 1);
}
uniformloc = D3DShader_FindUniform(&prog->handle[p], 2, va("cvar_%s", tmpname));
uniformloc = D3D9Shader_FindUniform(&prog->handle[p], 2, va("cvar_%s", tmpname));
if (uniformloc != -1)
{
vec4_t v = {cvar->value, 0, 0, 0};
@ -1808,7 +1869,7 @@ static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvarty
found = false;
for (p = 0; p < PERMUTATIONS; p++)
{
uniformloc = D3DShader_FindUniform(&prog->handle[p], 0, shader_unif_names[i].name);
uniformloc = D3D9Shader_FindUniform(&prog->handle[p], 0, shader_unif_names[i].name);
if (uniformloc != -1)
found = true;
prog->parm[prog->numparams].handle[p] = uniformloc;
@ -1824,7 +1885,7 @@ static void Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cvarty
{
for (i = 0; i < 8; i++)
{
uniformloc = D3DShader_FindUniform(&prog->handle[p], 2, va("s_t%i", i));
uniformloc = D3D9Shader_FindUniform(&prog->handle[p], 2, va("s_t%i", i));
if (uniformloc != -1)
{
int v[4] = {i};
@ -1901,7 +1962,7 @@ static void Shader_SLProgramName (shader_t *shader, shaderpass_t *pass, char **p
return;
}
shader->prog = Shader_LoadGeneric(Shader_ParseString(ptr), qrtype);
shader->prog = Shader_FindGeneric(Shader_ParseString(ptr), qrtype);
}
static void Shader_GLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
@ -1914,7 +1975,7 @@ static void Shader_ProgramName (shader_t *shader, shaderpass_t *pass, char **ptr
}
static void Shader_HLSLProgramName (shader_t *shader, shaderpass_t *pass, char **ptr)
{
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D);
Shader_SLProgramName(shader,pass,ptr,QR_DIRECT3D9);
}
static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **ptr )
@ -2087,6 +2148,11 @@ static void Shader_Translucent(shader_t *shader, shaderpass_t *pass, char **ptr)
shader->flags |= SHADER_BLEND;
}
static void Shader_DP_Camera(shader_t *shader, shaderpass_t *pass, char **ptr)
{
shader->sort = SHADER_SORT_PORTAL;
}
static shaderkey_t shaderkeys[] =
{
{"cull", Shader_Cull},
@ -2107,6 +2173,9 @@ static shaderkey_t shaderkeys[] =
{"hlslprogram", Shader_HLSLProgramName}, //for d3d
{"param", Shader_ProgramParam},
//dp compat
{"dp_camera", Shader_DP_Camera},
/*doom3 compat*/
{"diffusemap", Shader_DiffuseMap},
{"bumpmap", NULL},
@ -2123,7 +2192,7 @@ static shaderkey_t shaderkeys[] =
// ===============================================================
static qboolean ShaderPass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname)
{
if (!Q_stricmp (tname, "$lightmap"))
{
@ -2233,9 +2302,9 @@ static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
pass->anim_frames[0] = r_nulltex;
token = Shader_ParseString (ptr);
if (!ShaderPass_MapGen(shader, pass, token))
flags = Shader_SetImageFlags (shader, pass, &token);
if (!Shaderpass_MapGen(shader, pass, token))
{
flags = Shader_SetImageFlags (shader, &token);
if (flags & IF_3DMAP)
pass->texgen = T_GEN_3DMAP;
else
@ -2252,7 +2321,7 @@ static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr
char *token;
texid_t image;
flags = Shader_SetImageFlags (shader, NULL);
flags = Shader_SetImageFlags (shader, pass, NULL);
pass->tcgen = TC_GEN_BASE;
pass->flags |= SHADER_PASS_ANIMMAP;
@ -2292,10 +2361,9 @@ static void Shaderpass_ClampMap (shader_t *shader, shaderpass_t *pass, char **pt
token = Shader_ParseString (ptr);
if (!ShaderPass_MapGen(shader, pass, token))
flags = Shader_SetImageFlags (shader, pass, &token);
if (!Shaderpass_MapGen(shader, pass, token))
{
flags = Shader_SetImageFlags (shader, &token);
pass->tcgen = TC_GEN_BASE;
pass->anim_frames[0] = Shader_FindImage (token, flags | IF_CLAMP);
if (flags & IF_3DMAP)
@ -2933,7 +3001,10 @@ void Shader_Free (shader_t *shader)
shader->bucket.data = NULL;
if (shader->prog)
Shader_UnloadProg(shader->prog);
{
if (shader->prog->refs-- == 1)
Shader_UnloadProg(shader->prog);
}
shader->prog = NULL;
if (shader->skydome)
@ -3972,6 +4043,37 @@ void Shader_DefaultBSPLM(char *shortname, shader_t *s, const void *args)
"}\n"
"}\n"
);
#ifdef D3D11QUAKE
if (qrenderer == QR_DIRECT3D11)
{
if (!builtin)
builtin = (
"{\n"
"program defaultwall\n"
/*"param texture 0 tex_diffuse\n"
"param texture 1 tex_lightmap\n"
"param texture 2 tex_normalmap\n"
"param texture 3 tex_deluxmap\n"
"param texture 4 tex_fullbright\n"*/
"{\n"
"map $diffuse\n"
"}\n"
"{\n"
"map $lightmap\n"
"}\n"
"{\n"
"map $normalmap\n"
"}\n"
"{\n"
"map $deluxmap\n"
"}\n"
"{\n"
"map $fullbright\n"
"}\n"
"}\n"
);
}
#endif
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
@ -4792,8 +4894,8 @@ static int R_LoadShader ( char *name, shader_gen_t *defaultgen, const char *gena
}
}
#endif
#ifdef D3DQUAKE
if (qrenderer == QR_DIRECT3D)
#ifdef D3D9QUAKE
if (qrenderer == QR_DIRECT3D9)
{
{
if (Shader_ParseShader(va("%s_hlsl", shortname), shortname, s))
@ -4802,6 +4904,17 @@ static int R_LoadShader ( char *name, shader_gen_t *defaultgen, const char *gena
}
}
}
#endif
#ifdef D3D11QUAKE
if (qrenderer == QR_DIRECT3D11)
{
{
if (Shader_ParseShader(va("%s_hlsl11", shortname), shortname, s))
{
return f;
}
}
}
#endif
if (Shader_ParseShader(shortname, shortname, s))
{
@ -4853,6 +4966,7 @@ void Shader_DoReload(void)
return;
shader_reload_needed = false;
Font_InvalidateColour();
Shader_ReloadGenerics();
for (s = r_shaders, i = 0; i < MAX_SHADERS; i++, s++)
{

View file

@ -9,13 +9,13 @@ model meshes are interpolated multiple times per frame
//#define DBG_COLOURNOTDEPTH
#if defined(GLQUAKE) || defined(D3DQUAKE)
#if defined(GLQUAKE) || defined(D3D9QUAKE)
#ifdef RTLIGHTS
#include "glquake.h"
#include "shader.h"
#ifdef D3DQUAKE
#ifdef D3D9QUAKE
#include "shader.h"
#if !defined(HMONITOR_DECLARED) && (WINVER < 0x0500)
#define HMONITOR_DECLARED
@ -23,8 +23,8 @@ model meshes are interpolated multiple times per frame
#endif
#include <d3d9.h>
extern LPDIRECT3DDEVICE9 pD3DDev9;
void D3DBE_Cull(unsigned int sflags);
void D3DBE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf);
void D3D9BE_Cull(unsigned int sflags);
void D3D9BE_RenderShadowBuffer(unsigned int numverts, IDirect3DVertexBuffer9 *vbuf, unsigned int numindicies, IDirect3DIndexBuffer9 *ibuf);
#endif
void GLBE_RenderShadowBuffer(unsigned int numverts, int vbo, vecV_t *verts, unsigned numindicies, int ibo, index_t *indicies);
@ -55,8 +55,11 @@ struct {
} bench;
void Sh_Shutdown(void)
/*
called on framebuffer resize.
flushes textures so they can be regenerated at the real size
*/
void Sh_Reset(void)
{
#ifdef GLQUAKE
if (shadow_fbo_id)
@ -85,13 +88,15 @@ void Sh_Shutdown(void)
crepuscular_fbo_id = 0;
}
#endif
}
void Sh_Shutdown(void)
{
Sh_Reset();
SHM_Shutdown();
}
typedef struct {
unsigned int count;
unsigned int max;
@ -119,7 +124,7 @@ typedef struct shadowmesh_s {
#ifdef GLQUAKE
GLuint vebo[2];
#endif
#ifdef D3DQUAKE
#ifdef D3D9QUAKE
IDirect3DVertexBuffer9 *d3d_vbuffer;
IDirect3DIndexBuffer9 *d3d_ibuffer;
#endif
@ -268,14 +273,18 @@ static void SHM_Shadow_Cache_Leaf(mleaf_t *leaf)
sh_shmesh->litleaves[i>>3] |= 1<<(i&7);
}
void SH_FreeShadowMesh(shadowmesh_t *sm)
static void SH_FreeShadowMesh_(shadowmesh_t *sm)
{
unsigned int i;
for (i = 0; i < sm->numbatches; i++)
Z_Free(sm->batches[i].s);
sm->numbatches = 0;
Z_Free(sm->batches);
sm->batches = NULL;
Z_Free(sm->indicies);
sm->indicies = NULL;
Z_Free(sm->verts);
sm->verts = NULL;
switch (qrenderer)
{
@ -286,8 +295,8 @@ void SH_FreeShadowMesh(shadowmesh_t *sm)
sm->vebo[1] = 0;
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
if (sm->d3d_ibuffer)
IDirect3DIndexBuffer9_Release(sm->d3d_ibuffer);
sm->d3d_ibuffer = NULL;
@ -297,7 +306,10 @@ void SH_FreeShadowMesh(shadowmesh_t *sm)
break;
#endif
}
}
void SH_FreeShadowMesh(shadowmesh_t *sm)
{
SH_FreeShadowMesh_(sm);
Z_Free(sm);
}
@ -424,8 +436,8 @@ static struct shadowmesh_s *SHM_FinishShadowMesh(dlight_t *dl)
qglBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(*sh_shmesh->indicies) * sh_shmesh->numindicies, sh_shmesh->indicies, GL_STATIC_DRAW_ARB);
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
if (sh_shmesh->numindicies && sh_shmesh->numverts)
{
void *map;
@ -988,6 +1000,7 @@ static struct {
static void SHM_Shutdown(void)
{
SH_FreeShadowMesh_(&sh_tempshmesh);
free(cv.tris);
free(cv.edges);
free(cv.points);
@ -1413,6 +1426,7 @@ static void Sh_Scissor (srect_t r)
#ifdef GLQUAKE
case QR_OPENGL:
qglScissor(r.x, r.y, r.width, r.height);
qglEnable(GL_SCISSOR_TEST);
if (qglDepthBoundsEXT)
{
@ -1421,8 +1435,8 @@ static void Sh_Scissor (srect_t r)
}
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
{
RECT rect;
rect.left = r.x;
@ -1435,6 +1449,23 @@ static void Sh_Scissor (srect_t r)
#endif
}
}
static void Sh_ScissorOff (void)
{
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
qglDisable(GL_SCISSOR_TEST);
if (qglDepthBoundsEXT)
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
break;
#endif
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
break;
#endif
}
}
#if 0
static qboolean Sh_ScissorForSphere(vec3_t center, float radius, vrect_t *rect)
@ -1924,6 +1955,7 @@ static void Sh_GenShadowFace(dlight_t *l, shadowmesh_t *smesh, int face, float p
r_refdef.flipcull = false;
break;
}
//fixme
GL_CullFace(0);
R_SetFrustum(proj, r_refdef.m_view);
@ -1955,9 +1987,9 @@ GL_CullFace(0);
GLBE_BaseEntTextures();
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
D3DBE_BaseEntTextures();
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
D3D9BE_BaseEntTextures();
break;
#endif
}
@ -2002,7 +2034,7 @@ void Sh_GenShadowMap (dlight_t *l, qbyte *lvis)
{
if (isspot)
{
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap***", smsize, smsize);
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap***", smsize, smsize, 0);
GL_MTBind(0, GL_TEXTURE_2D, shadowmap[isspot]);
#ifdef DBG_COLOURNOTDEPTH
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, smsize, smsize, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -2012,7 +2044,7 @@ void Sh_GenShadowMap (dlight_t *l, qbyte *lvis)
}
else
{
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap***", smsize*3, smsize*2);
shadowmap[isspot] = GL_AllocNewTexture("***shadowmap***", smsize*3, smsize*2, 0);
GL_MTBind(0, GL_TEXTURE_2D, shadowmap[isspot]);
#ifdef DBG_COLOURNOTDEPTH
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, smsize*3, smsize*2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -2041,7 +2073,7 @@ void Sh_GenShadowMap (dlight_t *l, qbyte *lvis)
/*set framebuffer*/
GL_BeginRenderBuffer_DepthOnly(shadowmap[isspot]);
BE_SetupForShadowMap(shadowmap[isspot]);
GLBE_SetupForShadowMap(shadowmap[isspot]);
qglViewport(0, 0, smsize*3, smsize*2);
qglClear (GL_DEPTH_BUFFER_BIT);
@ -2146,6 +2178,8 @@ static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
}
}
}
else
lvis = NULL;
qglDisable(GL_SCISSOR_TEST);
@ -2155,7 +2189,6 @@ static void Sh_DrawShadowMapLight(dlight_t *l, vec3_t colour, qbyte *vvis)
//may as well use scissors
Sh_Scissor(rect);
qglEnable(GL_SCISSOR_TEST);
ve = 0;
@ -2232,9 +2265,9 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
GLBE_BaseEntTextures();
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
D3DBE_BaseEntTextures();
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
D3D9BE_BaseEntTextures();
break;
#endif
}
@ -2268,7 +2301,7 @@ static void Sh_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
GL_SelectEBO(0);
qglEnableClientState(GL_VERTEX_ARRAY);
BE_PushOffsetShadow(true);
GLBE_PushOffsetShadow(true);
model = e->model;
surf = model->surfaces+model->firstmodelsurface;
@ -2345,7 +2378,7 @@ static void Sh_DrawBrushModelShadow(dlight_t *dl, entity_t *e)
qglEnd();
}
BE_PushOffsetShadow(false);
GLBE_PushOffsetShadow(false);
#endif
}
@ -2367,9 +2400,9 @@ static void Sh_DrawStencilLightShadows(dlight_t *dl, qbyte *lvis, qbyte *vvis, q
{
switch (qrenderer)
{
#ifdef D3DQUAKE
case QR_DIRECT3D:
D3DBE_RenderShadowBuffer(sm->numverts, sm->d3d_vbuffer, sm->numindicies, sm->d3d_ibuffer);
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
D3D9BE_RenderShadowBuffer(sm->numverts, sm->d3d_vbuffer, sm->numindicies, sm->d3d_ibuffer);
break;
#endif
#ifdef GLQUAKE
@ -2654,8 +2687,8 @@ static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
}
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
sref = (1<<8)-1;
sref/=2;
@ -2663,7 +2696,7 @@ static qboolean Sh_DrawStencilLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
IDirect3DDevice9_Clear(pD3DDev9, 0, NULL, D3DCLEAR_STENCIL, D3DCOLOR_XRGB(0, 0, 0), 1.0f, sref);
/*set up 2-sided stenciling*/
D3DBE_Cull(0);
D3D9BE_Cull(0);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILENABLE, true);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
IDirect3DDevice9_SetRenderState(pD3DDev9, D3DRS_TWOSIDEDSTENCILMODE, true);
@ -2753,17 +2786,8 @@ static void Sh_DrawShadowlessLight(dlight_t *dl, vec3_t colour, qbyte *vvis)
return; //was culled.
}
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
//so state doesn't linger
qglDisable(GL_SCISSOR_TEST);
if (qglDepthBoundsEXT)
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
break;
#endif
}
//should we actually scissor here? there's not really much point I suppose.
Sh_ScissorOff();
bench.numlights++;
@ -2819,6 +2843,8 @@ void Sh_DrawCrepuscularLight(dlight_t *dl, float *colours)
if (!gl_config.ext_framebuffer_objects)
return;
//fixme: we should add an extra few pixels each side to the fbo, to avoid too much weirdness at screen edges.
if (!crepuscular_texture_id.num)
{
/*FIXME: requires npot*/
@ -2832,7 +2858,7 @@ void Sh_DrawCrepuscularLight(dlight_t *dl, float *colours)
"}\n"
);
crepuscular_texture_id = GL_AllocNewTexture("***crepusculartexture***", vid.pixelwidth, vid.pixelheight);
crepuscular_texture_id = GL_AllocNewTexture("***crepusculartexture***", vid.pixelwidth, vid.pixelheight, 0);
GL_MTBind(0, GL_TEXTURE_2D, crepuscular_texture_id);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, vid.pixelwidth, vid.pixelheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@ -2841,6 +2867,8 @@ void Sh_DrawCrepuscularLight(dlight_t *dl, float *colours)
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
}
Sh_ScissorOff();
GLBE_RenderToTexture(r_nulltex, r_nulltex, crepuscular_texture_id, false);
BE_SelectMode(BEM_CREPUSCULAR);
@ -2947,8 +2975,8 @@ void Sh_DrawLights(qbyte *vis)
}*/
break;
#endif
#ifdef D3DQUAKE
case QR_DIRECT3D:
#ifdef D3D9QUAKE
case QR_DIRECT3D9:
#ifdef GLQUAKE
//the code still has a lot of ifdefs, so will crash if you try it in a merged build.
//its not really usable in d3d-only builds either, so no great loss.
@ -3043,16 +3071,7 @@ void Sh_DrawLights(qbyte *vis)
}
}
switch(qrenderer)
{
#ifdef GLQUAKE
case QR_OPENGL:
qglDisable(GL_SCISSOR_TEST);
if (qglDepthBoundsEXT)
qglDisable(GL_DEPTH_BOUNDS_TEST_EXT);
break;
#endif
}
Sh_ScissorOff();
BE_SelectMode(BEM_STANDARD);

View file

@ -39,6 +39,7 @@ void (APIENTRY *qglFlush) (void);
void (APIENTRY *qglFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
GLuint (APIENTRY *qglGenLists) (GLsizei range);
void (APIENTRY *qglGenTextures) (GLsizei n, GLuint *textures);
void (APIENTRY *qglGetBooleanv) (GLenum pname, GLboolean *params);
GLenum (APIENTRY *qglGetError) (void);
void (APIENTRY *qglGetFloatv) (GLenum pname, GLfloat *params);
void (APIENTRY *qglGetIntegerv) (GLenum pname, GLint *params);
@ -208,16 +209,16 @@ typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,
GLsizei length,
const GLchar* message,
GLvoid* userParam);
void (APIENTRY *qglDebugMessageControlARB)(enum source,
enum type,
enum severity,
void (APIENTRY *qglDebugMessageControlARB)(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint* ids,
GLboolean enabled);
void (APIENTRY *qglDebugMessageInsertARB)(enum source,
enum type,
void (APIENTRY *qglDebugMessageInsertARB)(GLenum source,
GLenum type,
GLuint id,
enum severity,
GLenum severity,
GLsizei length,
const char* buf);
void (APIENTRY *qglDebugMessageCallbackARB)(GLDEBUGPROCARB callback,
@ -320,13 +321,19 @@ qboolean GL_CheckExtension(char *extname)
int i;
cvar_t *v = Cvar_Get(va("gl_ext_%s", extname), "1", 0, "GL Extensions");
if (v && !v->ival)
{
Con_Printf("Cvar %s is 0\n", v->name);
return false;
}
if (gl_num_extensions && qglGetStringi)
{
for (i = 0; i < gl_num_extensions; i++)
if (!strcmp(qglGetStringi(GL_EXTENSIONS, i), extname))
{
Con_DPrintf("Detected GL extension %s\n", extname);
return true;
}
}
if (!gl_extensions)
@ -1046,7 +1053,7 @@ qboolean GLSlang_GenerateIncludes(int maxstrings, int *strings, const GLchar *pr
}
if (!glsl_hdrs[i])
{
if (FS_LoadFile(incname, &inc) >= 0)
if (FS_LoadFile(incname, (void**)&inc) >= 0)
{
if (!GLSlang_GenerateIncludes(maxstrings, strings, prstrings, length, inc))
{
@ -1194,7 +1201,7 @@ GLhandleARB GLSlang_CreateShader (char *name, int ver, char **precompilerconstan
this patch makes the submission more mainstream
if ati can feck it up so much on a system with no real system memory issues, I wouldn't be surprised if embedded systems also mess it up.
*/
char *combined;
GLcharARB *combined;
int totallen = 1;
for (i = 0; i < strings; i++)
totallen += length[i];
@ -1207,7 +1214,7 @@ GLhandleARB GLSlang_CreateShader (char *name, int ver, char **precompilerconstan
totallen += length[i];
combined[totallen] = 0;
}
qglShaderSourceARB(shader, 1, &combined, NULL);
qglShaderSourceARB(shader, 1, (const GLcharARB**)&combined, NULL);
free(combined);
}
else
@ -1427,6 +1434,7 @@ void GL_Init(void *(*getglfunction) (char *name))
qglVertex3fv = (void *)getglcore("glVertex3fv");
qglViewport = (void *)getglcore("glViewport");
qglGetBooleanv = (void *)getglcore("glGetBooleanv");
qglGetError = (void *)getglcore("glGetError");
qglDeleteTextures = (void *)getglcore("glDeleteTextures");

View file

@ -96,7 +96,7 @@ extern cvar_t vid_wndalpha;
typedef enum {MS_WINDOWED, MS_FULLSCREEN, MS_FULLDIB, MS_UNINIT} modestate_t;
BOOL bSetupPixelFormat(HDC hDC);
BOOL bSetupPixelFormat(HDC hDC, rendererstate_t *info);
//qboolean VID_SetWindowedMode (int modenum);
//qboolean VID_SetFullDIBMode (int modenum);
@ -631,6 +631,9 @@ qboolean VID_SetWindowedMode (rendererstate_t *info)
return false;
}
SendMessage (dibwindow, WM_SETICON, (WPARAM)TRUE, (LPARAM)hIcon);
SendMessage (dibwindow, WM_SETICON, (WPARAM)FALSE, (LPARAM)hIcon);
if (!sys_parentwindow)
{
#ifdef WS_EX_LAYERED
@ -702,8 +705,7 @@ qboolean VID_SetWindowedMode (rendererstate_t *info)
mainwindow = dibwindow;
vid_isfullscreen=false;
SendMessage (mainwindow, WM_SETICON, (WPARAM)TRUE, (LPARAM)hIcon);
SendMessage (mainwindow, WM_SETICON, (WPARAM)FALSE, (LPARAM)hIcon);
CL_UpdateWindowTitle();
return true;
}
@ -783,6 +785,9 @@ qboolean VID_SetFullDIBMode (rendererstate_t *info)
if (!dibwindow)
Sys_Error ("Couldn't create DIB window");
SendMessage (dibwindow, WM_SETICON, (WPARAM)TRUE, (LPARAM)hIcon);
SendMessage (dibwindow, WM_SETICON, (WPARAM)FALSE, (LPARAM)hIcon);
ShowWindow (dibwindow, SW_SHOWDEFAULT);
UpdateWindow (dibwindow);
@ -827,9 +832,6 @@ qboolean VID_SetFullDIBMode (rendererstate_t *info)
mainwindow = dibwindow;
SendMessage (mainwindow, WM_SETICON, (WPARAM)TRUE, (LPARAM)hIcon);
SendMessage (mainwindow, WM_SETICON, (WPARAM)FALSE, (LPARAM)hIcon);
return true;
}
@ -1094,7 +1096,7 @@ qboolean VID_AttachGL (rendererstate_t *info)
{
maindc = GetDC(mainwindow);
TRACE(("dbg: VID_AttachGL: bSetupPixelFormat\n"));
if (bSetupPixelFormat(maindc))
if (bSetupPixelFormat(maindc, info))
break;
ReleaseDC(mainwindow, maindc);
}
@ -1113,7 +1115,7 @@ qboolean VID_AttachGL (rendererstate_t *info)
{
maindc = GetDC(mainwindow);
TRACE(("dbg: VID_AttachGL: bSetupPixelFormat\n"));
if (bSetupPixelFormat(maindc))
if (bSetupPixelFormat(maindc, info))
break;
ReleaseDC(mainwindow, maindc);
}
@ -1243,6 +1245,14 @@ qboolean VID_AttachGL (rendererstate_t *info)
TRACE(("dbg: VID_AttachGL: GL_Init\n"));
GL_Init(getglfunc);
if (info->stereo)
{
GLboolean ster = false;
qglGetBooleanv(GL_STEREO, &ster);
if (!ster)
Con_Printf("Unable to create stereoscopic/quad-buffered OpenGL context. Please use a different stereoscopic method.\n");
}
qwglChoosePixelFormatARB = getglfunc("wglChoosePixelFormatARB");
qwglSwapIntervalEXT = getglfunc("wglSwapIntervalEXT");
@ -1488,15 +1498,16 @@ void GLVID_Shutdown (void)
//==========================================================================
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_FULL_ACCELERATION_ARB 0x2027
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_DRAW_TO_WINDOW_ARB 0x2001
#define WGL_ACCELERATION_ARB 0x2003
#define WGL_SUPPORT_OPENGL_ARB 0x2010
#define WGL_DOUBLE_BUFFER_ARB 0x2011
#define WGL_STEREO_ARB 0x2012
#define WGL_COLOR_BITS_ARB 0x2014
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_DEPTH_BITS_ARB 0x2022
#define WGL_STENCIL_BITS_ARB 0x2023
#define WGL_FULL_ACCELERATION_ARB 0x2027
qboolean shouldforcepixelformat;
int forcepixelformat;
@ -1519,6 +1530,7 @@ BOOL CheckForcePixelFormat(rendererstate_t *info)
WGL_DOUBLE_BUFFER_ARB,GL_TRUE,
WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
WGL_SAMPLES_ARB, info->multisample, // Check For 4x Multisampling
WGL_STEREO_ARB, info->stereo,
0,0};
TRACE(("dbg: bSetupPixelFormat: attempting wglChoosePixelFormatARB (multisample 4)\n"));
@ -1608,7 +1620,7 @@ void FixPaletteInDescriptor(HDC hDC, PIXELFORMATDESCRIPTOR *pfd)
}
}
BOOL bSetupPixelFormat(HDC hDC)
BOOL bSetupPixelFormat(HDC hDC, rendererstate_t *info)
{
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
@ -1639,6 +1651,11 @@ BOOL bSetupPixelFormat(HDC hDC)
TRACE(("dbg: bSetupPixelFormat: ChoosePixelFormat\n"));
if (info->stereo)
pfd.dwFlags |= PFD_STEREO;
if (info->bpp == 15 || info->bpp == 16)
pfd.cColorBits = 16;
if (shouldforcepixelformat && qwglChoosePixelFormatARB) //the extra && is paranoia
{
shouldforcepixelformat = false;
@ -2066,13 +2083,15 @@ qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
memset(&devmode, 0, sizeof(devmode));
hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
/* Register the frame class */
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)GLMainWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = global_hInstance;
wc.hIcon = 0;
wc.hIcon = hIcon;
wc.hCursor = LoadCursor (NULL,IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = 0;
@ -2081,8 +2100,6 @@ qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
if (!RegisterClass (&wc)) //this isn't really fatal, we'll let the CreateWindow fail instead.
MessageBox(NULL, "RegisterClass failed", "GAH", 0);
hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1));
vid_initialized = false;
vid_initializing = true;

View file

@ -63,7 +63,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"ntc.t = tc.t + sin(tc.s+e_time)*0.125;\n"
//generate the two wave patterns from the normalmap
"n = (texture2D(s_t1, TXSCALE*tc + vec2(e_time*0.1, 0)).xyz);\n"
"n = (texture2D(s_t1, TXSCALE*tc + vec2(e_time*0.1, 0.0)).xyz);\n"
"n += (texture2D(s_t1, TXSCALE*tc - vec2(0, e_time*0.097)).xyz);\n"
"n -= 1.0 - 4.0/256.0;\n"
@ -312,11 +312,12 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
//beware that a few things use this, including apparently fonts and bloom rescaling.
//its really not meant to do anything special.
"varying vec2 tc;\n"
"varying vec4 vc;\n"
"#ifdef VERTEX_SHADER\n"
"attribute vec2 v_texcoord;\n"
"attribute vec4 v_colour;\n"
"varying vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
"tc = v_texcoord;\n"
@ -326,8 +327,6 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"uniform sampler2D s_t0;\n"
"in vec2 tc;\n"
"varying vec4 vc;\n"
"void main ()\n"
"{\n"
"gl_FragColor = texture2D(s_t0, tc) * vc;\n"

View file

@ -113,23 +113,23 @@ enum
#define SBITS_BLEND_BITS (SBITS_SRCBLEND_BITS|SBITS_DSTBLEND_BITS)
SBITS_MASK_RED = 0x00000100,
SBITS_MASK_GREEN = 0x00000200,
SBITS_MASK_BLUE = 0x00000400,
SBITS_MASK_ALPHA = 0x00000800,
#define SBITS_MASK_BITS 0x00000f00
SBITS_ATEST_NONE = 0x00000000,
SBITS_ATEST_GT0 = 0x00000100,
SBITS_ATEST_LT128 = 0x00000200,
SBITS_ATEST_GE128 = 0x00000300,
#define SBITS_ATEST_BITS 0x00000f00
SBITS_ATEST_GT0 = 0x00001000,
SBITS_ATEST_LT128 = 0x00002000,
SBITS_ATEST_GE128 = 0x00003000,
#define SBITS_ATEST_BITS 0x0000f000
SBITS_MISC_DEPTHWRITE = 0x00001000,
SBITS_MISC_NODEPTHTEST = 0x00002000,
SBITS_MISC_DEPTHEQUALONLY = 0x00004000,
SBITS_MISC_DEPTHCLOSERONLY = 0x00008000,
#define SBITS_MISC_BITS 0x0000f000
SBITS_MASK_RED = 0x00010000,
SBITS_MASK_GREEN = 0x00020000,
SBITS_MASK_BLUE = 0x00040000,
SBITS_MASK_ALPHA = 0x00080000,
#define SBITS_MASK_BITS 0x000f0000
SBITS_MISC_DEPTHWRITE = 0x00010000,
SBITS_MISC_NODEPTHTEST = 0x00020000,
SBITS_MISC_DEPTHEQUALONLY = 0x00040000,
SBITS_MISC_DEPTHCLOSERONLY = 0x00080000,
#define SBITS_MISC_BITS 0x000f0000
SBITS_TRUFORM = 0x00100000,
};
@ -239,8 +239,9 @@ typedef struct shaderpass_s {
} texgen;
enum {
SHADER_PASS_NOMIPMAP = 1<<1,
SHADER_PASS_CLAMP = 1<<2,
SHADER_PASS_CLAMP = 1<<0, //needed for d3d's sampler states, infects image flags
SHADER_PASS_NEAREST = 1<<1, //needed for d3d's sampler states, infects image flags
SHADER_PASS_NOMIPMAP = 1<<2, //infects image flags
SHADER_PASS_NOCOLORARRAY = 1<< 3,
//FIXME: remove these
@ -264,7 +265,7 @@ enum{
PERMUTATION_SPECULAR = 2,
PERMUTATION_FULLBRIGHT = 4,
PERMUTATION_UPPERLOWER = 8,
PERMUTATION_OFFSET = 16,
PERMUTATION_DELUXE = 16,
PERMUTATION_SKELETAL = 32,
PERMUTATION_FOG = 64,
PERMUTATION_FRAMEBLEND = 128,
@ -366,6 +367,7 @@ union programhandle_u
void *frag;
void *ctabf;
void *ctabv;
void *layout;
} hlsl;
#endif
};
@ -506,29 +508,30 @@ void GLBE_SelectEntity(entity_t *ent);
void GLBE_SelectDLight(dlight_t *dl, vec3_t colour);
void GLBE_SubmitMeshes (qboolean drawworld, int start, int stop);
#endif
#ifdef D3DQUAKE
void D3DBE_Init(void);
void D3DBE_SelectMode(backendmode_t mode);
void D3DBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3DBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3DBE_SubmitBatch(batch_t *batch);
batch_t *D3DBE_GetTempBatch(void);
void D3DBE_GenBrushModelVBO(model_t *mod);
void D3DBE_ClearVBO(vbo_t *vbo);
void D3DBE_UploadAllLightmaps(void);
void D3DBE_DrawWorld (qboolean drawworld, qbyte *vis);
qboolean D3DBE_LightCullModel(vec3_t org, model_t *model);
void D3DBE_SelectEntity(entity_t *ent);
void D3DBE_SelectDLight(dlight_t *dl, vec3_t colour);
qboolean D3DShader_CreateProgram (program_t *prog, int permu, char **precompilerconstants, char *vert, char *frag);
int D3DShader_FindUniform(union programhandle_u *h, int type, char *name);
void D3DShader_Init(void);
void D3DBE_Reset(qboolean before);
#ifdef D3D9QUAKE
void D3D9BE_Init(void);
void D3D9BE_Shutdown(void);
void D3D9BE_SelectMode(backendmode_t mode);
void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3D9BE_SubmitBatch(batch_t *batch);
batch_t *D3D9BE_GetTempBatch(void);
void D3D9BE_GenBrushModelVBO(model_t *mod);
void D3D9BE_ClearVBO(vbo_t *vbo);
void D3D9BE_UploadAllLightmaps(void);
void D3D9BE_DrawWorld (qboolean drawworld, qbyte *vis);
qboolean D3D9BE_LightCullModel(vec3_t org, model_t *model);
void D3D9BE_SelectEntity(entity_t *ent);
void D3D9BE_SelectDLight(dlight_t *dl, vec3_t colour);
qboolean D3D9Shader_CreateProgram (program_t *prog, int permu, char **precompilerconstants, char *vert, char *frag);
int D3D9Shader_FindUniform(union programhandle_u *h, int type, char *name);
void D3D9Shader_Init(void);
void D3D9BE_Reset(qboolean before);
#endif
#ifdef D3D11QUAKE
void D3D11BE_Init(void);
void D3D11BE_Shutdown(void);
void D3D11BE_SelectMode(backendmode_t mode);
void D3D11BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
@ -537,15 +540,17 @@ batch_t *D3D11BE_GetTempBatch(void);
void D3D11BE_GenBrushModelVBO(model_t *mod);
void D3D11BE_ClearVBO(vbo_t *vbo);
void D3D11BE_UploadAllLightmaps(void);
void D3D11BE_DrawWorld (qbyte *vis);
void D3D11BE_DrawWorld (qboolean drawworld, qbyte *vis);
qboolean D3D11BE_LightCullModel(vec3_t org, model_t *model);
void D3D11BE_SelectEntity(entity_t *ent);
void D3D11BE_SelectDLight(dlight_t *dl, vec3_t colour);
qboolean D3D11Shader_CreateProgram (program_t *prog, int permu, char **precompilerconstants, char *vert, char *frag);
qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, int permu, char **precompilerconstants, char *vert, char *frag);
int D3D11Shader_FindUniform(union programhandle_u *h, int type, char *name);
void D3D11Shader_Init(void);
void D3D11BE_Reset(qboolean before);
void D3D11BE_SetupViewCBuffer(void);
void D3D11_UploadLightmap(lightmapinfo_t *lm);
#endif
//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required
@ -555,20 +560,22 @@ void BE_DrawNonWorld (void);
void BE_GenerateProgram(shader_t *shader);
#ifdef RTLIGHTS
void BE_PushOffsetShadow(qboolean foobar);
//
void GLBE_PushOffsetShadow(qboolean foobar);
//sets up gl for depth-only FIXME
void BE_SetupForShadowMap(texid_t shadowmaptex);
void GLBE_SetupForShadowMap(texid_t shadowmaptex);
//Called from shadowmapping code into backend
void GLBE_BaseEntTextures(void);
void D3DBE_BaseEntTextures(void);
void D3D9BE_BaseEntTextures(void);
//prebuilds shadow volumes
void Sh_PreGenerateLights(void);
//Draws lights, called from the backend
void Sh_DrawLights(qbyte *vis);
void SH_FreeShadowMesh(struct shadowmesh_s *sm);
//frees all memory
void Sh_Shutdown(void);
//Draws the depth of ents in the world near the current light
void BE_BaseEntShadowDepth(void);
//resize any textures to match new screen resize
void Sh_Reset(void);
#endif
struct shader_field_names_s

View file

@ -870,7 +870,7 @@ char *ASMCALL PR_StringToNative (progfuncs_t *progfuncs, string_t str)
}
string_t PR_AllocTempString (progfuncs_t *progfuncs, char *str)
string_t PR_AllocTempString (progfuncs_t *progfuncs, const char *str)
{
char **ntable;
int newmax;

View file

@ -110,7 +110,7 @@ struct edict_s *ED_Alloc (progfuncs_t *progfuncs)
char *buf;
buf = progfuncs->save_ents(progfuncs, NULL, &size, 0);
progfuncs->parms->WriteFile("edalloc.dump", buf, size);
Sys_Error ("ED_Alloc: no free edicts");
Sys_Error ("ED_Alloc: no free edicts (max is %i)", sv_num_edicts);
}
}

View file

@ -128,7 +128,7 @@ struct progfuncs_s {
char *tempstringbase; //for engine's use. Store your base tempstring pointer here.
int tempstringnum; //for engine's use.
string_t (*TempString) (progfuncs_t *prinst, char *str);
string_t (*TempString) (progfuncs_t *prinst, const char *str);
string_t (*StringToProgs) (progfuncs_t *prinst, char *str);
char *(ASMCALL *StringToNative) (progfuncs_t *prinst, string_t str);

View file

@ -947,9 +947,9 @@ void NPP_NQWriteByte(int dest, qbyte data) //replacement write func (nq to qw)
case svcdp_skybox:
protocollen = 2;//it's just a string
break;
case svc_updatestat: //insta fixup
data = svc_updatestatlong; //ho hum... let it through (should check size later.)
protocollen = 5;
case svcnq_updatestatlong: //insta fixup
data = svcqw_updatestatlong; //ho hum... let it through (should check size later.)
protocollen = 6;
break;
case svc_stufftext:
case svc_centerprint:
@ -1436,7 +1436,7 @@ void NPP_QWFlush(void)
if (cl->zquake_extensions & Z_EXT_SERVERTIME)
{
ClientReliableCheckBlock(cl, 6);
ClientReliableWrite_Byte(cl, svc_updatestatlong);
ClientReliableWrite_Byte(cl, svcqw_updatestatlong);
ClientReliableWrite_Byte(cl, STAT_TIME);
ClientReliableWrite_Long(cl, (int)(sv.world.physicstime * 1000));
cl->nextservertimeupdate = sv.world.physicstime+10;
@ -1773,7 +1773,7 @@ void NPP_QWWriteByte(int dest, qbyte data) //replacement write func (nq to qw)
protocollen = 1;
nullterms=1;
break;
case svc_updatestat:
case svcqw_updatestatbyte:
protocollen = 3;
break;
case svc_updateping:
@ -1787,7 +1787,7 @@ void NPP_QWWriteByte(int dest, qbyte data) //replacement write func (nq to qw)
protocollen = 6;
nullterms = 1;
break;
case svc_updatestatlong:
case svcqw_updatestatlong:
protocollen = 6;
break;
case svc_setpause:

View file

@ -59,7 +59,7 @@ cvar_t pr_imitatemvdsv = CVARF("pr_imitatemvdsv", "0", CVAR_LATCH);
cvar_t pr_fixbrokenqccarrays = CVARF("pr_fixbrokenqccarrays", "1", CVAR_LATCH);
/*other stuff*/
cvar_t pr_maxedicts = CVARF("pr_maxedicts", "2048", CVAR_LATCH);
cvar_t pr_maxedicts = CVARAF("pr_maxedicts", "8192", "max_edicts", CVAR_LATCH);
cvar_t pr_no_playerphysics = CVARF("pr_no_playerphysics", "0", CVAR_LATCH);
cvar_t pr_no_parsecommand = CVARF("pr_no_parsecommand", "0", 0);
@ -574,6 +574,7 @@ void Q_SetProgsParms(qboolean forcompiler)
void PR_Deinit(void)
{
int i;
#ifdef USEODE
World_ODE_End(&sv.world);
#endif
@ -590,6 +591,12 @@ void PR_Deinit(void)
CloseProgs(svprogfuncs);
Z_FreeTags(Z_QC_TAG);
for (i = 0; i < MAX_LIGHTSTYLES; i++)
{
BZ_Free(sv.strings.lightstyles[i]);
sv.strings.lightstyles[i] = NULL;
}
}
#ifdef TEXTEDITOR
Editor_ProgsKilled(svprogfuncs);
@ -2363,50 +2370,6 @@ static void QCBUILTIN PF_h2set_puzzle_model (progfuncs_t *prinst, struct globalv
PF_setmodel_Internal(prinst, e, fullname);
}
static void QCBUILTIN PF_frameforname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
unsigned int modelindex = G_FLOAT(OFS_PARM0);
char *str = PF_VarString(prinst, 1, pr_globals);
model_t *mod = SVPR_GetCModel(&sv.world, modelindex);
if (mod && Mod_FrameForName)
G_FLOAT(OFS_RETURN) = Mod_FrameForName(mod, str);
else
G_FLOAT(OFS_RETURN) = -1;
}
static void QCBUILTIN PF_frameduration (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
unsigned int modelindex = G_FLOAT(OFS_PARM0);
unsigned int framenum = G_FLOAT(OFS_PARM1);
model_t *mod;
if (modelindex >= MAX_MODELS)
G_FLOAT(OFS_RETURN) = 0;
else
{
mod = SVPR_GetCModel(&sv.world, modelindex);
if (mod && Mod_GetFrameDuration)
G_FLOAT(OFS_RETURN) = Mod_GetFrameDuration(mod, framenum);
else
G_FLOAT(OFS_RETURN) = 0;
}
}
static void QCBUILTIN PF_skinforname (progfuncs_t *prinst, struct globalvars_s *pr_globals)
{
#ifndef SERVERONLY
unsigned int modelindex = G_FLOAT(OFS_PARM0);
char *str = PF_VarString(prinst, 1, pr_globals);
model_t *mod = SVPR_GetCModel(&sv.world, modelindex);
if (mod && Mod_SkinForName)
G_FLOAT(OFS_RETURN) = Mod_SkinForName(mod, str);
else
#endif
G_FLOAT(OFS_RETURN) = -1;
}
/*
=================
PF_bprint
@ -3659,7 +3622,7 @@ int PF_precache_model_Internal (progfuncs_t *prinst, char *s, qboolean queryonly
if (s[0] <= ' ')
{
Con_Printf ("precache_model: empty string\n");
Con_DPrintf ("precache_model: empty string\n");
return 0;
}
@ -3920,18 +3883,10 @@ void QCBUILTIN PF_applylightstyle(int style, char *val, int col)
// change the string in sv
if (!svprogfuncs)
{
if (sv.strings.lightstyles[style])
BZ_Free(sv.strings.lightstyles[style]);
sv.strings.lightstyles[style] = BZ_Malloc(strlen(val)+1);
}
else
{
if (sv.strings.lightstyles[style])
PR_AddressableFree(svprogfuncs, sv.strings.lightstyles[style]);
sv.strings.lightstyles[style] = PR_AddressableAlloc(svprogfuncs, strlen(val)+1);
}
if (sv.strings.lightstyles[style])
BZ_Free(sv.strings.lightstyles[style]);
sv.strings.lightstyles[style] = BZ_Malloc(strlen(val)+1);
strcpy(sv.strings.lightstyles[style], val);
// sv.lightstyles[style] = val;
#ifdef PEXT_LIGHTSTYLECOL
@ -7828,7 +7783,7 @@ static void QCBUILTIN PF_te_particlerain(progfuncs_t *prinst, struct globalvars_
MSG_WriteCoord(&sv.multicast, velocity[1]);
MSG_WriteCoord(&sv.multicast, velocity[2]);
// count
MSG_WriteShort(&sv.multicast, max(count, 65535));
MSG_WriteShort(&sv.multicast, min(count, 65535));
// colour
MSG_WriteByte(&sv.multicast, colour);
@ -7848,7 +7803,7 @@ static void QCBUILTIN PF_te_particlerain(progfuncs_t *prinst, struct globalvars_
MSG_WriteCoord(&sv.nqmulticast, velocity[1]);
MSG_WriteCoord(&sv.nqmulticast, velocity[2]);
// count
MSG_WriteShort(&sv.nqmulticast, max(count, 65535));
MSG_WriteShort(&sv.nqmulticast, min(count, 65535));
// colour
MSG_WriteByte(&sv.nqmulticast, colour);
#endif
@ -7882,7 +7837,7 @@ static void QCBUILTIN PF_te_particlesnow(progfuncs_t *prinst, struct globalvars_
MSG_WriteCoord(&sv.multicast, velocity[1]);
MSG_WriteCoord(&sv.multicast, velocity[2]);
// count
MSG_WriteShort(&sv.multicast, max(count, 65535));
MSG_WriteShort(&sv.multicast, min(count, 65535));
// colour
MSG_WriteByte(&sv.multicast, colour);
@ -7902,7 +7857,7 @@ static void QCBUILTIN PF_te_particlesnow(progfuncs_t *prinst, struct globalvars_
MSG_WriteCoord(&sv.nqmulticast, velocity[1]);
MSG_WriteCoord(&sv.nqmulticast, velocity[2]);
// count
MSG_WriteShort(&sv.nqmulticast, max(count, 65535));
MSG_WriteShort(&sv.nqmulticast, min(count, 65535));
// colour
MSG_WriteByte(&sv.nqmulticast, colour);
#endif
@ -8972,12 +8927,8 @@ BuiltinList_t BuiltinList[] = { //nq qw h2 ebfs
{"skel_ragupdate", PF_skel_ragedit, 0, 0, 0, 281, "float(float skel, string dollname, float parentskel, vector trans, vector fwd, vector rt, vector up)" NYI}, // (FTE_CSQC_RAGDOLL)
{"skel_mmap", PF_skel_mmap, 0, 0, 0, 282, "float*(float skel)"},// (FTE_QC_RAGDOLL)
{"skel_set_bone_world",PF_skel_set_bone_world,0,0, 0, 283, "void(entity ent, float bonenum, vector org, optional vector angorfwd, optional vector right, optional vector up)"},
{"memalloc", PF_memalloc, 0, 0, 0, 384, "void*(int size)"},
{"memfree", PF_memfree, 0, 0, 0, 385, "void(void *ptr)"},
{"memcpy", PF_memcpy, 0, 0, 0, 386, "void(void *dst, void *src, int size)"},
{"memset", PF_memset, 0, 0, 0, 387, "void(void *dst, int val, int size)"},
{"frametoname", PF_frametoname, 0, 0, 0, 284, "string(float modidx, float framenum)"},
{"skintoname", PF_skintoname, 0, 0, 0, 285, "string(float modidx, float skin)"},
// {"cvar_setlatch", PF_cvar_setlatch, 0, 0, 0, 284, "void(string cvarname, optional string value)"}, //72
@ -9078,6 +9029,12 @@ BuiltinList_t BuiltinList[] = { //nq qw h2 ebfs
{"particleeffectquery",PF_Fixme,0, 0, 0, 374, "string(float efnum, float body)"},
//END EXT_CSQC
{"memalloc", PF_memalloc, 0, 0, 0, 384, "void*(int size)"},
{"memfree", PF_memfree, 0, 0, 0, 385, "void(void *ptr)"},
{"memcpy", PF_memcpy, 0, 0, 0, 386, "void(void *dst, void *src, int size)"},
{"memset", PF_memset, 0, 0, 0, 387, "void(void *dst, int val, int size)"},
//end fte extras
//DP extras
@ -9305,8 +9262,8 @@ BuiltinList_t BuiltinList[] = { //nq qw h2 ebfs
//VM_SV_getextresponse, // #624 string getextresponse(void)
{"sprintf", PF_sprintf, 0, 0, 0, 627, "string(...)"},
// {"getsurfacenumpoints",VM_getsurfacenumtriangles,0,0, 0, 628, "float(entity e, float s)" STUB},
// {"getsurfacepoint",VM_getsurfacenumtriangles,0,0, 0, 629, "vector(entity e, float s, float n)" STUB},
{"getsurfacenumtriangles",PF_getsurfacenumtriangles,0,0, 0, 628, "float(entity e, float s)"},
{"getsurfacetriangle",PF_getsurfacetriangle,0,0, 0, 629, "vector(entity e, float s, float n)"},
//VM_digest_hex, // #639

View file

@ -529,6 +529,7 @@ qboolean SV_LoadLevelCache(char *savename, char *level, char *startspot, qboolea
gametype_e gametype;
levelcache_t *cache;
int numstyles;
if (isloadgame)
{
@ -644,7 +645,8 @@ qboolean SV_LoadLevelCache(char *savename, char *level, char *startspot, qboolea
// load the light styles
VFS_GETS(f, str, sizeof(str));
if (atoi(str) != MAX_LIGHTSTYLES)
numstyles = atoi(str);
if (numstyles > MAX_LIGHTSTYLES)
{
VFS_CLOSE (f);
Con_Printf ("load failed - invalid number of lightstyles\n");
@ -663,14 +665,24 @@ qboolean SV_LoadLevelCache(char *savename, char *level, char *startspot, qboolea
PR_InitEnts(svprogfuncs, sv.world.max_edicts);
}
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
for (i = 0; i<MAX_LIGHTSTYLES ; i++)
{
if (sv.strings.lightstyles[i])
BZ_Free(sv.strings.lightstyles[i]);
sv.strings.lightstyles[i] = NULL;
}
for (i=0 ; i<numstyles ; i++)
{
VFS_GETS(f, str, sizeof(str));
if (sv.strings.lightstyles[i])
PR_AddressableFree(svprogfuncs, sv.strings.lightstyles[i]);
sv.strings.lightstyles[i] = PR_AddressableAlloc(svprogfuncs, strlen(str)+1);
sv.strings.lightstyles[i] = BZ_Malloc(strlen(str)+1);
strcpy (sv.strings.lightstyles[i], str);
}
for ( ; i<MAX_LIGHTSTYLES ; i++)
{
sv.strings.lightstyles[i] = BZ_Malloc(1);
strcpy (sv.strings.lightstyles[i], "");
}
modelpos = VFS_TELL(f);
LoadModelsAndSounds(f);
@ -911,10 +923,7 @@ void SV_SaveLevelCache(char *savedir, qboolean dontharmgame)
VFS_PRINTF (f, "%i\n",MAX_LIGHTSTYLES);
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
if (sv.strings.lightstyles[i])
VFS_PRINTF (f, "%s\n", sv.strings.lightstyles[i]);
else
VFS_PRINTF (f, "\n");
VFS_PRINTF (f, "%s\n", sv.strings.lightstyles[i]?sv.strings.lightstyles[i]:"");
}
for (i=1 ; i<MAX_MODELS ; i++)

View file

@ -383,7 +383,7 @@ typedef struct client_s
// the datagram is written to after every frame, but only cleared
// when it is sent out to the client. overflow is tolerated.
sizebuf_t datagram;
qbyte datagram_buf[MAX_DATAGRAM];
qbyte datagram_buf[MAX_OVERALLMSGLEN/2];
// back buffers for client reliable data
sizebuf_t backbuf;

View file

@ -2382,7 +2382,7 @@ int glowsize=0, glowcolor=0, colourmod=0;
if (ent->dpflags & RENDER_STEP)
bits |= NQU_NOLERP; // don't mess up the step animation
if (baseline->colormap != ent->colormap && ent->colormap>=0)
if (baseline->colormap != ent->colormap)
bits |= NQU_COLORMAP;
if (baseline->skinnum != ent->skinnum)
@ -3360,7 +3360,7 @@ void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg, qboolean ignore
{
if (client->fteprotocolextensions & PEXT_ACCURATETIMINGS && sv.world.physicstime - client->nextservertimeupdate > 0)
{ //the fte pext causes the server to send out accurate timings, allowing for perfect interpolation.
MSG_WriteByte (msg, svc_updatestatlong);
MSG_WriteByte (msg, svcqw_updatestatlong);
MSG_WriteByte (msg, STAT_TIME);
MSG_WriteLong (msg, (int)(sv.world.physicstime * 1000));
@ -3368,7 +3368,7 @@ void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg, qboolean ignore
}
else if (client->zquake_extensions & Z_EXT_SERVERTIME && sv.world.physicstime - client->nextservertimeupdate > 0)
{ //the zquake ext causes the server to send out peridoic timings, allowing for moderatly accurate game time.
MSG_WriteByte (msg, svc_updatestatlong);
MSG_WriteByte (msg, svcqw_updatestatlong);
MSG_WriteByte (msg, STAT_TIME);
MSG_WriteLong (msg, (int)(sv.world.physicstime * 1000));

View file

@ -771,7 +771,8 @@ void SV_SpawnServer (char *server, char *startspot, qboolean noents, qboolean us
//This fixes a bug where the server advertises cheats, the internal client connects, and doesn't think cheats are allowed.
//this applies to a few other things too, but cheats is the only special one (because of the *)
Q_strncpyz(cl.serverinfo, svs.info, sizeof(cl.serverinfo));
CL_CheckServerInfo();
if (!isDedicated)
CL_CheckServerInfo();
Cvar_ForceCallback(Cvar_FindVar("r_particlesdesc"));
#endif

View file

@ -136,12 +136,12 @@ cvar_t sv_maxdrate = CVARAF("sv_maxdrate", "100000",
"sv_maxdownloadrate", 0);
cvar_t sv_minping = CVARF("sv_minping", "0", CVAR_SERVERINFO);
cvar_t sv_bigcoords = CVARF("sv_bigcoords", "", CVAR_SERVERINFO);
cvar_t sv_calcphs = CVAR("sv_calcphs", "2");
cvar_t sv_bigcoords = CVARFD("sv_bigcoords", "", CVAR_SERVERINFO, "Uses floats for coordinates instead of 16bit values. Affects clients thusly:\nQW: enforces a mandatory protocol extension\nDP: enables DPP7 protocol support\nNQ: uses RMQ protocol (protocol 999).");
cvar_t sv_calcphs = CVARFD("sv_calcphs", "2", CVAR_LATCH, "Enables culling of sound effects. 0=always skip phs. Sounds are globally broadcast. 1=always generate phs. Sounds are always culled. On large maps the phs will be dumped to disk. 2=On large single-player maps, generation of phs is skipped. Otherwise like option 1.");
cvar_t sv_cullplayers_trace = CVARF("sv_cullplayers_trace", "", CVAR_SERVERINFO);
cvar_t sv_cullentities_trace = CVARF("sv_cullentities_trace", "", CVAR_SERVERINFO);
cvar_t sv_phs = CVAR("sv_phs", "1");
cvar_t sv_cullplayers_trace = CVARFD("sv_cullplayers_trace", "", CVAR_SERVERINFO, "Attempt to cull player entities using tracelines as an anti-wallhack.");
cvar_t sv_cullentities_trace = CVARFD("sv_cullentities_trace", "", CVAR_SERVERINFO, "Attempt to cull non-player entities using tracelines as an extreeme anti-wallhack.");
cvar_t sv_phs = CVARD("sv_phs", "1", "If 1, do not use the phs. It is generally better to use sv_calcphs instead, and leave this as 1.");
cvar_t sv_resetparms = CVAR("sv_resetparms", "0");
cvar_t sv_pupglow = CVARF("sv_pupglow", "", CVAR_SERVERINFO);
@ -701,9 +701,9 @@ void PIN_LoadMessages(void)
void PIN_SaveMessages(void)
{
pinnedmessages_t *p;
FILE *f;
vfsfile_t *f;
f = COM_WriteFileOpen("pinned.txt");
f = FS_OpenVFS("pinned.txt", "wt", FS_GAMEONLY);
if (!f)
{
Con_Printf("couldn't write anything\n");
@ -711,9 +711,9 @@ void PIN_SaveMessages(void)
}
for (p = pinned; p; p = p->next)
fprintf(f, "%s\r\n\t%s\r\n\n", p->message, p->setby);
VFS_PRINTF(f, "%s\r\n\t%s\r\n\n", p->message, p->setby);
fclose(f);
VFS_CLOSE(f);
}
void PIN_DeleteOldestMessage(void)
{
@ -4500,8 +4500,8 @@ void Master_Shutdown (void)
}
}
#define iswhite(c) (c == ' ' || c == INVIS_CHAR1 || c == INVIS_CHAR2 || c == INVIS_CHAR3)
#define isinvalid(c) (c == ':' || c == '\r' || c == '\n' || (unsigned char)(c) == '\xff')
#define iswhite(c) ((c) == ' ' || (unsigned char)(c) == (unsigned char)INVIS_CHAR1 || (unsigned char)(c) == (unsigned char)INVIS_CHAR2 || (unsigned char)(c) == (unsigned char)INVIS_CHAR3)
#define isinvalid(c) ((c) == ':' || (c) == '\r' || (c) == '\n' || (unsigned char)(c) == (unsigned char)0xff)
//colon is so clients can't get confused while parsing chats
//255 is so fuhquake/ezquake don't end up with nameless players

View file

@ -1929,6 +1929,7 @@ void WPhys_RunEntity (world_t *w, wedict_t *ent)
case MOVETYPE_PHYSICS:
if (WPhys_RunThink(w, ent))
World_LinkEdict (w, ent, true);
w->ode.hasodeents = true;
break;
default:
// SV_Error ("SV_Physics: bad movetype %i on %s", (int)ent->v->movetype, PR_GetString(w->progs, ent->v->classname));

View file

@ -583,7 +583,14 @@ void SV_MulticastProtExt(vec3_t origin, multicast_t to, int dimension_mask, int
leafnum = CM_PointLeafnum (sv.world.worldmodel, client->q2edict->s.origin);
else
#endif
{
if (svprogfuncs)
{
if (!((int)client->edict->xv->dimension_see & dimension_mask))
continue;
}
leafnum = CM_PointLeafnum (sv.world.worldmodel, client->edict->v->origin);
}
cluster = CM_LeafCluster (sv.world.worldmodel, leafnum);
area2 = CM_LeafArea (sv.world.worldmodel, leafnum);
if (!CM_AreasConnected (sv.world.worldmodel, area1, area2))
@ -1631,7 +1638,7 @@ void SV_UpdateClientStats (client_t *client, int pnum)
if (statsi[i] != client->statsi[i])
{
client->statsi[i] = statsi[i];
ClientReliableWrite_Begin(client, svc_updatestat, 6);
ClientReliableWrite_Begin(client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte(client, i);
ClientReliableWrite_Long(client, statsi[i]);
}
@ -1683,13 +1690,13 @@ void SV_UpdateClientStats (client_t *client, int pnum)
{
ClientReliableWrite_Begin(client->controller, svcfte_choosesplitclient, 5);
ClientReliableWrite_Byte(client->controller, pnum);
ClientReliableWrite_Byte(client->controller, svc_updatestat);
ClientReliableWrite_Byte(client->controller, svcqw_updatestatbyte);
ClientReliableWrite_Byte(client->controller, i);
ClientReliableWrite_Byte(client->controller, statsf[i]);
}
else
{
ClientReliableWrite_Begin(client, svc_updatestat, 3);
ClientReliableWrite_Begin(client, svcqw_updatestatbyte, 3);
ClientReliableWrite_Byte(client, i);
ClientReliableWrite_Byte(client, statsf[i]);
}
@ -1733,13 +1740,13 @@ void SV_UpdateClientStats (client_t *client, int pnum)
{
ClientReliableWrite_Begin(client->controller, svcfte_choosesplitclient, 5);
ClientReliableWrite_Byte(client->controller, pnum);
ClientReliableWrite_Byte(client->controller, svc_updatestat);
ClientReliableWrite_Byte(client->controller, svcqw_updatestatbyte);
ClientReliableWrite_Byte(client->controller, i);
ClientReliableWrite_Byte(client->controller, statsi[i]);
}
else
{
ClientReliableWrite_Begin(client, svc_updatestat, 3);
ClientReliableWrite_Begin(client, svcqw_updatestatbyte, 3);
ClientReliableWrite_Byte(client, i);
ClientReliableWrite_Byte(client, statsi[i]);
}
@ -1750,13 +1757,13 @@ void SV_UpdateClientStats (client_t *client, int pnum)
{
ClientReliableWrite_Begin(client->controller, svcfte_choosesplitclient, 8);
ClientReliableWrite_Byte(client->controller, pnum);
ClientReliableWrite_Byte(client->controller, svc_updatestatlong);
ClientReliableWrite_Byte(client->controller, svcqw_updatestatlong);
ClientReliableWrite_Byte(client->controller, i);
ClientReliableWrite_Long(client->controller, statsi[i]);
}
else
{
ClientReliableWrite_Begin(client, svc_updatestatlong, 6);
ClientReliableWrite_Begin(client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte(client, i);
ClientReliableWrite_Long(client, statsi[i]);
}
@ -2479,7 +2486,7 @@ void SV_SendMVDMessage(void)
if (statsf[j] - (float)(int)statsf[j] == 0 && statsf[j] >= 0 && statsf[j] <= 255)
{
dmsg = MVDWrite_Begin(dem_stats, i, 3);
MSG_WriteByte(dmsg, svc_updatestat);
MSG_WriteByte(dmsg, svcqw_updatestatbyte);
MSG_WriteByte(dmsg, j);
MSG_WriteByte(dmsg, statsf[j]);
}
@ -2507,14 +2514,14 @@ void SV_SendMVDMessage(void)
if (statsi[j] >=0 && statsi[j] <= 255)
{
dmsg = MVDWrite_Begin(dem_stats, i, 3);
MSG_WriteByte(dmsg, svc_updatestat);
MSG_WriteByte(dmsg, svcqw_updatestatbyte);
MSG_WriteByte(dmsg, j);
MSG_WriteByte(dmsg, statsi[j]);
}
else
{
dmsg = MVDWrite_Begin(dem_stats, i, 6);
MSG_WriteByte(dmsg, svc_updatestatlong);
MSG_WriteByte(dmsg, svcqw_updatestatlong);
MSG_WriteByte(dmsg, j);
MSG_WriteLong(dmsg, statsi[j]);
}

View file

@ -51,6 +51,7 @@ cvar_t sv_cheatpc = CVAR("sv_cheatpc", "125");
cvar_t sv_cheatspeedchecktime = CVAR("sv_cheatspeedchecktime", "30");
cvar_t sv_playermodelchecks = CVAR("sv_playermodelchecks", "0");
cvar_t sv_ping_ignorepl = CVARD("sv_ping_ignorepl", "0", "If 1, ping times reported for players will ignore the effects of packetloss on ping times. 0 is slightly more honest, but less useful for connection diagnosis.");
cvar_t sv_protocol_nq = CVARD("sv_protocol_nq", "0", "Specifies the default protocol to use for new NQ clients. Supported values are\n0 = autodetect\n15 = vanilla\n666 = fitzquake\n999 = rmq protocol\nThe sv_bigcoords cvar forces upgrades as required.");
cvar_t sv_cmdlikercon = SCVAR("sv_cmdlikercon", "0"); //set to 1 to allow a password of username:password instead of the correct rcon password.
cvar_t cmd_allowaccess = SCVAR("cmd_allowaccess", "0"); //set to 1 to allow cmd to execute console commands on the server.
@ -276,7 +277,7 @@ void SV_New_f (void)
if (svs.netprim.coordsize == 2) //we're not using float orgs on this level.
ClientReliableWrite_Long (host_client, host_client->fteprotocolextensions&~PEXT_FLOATCOORDS);
else
ClientReliableWrite_Long (host_client, host_client->fteprotocolextensions);
ClientReliableWrite_Long (host_client, host_client->fteprotocolextensions|PEXT_FLOATCOORDS);
}
if (host_client->fteprotocolextensions2)//let the client know
{
@ -521,12 +522,13 @@ void SVNQ_New_f (void)
case SCP_NETQUAKE:
case SCP_FITZ666:
SV_LogPlayer(host_client, "new (NQ)");
if (sv.nqdatagram.prim.anglesize != 1 || sv.nqdatagram.prim.coordsize != 2)
if (sv.nqdatagram.prim.anglesize != 1 || sv.nqdatagram.prim.coordsize != 2 || sv_protocol_nq.ival == 666)
{
int rmqfl =
((sv.nqdatagram.prim.coordsize==4)?RMQFL_FLOATCOORD:0) |
((sv.nqdatagram.prim.anglesize==2)?RMQFL_SHORTANGLE:0);
host_client->protocol = SCP_FITZ666; /*mneh, close enough, the rmq stuff is just modifiers*/
host_client->datagram.maxsize = sizeof(host_client->datagram_buf);
if (rmqfl)
{
@ -542,6 +544,7 @@ void SVNQ_New_f (void)
{
host_client->protocol = SCP_NETQUAKE;
MSG_WriteLong (&host_client->netchan.message, NQ_PROTOCOL_VERSION);
host_client->datagram.maxsize = MAX_NQDATAGRAM;
}
MSG_WriteByte (&host_client->netchan.message, (sv.allocated_client_slots>16)?16:sv.allocated_client_slots);
break;
@ -1466,7 +1469,7 @@ void SVQW_PreSpawn_f (void)
SV_Spawn_f
==================
*/
void SV_Spawn_f (void)
void SVQW_Spawn_f (void)
{
int i;
client_t *client, *split;
@ -1586,19 +1589,19 @@ void SV_Spawn_f (void)
monsters_total = pr_global_struct->total_monsters;
monsters_found = pr_global_struct->killed_monsters;
}
ClientReliableWrite_Begin (host_client, svc_updatestatlong, 6);
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALSECRETS);
ClientReliableWrite_Long (host_client, secret_total);
ClientReliableWrite_Begin (host_client, svc_updatestatlong, 6);
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALMONSTERS);
ClientReliableWrite_Long (host_client, monsters_total);
ClientReliableWrite_Begin (host_client, svc_updatestatlong, 6);
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_SECRETS);
ClientReliableWrite_Long (host_client, secret_found);
ClientReliableWrite_Begin (host_client, svc_updatestatlong, 6);
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_MONSTERS);
ClientReliableWrite_Long (host_client, monsters_found);
// get the client to check and download skins
@ -4458,19 +4461,19 @@ void SVNQ_Spawn_f (void)
memset (host_client->statsf, 0, sizeof(host_client->statsf));
memset (host_client->statss, 0, sizeof(host_client->statss));
ClientReliableWrite_Begin (host_client, svc_updatestat, 6);
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALSECRETS);
ClientReliableWrite_Long (host_client, pr_global_struct->total_secrets);
ClientReliableWrite_Begin (host_client, svc_updatestat, 6);
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALMONSTERS);
ClientReliableWrite_Long (host_client, pr_global_struct->total_monsters);
ClientReliableWrite_Begin (host_client, svc_updatestat, 6);
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_SECRETS);
ClientReliableWrite_Long (host_client, pr_global_struct->found_secrets);
ClientReliableWrite_Begin (host_client, svc_updatestat, 6);
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_MONSTERS);
ClientReliableWrite_Long (host_client, pr_global_struct->killed_monsters);
@ -4893,7 +4896,7 @@ ucmd_t ucmds[] =
{"modellist", SV_Modellist_f, true},
{"soundlist", SV_Soundlist_f, true},
{"prespawn", SVQW_PreSpawn_f, true},
{"spawn", SV_Spawn_f, true},
{"spawn", SVQW_Spawn_f, true},
{"begin", SV_Begin_f, true},
/*ezquake warning*/
@ -6920,6 +6923,7 @@ void SV_UserInit (void)
Cvar_Register (&sv_realip_timeout, cvargroup_servercontrol);
Cvar_Register (&sv_pushplayers, cvargroup_servercontrol);
Cvar_Register (&sv_protocol_nq, cvargroup_servercontrol);
Cvar_Register (&sv_pure, cvargroup_servercontrol);
Cvar_Register (&sv_floodprotect, cvargroup_servercontrol);

View file

@ -1,288 +0,0 @@
#include "bothdefs.h"
#ifdef VOICECHAT
/*
* This source code is a product of Sun Microsystems, Inc. and is provided
* for unrestricted use. Users may copy or modify this source code without
* charge.
*
* SUN SOURCE CODE IS PROVIDED AS IS WITH NO WARRANTIES OF ANY KIND INCLUDING
* THE WARRANTIES OF DESIGN, MERCHANTIBILITY AND FITNESS FOR A PARTICULAR
* PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE OR TRADE PRACTICE.
*
* Sun source code is provided with no support and without any obligation on
* the part of Sun Microsystems, Inc. to assist in its use, correction,
* modification or enhancement.
*
* SUN MICROSYSTEMS, INC. SHALL HAVE NO LIABILITY WITH RESPECT TO THE
* INFRINGEMENT OF COPYRIGHTS, TRADE SECRETS OR ANY PATENTS BY THIS SOFTWARE
* OR ANY PART THEREOF.
*
* In no event will Sun Microsystems, Inc. be liable for any lost revenue
* or profits or other special, indirect and consequential damages, even if
* Sun has been advised of the possibility of such damages.
*
* Sun Microsystems, Inc.
* 2550 Garcia Avenue
* Mountain View, California 94043
*/
/*
* g711.c
*
* u-law, A-law and linear PCM conversions.
*/
#define SIGN_BIT (0x80) /* Sign bit for a A-law byte. */
#define QUANT_MASK (0xf) /* Quantization field mask. */
#define NSEGS (8) /* Number of A-law segments. */
#define SEG_SHIFT (4) /* Left shift for segment number. */
#define SEG_MASK (0x70) /* Segment field mask. */
static short seg_end[8] = {0xFF, 0x1FF, 0x3FF, 0x7FF,
0xFFF, 0x1FFF, 0x3FFF, 0x7FFF};
/* copy from CCITT G.711 specifications */
unsigned char _u2a[128] = { /* u- to A-law conversions */
1, 1, 2, 2, 3, 3, 4, 4,
5, 5, 6, 6, 7, 7, 8, 8,
9, 10, 11, 12, 13, 14, 15, 16,
17, 18, 19, 20, 21, 22, 23, 24,
25, 27, 29, 31, 33, 34, 35, 36,
37, 38, 39, 40, 41, 42, 43, 44,
46, 48, 49, 50, 51, 52, 53, 54,
55, 56, 57, 58, 59, 60, 61, 62,
64, 65, 66, 67, 68, 69, 70, 71,
72, 73, 74, 75, 76, 77, 78, 79,
81, 82, 83, 84, 85, 86, 87, 88,
89, 90, 91, 92, 93, 94, 95, 96,
97, 98, 99, 100, 101, 102, 103, 104,
105, 106, 107, 108, 109, 110, 111, 112,
113, 114, 115, 116, 117, 118, 119, 120,
121, 122, 123, 124, 125, 126, 127, 128};
unsigned char _a2u[128] = { /* A- to u-law conversions */
1, 3, 5, 7, 9, 11, 13, 15,
16, 17, 18, 19, 20, 21, 22, 23,
24, 25, 26, 27, 28, 29, 30, 31,
32, 32, 33, 33, 34, 34, 35, 35,
36, 37, 38, 39, 40, 41, 42, 43,
44, 45, 46, 47, 48, 48, 49, 49,
50, 51, 52, 53, 54, 55, 56, 57,
58, 59, 60, 61, 62, 63, 64, 64,
65, 66, 67, 68, 69, 70, 71, 72,
73, 74, 75, 76, 77, 78, 79, 79,
80, 81, 82, 83, 84, 85, 86, 87,
88, 89, 90, 91, 92, 93, 94, 95,
96, 97, 98, 99, 100, 101, 102, 103,
104, 105, 106, 107, 108, 109, 110, 111,
112, 113, 114, 115, 116, 117, 118, 119,
120, 121, 122, 123, 124, 125, 126, 127};
static int
search(
int val,
short *table,
int size)
{
int i;
for (i = 0; i < size; i++) {
if (val <= *table++)
return (i);
}
return (size);
}
/*
* linear2alaw() - Convert a 16-bit linear PCM value to 8-bit A-law
*
* linear2alaw() accepts an 16-bit integer and encodes it as A-law data.
*
* Linear Input Code Compressed Code
* ------------------------ ---------------
* 0000000wxyza 000wxyz
* 0000001wxyza 001wxyz
* 000001wxyzab 010wxyz
* 00001wxyzabc 011wxyz
* 0001wxyzabcd 100wxyz
* 001wxyzabcde 101wxyz
* 01wxyzabcdef 110wxyz
* 1wxyzabcdefg 111wxyz
*
* For further information see John C. Bellamy's Digital Telephony, 1982,
* John Wiley & Sons, pps 98-111 and 472-476.
*/
unsigned char
linear2alaw(
int pcm_val) /* 2's complement (16-bit range) */
{
int mask;
int seg;
unsigned char aval;
if (pcm_val >= 0) {
mask = 0xD5; /* sign (7th) bit = 1 */
} else {
mask = 0x55; /* sign bit = 0 */
pcm_val = -pcm_val - 8;
}
/* Convert the scaled magnitude to segment number. */
seg = search(pcm_val, seg_end, 8);
/* Combine the sign, segment, and quantization bits. */
if (seg >= 8) /* out of range, return maximum value. */
return (0x7F ^ mask);
else {
aval = seg << SEG_SHIFT;
if (seg < 2)
aval |= (pcm_val >> 4) & QUANT_MASK;
else
aval |= (pcm_val >> (seg + 3)) & QUANT_MASK;
return (aval ^ mask);
}
}
/*
* alaw2linear() - Convert an A-law value to 16-bit linear PCM
*
*/
int
alaw2linear(
unsigned char a_val)
{
int t;
int seg;
a_val ^= 0x55;
t = (a_val & QUANT_MASK) << 4;
seg = ((unsigned)a_val & SEG_MASK) >> SEG_SHIFT;
switch (seg) {
case 0:
t += 8;
break;
case 1:
t += 0x108;
break;
default:
t += 0x108;
t <<= seg - 1;
}
return ((a_val & SIGN_BIT) ? t : -t);
}
#define BIAS (0x84) /* Bias for linear code. */
/*
* linear2ulaw() - Convert a linear PCM value to u-law
*
* In order to simplify the encoding process, the original linear magnitude
* is biased by adding 33 which shifts the encoding range from (0 - 8158) to
* (33 - 8191). The result can be seen in the following encoding table:
*
* Biased Linear Input Code Compressed Code
* ------------------------ ---------------
* 00000001wxyza 000wxyz
* 0000001wxyzab 001wxyz
* 000001wxyzabc 010wxyz
* 00001wxyzabcd 011wxyz
* 0001wxyzabcde 100wxyz
* 001wxyzabcdef 101wxyz
* 01wxyzabcdefg 110wxyz
* 1wxyzabcdefgh 111wxyz
*
* Each biased linear code has a leading 1 which identifies the segment
* number. The value of the segment number is equal to 7 minus the number
* of leading 0's. The quantization interval is directly available as the
* four bits wxyz. * The trailing bits (a - h) are ignored.
*
* Ordinarily the complement of the resulting code word is used for
* transmission, and so the code word is complemented before it is returned.
*
* For further information see John C. Bellamy's Digital Telephony, 1982,
* John Wiley & Sons, pps 98-111 and 472-476.
*/
unsigned char
linear2ulaw(
int pcm_val) /* 2's complement (16-bit range) */
{
int mask;
int seg;
unsigned char uval;
/* Get the sign and the magnitude of the value. */
if (pcm_val < 0) {
pcm_val = BIAS - pcm_val;
mask = 0x7F;
} else {
pcm_val += BIAS;
mask = 0xFF;
}
/* Convert the scaled magnitude to segment number. */
seg = search(pcm_val, seg_end, 8);
/*
* Combine the sign, segment, quantization bits;
* and complement the code word.
*/
if (seg >= 8) /* out of range, return maximum value. */
return (0x7F ^ mask);
else {
uval = (seg << 4) | ((pcm_val >> (seg + 3)) & 0xF);
return (uval ^ mask);
}
}
/*
* ulaw2linear() - Convert a u-law value to 16-bit linear PCM
*
* First, a biased linear code is derived from the code word. An unbiased
* output can then be obtained by subtracting 33 from the biased code.
*
* Note that this function expects to be passed the complement of the
* original code word. This is in keeping with ISDN conventions.
*/
int
ulaw2linear(
unsigned char u_val)
{
int t;
/* Complement to obtain normal u-law value. */
u_val = ~u_val;
/*
* Extract and bias the quantization bits. Then
* shift up by the segment number and subtract out the bias.
*/
t = ((u_val & QUANT_MASK) << 3) + BIAS;
t <<= ((unsigned)u_val & SEG_MASK) >> SEG_SHIFT;
return ((u_val & SIGN_BIT) ? (BIAS - t) : (t - BIAS));
}
/* A-law to u-law conversion */
unsigned char
alaw2ulaw(
unsigned char aval)
{
aval &= 0xff;
return ((aval & 0x80) ? (0xFF ^ _a2u[aval ^ 0xD5]) :
(0x7F ^ _a2u[aval ^ 0x55]));
}
/* u-law to A-law conversion */
unsigned char
ulaw2alaw(
unsigned char uval)
{
uval &= 0xff;
return ((uval & 0x80) ? (0xD5 ^ (_u2a[0xFF ^ uval] - 1)) :
(0x55 ^ (_u2a[0x7F ^ uval] - 1)));
}
#endif

View file

@ -1,178 +0,0 @@
#include "bothdefs.h"
#ifdef VOICECHAT
/*
* This source code is a product of Sun Microsystems, Inc. and is provided
* for unrestricted use. Users may copy or modify this source code without
* charge.
*
* SUN SOURCE CODE IS PROVIDED AS IS WITH NO WARRANTIES OF ANY KIND INCLUDING
* THE WARRANTIES OF DESIGN, MERCHANTIBILITY AND FITNESS FOR A PARTICULAR
* PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE OR TRADE PRACTICE.
*
* Sun source code is provided with no support and without any obligation on
* the part of Sun Microsystems, Inc. to assist in its use, correction,
* modification or enhancement.
*
* SUN MICROSYSTEMS, INC. SHALL HAVE NO LIABILITY WITH RESPECT TO THE
* INFRINGEMENT OF COPYRIGHTS, TRADE SECRETS OR ANY PATENTS BY THIS SOFTWARE
* OR ANY PART THEREOF.
*
* In no event will Sun Microsystems, Inc. be liable for any lost revenue
* or profits or other special, indirect and consequential damages, even if
* Sun has been advised of the possibility of such damages.
*
* Sun Microsystems, Inc.
* 2550 Garcia Avenue
* Mountain View, California 94043
*/
/*
* g721.c
*
* Description:
*
* g721_encoder(), g721_decoder()
*
* These routines comprise an implementation of the CCITT G.721 ADPCM
* coding algorithm. Essentially, this implementation is identical to
* the bit level description except for a few deviations which
* take advantage of work station attributes, such as hardware 2's
* complement arithmetic and large memory. Specifically, certain time
* consuming operations such as multiplications are replaced
* with lookup tables and software 2's complement operations are
* replaced with hardware 2's complement.
*
* The deviation from the bit level specification (lookup tables)
* preserves the bit level performance specifications.
*
* As outlined in the G.721 Recommendation, the algorithm is broken
* down into modules. Each section of code below is preceded by
* the name of the module which it is implementing.
*
*/
#include "g72x.h"
static short qtab_721[7] = {-124, 80, 178, 246, 300, 349, 400};
/*
* Maps G.721 code word to reconstructed scale factor normalized log
* magnitude values.
*/
static short _dqlntab[16] = {-2048, 4, 135, 213, 273, 323, 373, 425,
425, 373, 323, 273, 213, 135, 4, -2048};
/* Maps G.721 code word to log of scale factor multiplier. */
static short _witab[16] = {-12, 18, 41, 64, 112, 198, 355, 1122,
1122, 355, 198, 112, 64, 41, 18, -12};
/*
* Maps G.721 code words to a set of values whose long and short
* term averages are computed and then compared to give an indication
* how stationary (steady state) the signal is.
*/
static short _fitab[16] = {0, 0, 0, 0x200, 0x200, 0x200, 0x600, 0xE00,
0xE00, 0x600, 0x200, 0x200, 0x200, 0, 0, 0};
/*
* g721_encoder()
*
* Encodes the input vale of linear PCM, A-law or u-law data sl and returns
* the resulting code. -1 is returned for unknown input coding value.
*/
int
g721_encoder(
int sl,
int in_coding,
struct g72x_state *state_ptr)
{
short sezi, se, sez; /* ACCUM */
short d; /* SUBTA */
short sr; /* ADDB */
short y; /* MIX */
short dqsez; /* ADDC */
short dq, i;
switch (in_coding) { /* linearize input sample to 14-bit PCM */
case AUDIO_ENCODING_ALAW:
sl = alaw2linear((unsigned char)sl) >> 2;
break;
case AUDIO_ENCODING_ULAW:
sl = ulaw2linear((unsigned char)sl) >> 2;
break;
case AUDIO_ENCODING_LINEAR:
sl >>= 2; /* 14-bit dynamic range */
break;
default:
return (-1);
}
sezi = predictor_zero(state_ptr);
sez = sezi >> 1;
se = (sezi + predictor_pole(state_ptr)) >> 1; /* estimated signal */
d = sl - se; /* estimation difference */
/* quantize the prediction difference */
y = step_size(state_ptr); /* quantizer step size */
i = quantize(d, y, qtab_721, 7); /* i = ADPCM code */
dq = reconstruct(i & 8, _dqlntab[i], y); /* quantized est diff */
sr = (dq < 0) ? se - (dq & 0x3FFF) : se + dq; /* reconst. signal */
dqsez = sr + sez - se; /* pole prediction diff. */
update(4, y, _witab[i] << 5, _fitab[i], dq, sr, dqsez, state_ptr);
return (i);
}
/*
* g721_decoder()
*
* Description:
*
* Decodes a 4-bit code of G.721 encoded data of i and
* returns the resulting linear PCM, A-law or u-law value.
* return -1 for unknown out_coding value.
*/
int
g721_decoder(
int i,
int out_coding,
struct g72x_state *state_ptr)
{
short sezi, sei, sez, se; /* ACCUM */
short y; /* MIX */
short sr; /* ADDB */
short dq;
short dqsez;
i &= 0x0f; /* mask to get proper bits */
sezi = predictor_zero(state_ptr);
sez = sezi >> 1;
sei = sezi + predictor_pole(state_ptr);
se = sei >> 1; /* se = estimated signal */
y = step_size(state_ptr); /* dynamic quantizer step size */
dq = reconstruct(i & 0x08, _dqlntab[i], y); /* quantized diff. */
sr = (dq < 0) ? (se - (dq & 0x3FFF)) : se + dq; /* reconst. signal */
dqsez = sr - se + sez; /* pole prediction diff. */
update(4, y, _witab[i] << 5, _fitab[i], dq, sr, dqsez, state_ptr);
switch (out_coding) {
case AUDIO_ENCODING_ALAW:
return (tandem_adjust_alaw(sr, se, y, i, 8, qtab_721));
case AUDIO_ENCODING_ULAW:
return (tandem_adjust_ulaw(sr, se, y, i, 8, qtab_721));
case AUDIO_ENCODING_LINEAR:
return (sr << 2); /* sr was 14-bit dynamic range */
default:
return (-1);
}
}
#endif

View file

@ -1,163 +0,0 @@
#include "bothdefs.h"
#ifdef VOICECHAT
/*
* This source code is a product of Sun Microsystems, Inc. and is provided
* for unrestricted use. Users may copy or modify this source code without
* charge.
*
* SUN SOURCE CODE IS PROVIDED AS IS WITH NO WARRANTIES OF ANY KIND INCLUDING
* THE WARRANTIES OF DESIGN, MERCHANTIBILITY AND FITNESS FOR A PARTICULAR
* PURPOSE, OR ARISING FROM A COURSE OF DEALING, USAGE OR TRADE PRACTICE.
*
* Sun source code is provided with no support and without any obligation on
* the part of Sun Microsystems, Inc. to assist in its use, correction,
* modification or enhancement.
*
* SUN MICROSYSTEMS, INC. SHALL HAVE NO LIABILITY WITH RESPECT TO THE
* INFRINGEMENT OF COPYRIGHTS, TRADE SECRETS OR ANY PATENTS BY THIS SOFTWARE
* OR ANY PART THEREOF.
*
* In no event will Sun Microsystems, Inc. be liable for any lost revenue
* or profits or other special, indirect and consequential damages, even if
* Sun has been advised of the possibility of such damages.
*
* Sun Microsystems, Inc.
* 2550 Garcia Avenue
* Mountain View, California 94043
*/
/*
* g723_24.c
*
* Description:
*
* g723_24_encoder(), g723_24_decoder()
*
* These routines comprise an implementation of the CCITT G.723 24 Kbps
* ADPCM coding algorithm. Essentially, this implementation is identical to
* the bit level description except for a few deviations which take advantage
* of workstation attributes, such as hardware 2's complement arithmetic.
*
*/
#include "g72x.h"
/*
* Maps G.723_24 code word to reconstructed scale factor normalized log
* magnitude values.
*/
static short _dqlntab[8] = {-2048, 135, 273, 373, 373, 273, 135, -2048};
/* Maps G.723_24 code word to log of scale factor multiplier. */
static short _witab[8] = {-128, 960, 4384, 18624, 18624, 4384, 960, -128};
/*
* Maps G.723_24 code words to a set of values whose long and short
* term averages are computed and then compared to give an indication
* how stationary (steady state) the signal is.
*/
static short _fitab[8] = {0, 0x200, 0x400, 0xE00, 0xE00, 0x400, 0x200, 0};
static short qtab_723_24[3] = {8, 218, 331};
/*
* g723_24_encoder()
*
* Encodes a linear PCM, A-law or u-law input sample and returns its 3-bit code.
* Returns -1 if invalid input coding value.
*/
int
g723_24_encoder(
int sl,
int in_coding,
struct g72x_state *state_ptr)
{
short sei, sezi, se, sez; /* ACCUM */
short d; /* SUBTA */
short y; /* MIX */
short sr; /* ADDB */
short dqsez; /* ADDC */
short dq, i;
switch (in_coding) { /* linearize input sample to 14-bit PCM */
case AUDIO_ENCODING_ALAW:
sl = alaw2linear((unsigned char)sl) >> 2;
break;
case AUDIO_ENCODING_ULAW:
sl = ulaw2linear((unsigned char)sl) >> 2;
break;
case AUDIO_ENCODING_LINEAR:
sl >>= 2; /* sl of 14-bit dynamic range */
break;
default:
return (-1);
}
sezi = predictor_zero(state_ptr);
sez = sezi >> 1;
sei = sezi + predictor_pole(state_ptr);
se = sei >> 1; /* se = estimated signal */
d = sl - se; /* d = estimation diff. */
/* quantize prediction difference d */
y = step_size(state_ptr); /* quantizer step size */
i = quantize(d, y, qtab_723_24, 3); /* i = ADPCM code */
dq = reconstruct(i & 4, _dqlntab[i], y); /* quantized diff. */
sr = (dq < 0) ? se - (dq & 0x3FFF) : se + dq; /* reconstructed signal */
dqsez = sr + sez - se; /* pole prediction diff. */
update(3, y, _witab[i], _fitab[i], dq, sr, dqsez, state_ptr);
return (i);
}
/*
* g723_24_decoder()
*
* Decodes a 3-bit CCITT G.723_24 ADPCM code and returns
* the resulting 16-bit linear PCM, A-law or u-law sample value.
* -1 is returned if the output coding is unknown.
*/
int
g723_24_decoder(
int i,
int out_coding,
struct g72x_state *state_ptr)
{
short sezi, sei, sez, se; /* ACCUM */
short y; /* MIX */
short sr; /* ADDB */
short dq;
short dqsez;
i &= 0x07; /* mask to get proper bits */
sezi = predictor_zero(state_ptr);
sez = sezi >> 1;
sei = sezi + predictor_pole(state_ptr);
se = sei >> 1; /* se = estimated signal */
y = step_size(state_ptr); /* adaptive quantizer step size */
dq = reconstruct(i & 0x04, _dqlntab[i], y); /* unquantize pred diff */
sr = (dq < 0) ? (se - (dq & 0x3FFF)) : (se + dq); /* reconst. signal */
dqsez = sr - se + sez; /* pole prediction diff. */
update(3, y, _witab[i], _fitab[i], dq, sr, dqsez, state_ptr);
switch (out_coding) {
case AUDIO_ENCODING_ALAW:
return (tandem_adjust_alaw(sr, se, y, i, 4, qtab_723_24));
case AUDIO_ENCODING_ULAW:
return (tandem_adjust_ulaw(sr, se, y, i, 4, qtab_723_24));
case AUDIO_ENCODING_LINEAR:
return (sr << 2); /* sr was of 14-bit dynamic range */
default:
return (-1);
}
}
#endif

Some files were not shown because too many files have changed in this diff Show more