Warning and target fixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@377 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
0f6b5d1eef
commit
f2ddeefe19
16 changed files with 302 additions and 65 deletions
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@ -739,6 +739,7 @@ char *TP_EnemyTeam (void);
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char *TP_EnemyName (void);
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void TP_StatChanged (int stat, int value);
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int TP_CategorizeMessage (char *s, int *offset);
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void TP_NewMap (void);
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qboolean TP_FilterMessage (char *s);
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qboolean TP_CheckSoundTrigger (char *str);
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void TP_SearchForMsgTriggers (char *s, int level);
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@ -1262,7 +1262,9 @@ TRACE(("dbg: R_ApplyRenderer: clearing world\n"));
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}
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#endif
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}
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#ifdef PLUGINS
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Plug_ResChanged();
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#endif
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TRACE(("dbg: R_ApplyRenderer: starting on client state\n"));
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if (cl.worldmodel)
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@ -1,6 +1,7 @@
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#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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#include "shader.h"
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#endif
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#define MAX_Q3MAP_INDICES 0x80000
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@ -2419,7 +2420,7 @@ continue;
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}
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else
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{
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int r, g, b;
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// int r, g, b;
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extern index_t r_quad_indexes[6];
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mesh = out->mesh = (mesh_t *)Hunk_Alloc ( sizeof(mesh_t));
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@ -61,6 +61,7 @@ int VectorCompare (vec3_t v1, vec3_t v2);
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vec_t Length (vec3_t v);
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void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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float VectorNormalize (vec3_t v); // returns vector length
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vec_t VectorNormalize2 (vec3_t v, vec3_t out);
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void VectorInverse (vec3_t v);
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void VectorScale (vec3_t in, vec_t scale, vec3_t out);
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int Q_log2(int val);
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@ -31,13 +31,14 @@ int VARGS VM_Call(vm_t *vm, int instruction, ...);
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//plugin functions
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#ifdef PLUGINS
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qboolean Plug_Menu_Event(int eventtype, int param);
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void Plug_ResChanged(void);
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void Plug_Tick(void);
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void Plug_Init(void);
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void Plug_SBar(void);
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#endif
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@ -141,7 +141,7 @@ static void SMTP_NewConnection(int socket)
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*newcl->outmessagebuffer = '\0';
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SV_SMTP_QueueMessage(newcl, "220 81.107.21.148 Probably best to say HELO now.\r\n");
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SV_SMTP_QueueMessage(newcl, "220 81.157.120.30 Probably best to say HELO now.\r\n");
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}
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static qboolean SV_SMTP_RunClient(svsmtpclient_t *cl) //true means client should be dropped
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@ -292,7 +292,7 @@ static qboolean SV_SMTP_RunClient(svsmtpclient_t *cl) //true means client should
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printf("%s\n", cl->inmessagebuffer);
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token = COM_Parse(cl->inmessagebuffer);
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token = COM_Parse(cl->inmessagebuffer);
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if (!strcmp(com_token, "QUIT"))
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{
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@ -2548,7 +2548,9 @@ void GL_LoadQ3Model(model_t *mod, void *buffer)
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if (surf->numShaders)
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{
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#ifndef Q3SHADERS
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char name[1024];
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#endif
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skin = Hunk_Alloc(surf->numShaders*(sizeof(galiasskin_t)+sizeof(galiastexnum_t)));
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galias->ofsskins = (qbyte *)skin - (qbyte *)galias;
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texnum = (galiastexnum_t *)(skin + surf->numShaders);
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@ -1049,10 +1049,10 @@ static float frand(void)
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return (rand()&32767)* (1.0/32767);
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}
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static float crand(void)
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{
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return (rand()&32767)* (2.0/32767) - 1;
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}
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//static float crand(void)
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//{
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// return (rand()&32767)* (2.0/32767) - 1;
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//}
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/*
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==============
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@ -1586,7 +1586,7 @@ void R_DeformVertices ( meshbuffer_t *mb )
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short_axis = 2;
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}
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}
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else if ( (len[0] > len[1]) && (len[0] > len[2]) )
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else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
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{
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if ( len[2] > len[1] )
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{
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@ -1009,7 +1009,9 @@ TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n"));
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TRACE(("dbg: GLDraw_ReInit: PPL_LoadSpecularFragmentProgram\n"));
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PPL_LoadSpecularFragmentProgram();
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#ifdef PLUGINS
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Plug_DrawReloadImages();
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#endif
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}
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void GLDraw_Init (void)
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@ -1881,12 +1883,12 @@ void MediaGL_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight)//top
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SCR_DrawConsole (false);
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}
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int filmnwidth = 640;
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int filmnheight = 640;
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void MediaGL_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight)
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{
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//we need these as we resize it as we convert to rgba
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extern int filmnwidth;
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extern int filmnheight;
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int y, x;
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@ -70,6 +70,9 @@ typedef struct mesh_s
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unsigned int patchHeight;
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} mesh_t;
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void R_PushMesh ( mesh_t *mesh, int features );
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void R_RenderMeshBuffer ( struct meshbuffer_s *mb, qboolean shadowpass );
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extern int gl_canbumpmap;
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@ -1284,11 +1284,7 @@ static void PPL_BaseTextureChain(msurface_t *first)
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}
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}
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}
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if (!s->mesh)
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{
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Con_Printf("Shaded surface with no mesh\n");
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}
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else
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if (s->mesh)
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{
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/* MF_NONE = 1<<0,
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MF_NORMALS = 1<<1,
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@ -2926,50 +2922,12 @@ void PPL_DrawShadowMeshes(dlight_t *dl)
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}
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}
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
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int type);
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//generates stencil shadows of the world geometry.
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//redraws world geometry
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void PPL_AddLight(dlight_t *dl)
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void PPL_UpdateNodeShadowFrames(qbyte *lvis)
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{
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int i;
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int sdecrw;
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int sincrw;
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mnode_t *node;
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int leaf;
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qbyte *lvis;
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qbyte *vvis;
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qbyte lvisb[MAX_MAP_LEAFS/8];
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qbyte vvisb[MAX_MAP_LEAFS/8];
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vec3_t mins;
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vec3_t maxs;
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mins[0] = dl->origin[0] - dl->radius;
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mins[1] = dl->origin[1] - dl->radius;
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mins[2] = dl->origin[2] - dl->radius;
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maxs[0] = dl->origin[0] + dl->radius;
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maxs[1] = dl->origin[1] + dl->radius;
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maxs[2] = dl->origin[2] + dl->radius;
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if (R_CullBox(mins, maxs))
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return;
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if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
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i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
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else
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i = r_viewleaf - cl.worldmodel->leafs;
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leaf = cl.worldmodel->funcs.LeafForPoint(dl->origin, cl.worldmodel);
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lvis = cl.worldmodel->funcs.LeafPVS(leaf, cl.worldmodel, lvisb);
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vvis = cl.worldmodel->funcs.LeafPVS(i, cl.worldmodel, vvisb);
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// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
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// return;
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if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
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return;
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#ifdef Q3BSPS
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if (cl.worldmodel->fromgame == fg_quake3)
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@ -3039,6 +2997,242 @@ void PPL_AddLight(dlight_t *dl)
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}
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}
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}
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}
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/*
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#if 1 //DP's stolen code
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static void GL_Scissor (int x, int y, int width, int height)
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{
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qglScissor(x, glheight - (y + height),width,height);
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}
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#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
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qboolean PPL_ScissorForBox(vec3_t mins, vec3_t maxs)
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{
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int i, ix1, iy1, ix2, iy2;
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float x1, y1, x2, y2, x, y, f;
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vec3_t smins, smaxs;
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vec4_t v, v2;
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int r_view_x = 0;
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int r_view_y = 0;
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int r_view_width = glwidth;
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int r_view_height = glheight;
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if (0)//!r_shadow_scissor.integer)
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{
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GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
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return false;
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}
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// if view is inside the box, just say yes it's visible
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if (BoxesOverlap(r_refdef.vieworg, r_refdef.vieworg, mins, maxs))
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{
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GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
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return false;
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}
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for (i = 0;i < 3;i++)
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{
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if (vpn[i] >= 0)
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{
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v[i] = mins[i];
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v2[i] = maxs[i];
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}
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else
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{
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v[i] = maxs[i];
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v2[i] = mins[i];
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}
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}
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f = DotProduct(vpn, r_refdef.vieworg) + 1;
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if (DotProduct(vpn, v2) <= f)
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{
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// entirely behind nearclip plane
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GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
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return true;
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}
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if (DotProduct(vpn, v) >= f)
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{
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// entirely infront of nearclip plane
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x1 = y1 = x2 = y2 = 0;
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for (i = 0;i < 8;i++)
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{
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v[0] = (i & 1) ? mins[0] : maxs[0];
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v[1] = (i & 2) ? mins[1] : maxs[1];
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v[2] = (i & 4) ? mins[2] : maxs[2];
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v[3] = 1.0f;
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GL_TransformToScreen(v, v2);
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//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
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x = v2[0];
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y = v2[1];
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if (i)
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{
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if (x1 > x) x1 = x;
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if (x2 < x) x2 = x;
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if (y1 > y) y1 = y;
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if (y2 < y) y2 = y;
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}
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else
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{
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x1 = x2 = x;
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y1 = y2 = y;
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}
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}
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}
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else
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{
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// clipped by nearclip plane
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// this is nasty and crude...
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// create viewspace bbox
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for (i = 0;i < 8;i++)
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{
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v[0] = ((i & 1) ? mins[0] : maxs[0]) - r_refdef.vieworg[0];
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v[1] = ((i & 2) ? mins[1] : maxs[1]) - r_refdef.vieworg[1];
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v[2] = ((i & 4) ? mins[2] : maxs[2]) - r_refdef.vieworg[2];
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v2[0] = DotProduct(v, vright);
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v2[1] = DotProduct(v, vup);
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v2[2] = DotProduct(v, vpn);
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if (i)
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{
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if (smins[0] > v2[0]) smins[0] = v2[0];
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if (smaxs[0] < v2[0]) smaxs[0] = v2[0];
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if (smins[1] > v2[1]) smins[1] = v2[1];
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if (smaxs[1] < v2[1]) smaxs[1] = v2[1];
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if (smins[2] > v2[2]) smins[2] = v2[2];
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if (smaxs[2] < v2[2]) smaxs[2] = v2[2];
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}
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else
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{
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smins[0] = smaxs[0] = v2[0];
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smins[1] = smaxs[1] = v2[1];
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smins[2] = smaxs[2] = v2[2];
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}
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}
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// now we have a bbox in viewspace
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// clip it to the view plane
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if (smins[2] < 1)
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smins[2] = 1;
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// return true if that culled the box
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if (smins[2] >= smaxs[2])
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return true;
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// ok some of it is infront of the view, transform each corner back to
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// worldspace and then to screenspace and make screen rect
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// initialize these variables just to avoid compiler warnings
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x1 = y1 = x2 = y2 = 0;
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for (i = 0;i < 8;i++)
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{
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v2[0] = (i & 1) ? smins[0] : smaxs[0];
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v2[1] = (i & 2) ? smins[1] : smaxs[1];
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v2[2] = (i & 4) ? smins[2] : smaxs[2];
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v[0] = v2[0] * vright[0] + v2[1] * vup[0] + v2[2] * vpn[0] + r_refdef.vieworg[0];
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v[1] = v2[0] * vright[1] + v2[1] * vup[1] + v2[2] * vpn[1] + r_refdef.vieworg[1];
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v[2] = v2[0] * vright[2] + v2[1] * vup[2] + v2[2] * vpn[2] + r_refdef.vieworg[2];
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v[3] = 1.0f;
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GL_TransformToScreen(v, v2);
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//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
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x = v2[0];
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y = v2[1];
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if (i)
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{
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if (x1 > x) x1 = x;
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if (x2 < x) x2 = x;
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if (y1 > y) y1 = y;
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if (y2 < y) y2 = y;
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}
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else
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{
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x1 = x2 = x;
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y1 = y2 = y;
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}
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}
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#if 0
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// this code doesn't handle boxes with any points behind view properly
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x1 = 1000;x2 = -1000;
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y1 = 1000;y2 = -1000;
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for (i = 0;i < 8;i++)
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{
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v[0] = (i & 1) ? mins[0] : maxs[0];
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v[1] = (i & 2) ? mins[1] : maxs[1];
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v[2] = (i & 4) ? mins[2] : maxs[2];
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v[3] = 1.0f;
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GL_TransformToScreen(v, v2);
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//Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
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if (v2[2] > 0)
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{
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x = v2[0];
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y = v2[1];
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if (x1 > x) x1 = x;
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if (x2 < x) x2 = x;
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if (y1 > y) y1 = y;
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if (y2 < y) y2 = y;
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}
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}
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#endif
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}
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ix1 = x1 - 1.0f;
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iy1 = y1 - 1.0f;
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ix2 = x2 + 1.0f;
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iy2 = y2 + 1.0f;
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//Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
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if (ix1 < r_view_x) ix1 = r_view_x;
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if (iy1 < r_view_y) iy1 = r_view_y;
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if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
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if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
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if (ix2 <= ix1 || iy2 <= iy1)
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return true;
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// set up the scissor rectangle
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qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
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//qglEnable(GL_SCISSOR_TEST);
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return false;
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}
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#endif
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*/
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
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int type);
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//generates stencil shadows of the world geometry.
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//redraws world geometry
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void PPL_AddLight(dlight_t *dl)
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{
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int i;
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int sdecrw;
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int sincrw;
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int leaf;
|
||||
qbyte *lvis;
|
||||
qbyte *vvis;
|
||||
|
||||
qbyte lvisb[MAX_MAP_LEAFS/8];
|
||||
qbyte vvisb[MAX_MAP_LEAFS/8];
|
||||
|
||||
vec3_t mins;
|
||||
vec3_t maxs;
|
||||
|
||||
mins[0] = dl->origin[0] - dl->radius;
|
||||
mins[1] = dl->origin[1] - dl->radius;
|
||||
mins[2] = dl->origin[2] - dl->radius;
|
||||
|
||||
maxs[0] = dl->origin[0] + dl->radius;
|
||||
maxs[1] = dl->origin[1] + dl->radius;
|
||||
maxs[2] = dl->origin[2] + dl->radius;
|
||||
|
||||
if (R_CullBox(mins, maxs))
|
||||
return;
|
||||
|
||||
// if (PPL_ScissorForBox(mins, maxs))
|
||||
// return; //was culled.
|
||||
|
||||
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
|
||||
i = cl.worldmodel->funcs.LeafForPoint(r_refdef.vieworg, cl.worldmodel);
|
||||
else
|
||||
i = r_viewleaf - cl.worldmodel->leafs;
|
||||
|
||||
leaf = cl.worldmodel->funcs.LeafForPoint(dl->origin, cl.worldmodel);
|
||||
lvis = cl.worldmodel->funcs.LeafPVS(leaf, cl.worldmodel, lvisb);
|
||||
vvis = cl.worldmodel->funcs.LeafPVS(i, cl.worldmodel, vvisb);
|
||||
|
||||
// if (!(lvis[i>>3] & (1<<(i&7)))) //light might not be visible, but it's effects probably should be.
|
||||
// return;
|
||||
if (!PPL_VisOverlaps(lvis, vvis)) //The two viewing areas do not intersect.
|
||||
return;
|
||||
|
||||
// glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
@ -3086,7 +3280,7 @@ void PPL_AddLight(dlight_t *dl)
|
|||
else
|
||||
#endif
|
||||
|
||||
if (qglStencilOpSeparateATI && r_shadows.value != 667)//GL_ATI_separate_stencil
|
||||
if (qglStencilOpSeparateATI && !((int)r_shadows.value & 2))//GL_ATI_separate_stencil
|
||||
{
|
||||
glClearStencil(0);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
@ -3096,6 +3290,7 @@ void PPL_AddLight(dlight_t *dl)
|
|||
|
||||
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, sincrw, GL_KEEP);
|
||||
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, sdecrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvisb);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
qglStencilOpSeparateATI(GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
@ -3104,7 +3299,7 @@ void PPL_AddLight(dlight_t *dl)
|
|||
|
||||
glStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
else if (qglActiveStencilFaceEXT && r_shadows.value != 667) //NVidias variation on a theme. (GFFX class)
|
||||
else if (qglActiveStencilFaceEXT && !((int)r_shadows.value & 2)) //NVidias variation on a theme. (GFFX class)
|
||||
{
|
||||
glClearStencil(0);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
@ -3120,6 +3315,7 @@ void PPL_AddLight(dlight_t *dl)
|
|||
glStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||||
glStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
|
||||
PPL_UpdateNodeShadowFrames(lvisb);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
|
||||
|
@ -3143,17 +3339,23 @@ void PPL_AddLight(dlight_t *dl)
|
|||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
glStencilFunc( GL_ALWAYS, 1, ~0 );
|
||||
glStencilFunc( GL_ALWAYS, 0, ~0 );
|
||||
|
||||
shadowsurfcount = 0;
|
||||
glCullFace(GL_BACK);
|
||||
glStencilOp(GL_KEEP, sincrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvis);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
Con_Printf("%i ", shadowsurfcount);
|
||||
|
||||
shadowsurfcount=0;
|
||||
glCullFace(GL_FRONT);
|
||||
glStencilOp(GL_KEEP, sdecrw, GL_KEEP);
|
||||
PPL_UpdateNodeShadowFrames(lvis);
|
||||
PPL_RecursiveWorldNode(dl);
|
||||
PPL_DrawShadowMeshes(dl);
|
||||
Con_Printf("%i\n", shadowsurfcount);
|
||||
|
||||
glStencilFunc( GL_EQUAL, 0, ~0 );
|
||||
}
|
||||
|
@ -3171,16 +3373,20 @@ void PPL_AddLight(dlight_t *dl)
|
|||
glColor4f(dl->color[0], dl->color[1], dl->color[2], 1);
|
||||
glDepthFunc(GL_EQUAL);
|
||||
|
||||
lightorg[0] = dl->origin[0];
|
||||
lightorg[1] = dl->origin[1];
|
||||
lightorg[2] = dl->origin[2];
|
||||
lightorg[0] = dl->origin[0]+0.5;
|
||||
lightorg[1] = dl->origin[1]+0.5;
|
||||
lightorg[2] = dl->origin[2]+0.5;
|
||||
|
||||
PPL_DrawEntLighting(dl);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(1);
|
||||
glDepthFunc(gldepthfunc);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
glStencilFunc( GL_ALWAYS, 0, ~0 );
|
||||
|
||||
qglDisable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
||||
void PPL_DrawWorld (void)
|
||||
|
|
|
@ -94,7 +94,9 @@ void GLSCR_UpdateScreen (void)
|
|||
vid.recalc_refdef = true;
|
||||
Con_CheckResize();
|
||||
|
||||
#ifdef PLUGINS
|
||||
Plug_ResChanged();
|
||||
#endif
|
||||
GL_Set2D();
|
||||
}
|
||||
|
||||
|
@ -193,7 +195,9 @@ void GLSCR_UpdateScreen (void)
|
|||
|
||||
if (scr_drawdialog)
|
||||
{
|
||||
#ifdef PLUGINS
|
||||
Plug_SBar ();
|
||||
#endif
|
||||
SCR_ShowPics_Draw();
|
||||
Draw_FadeScreen ();
|
||||
SCR_DrawNotifyString ();
|
||||
|
@ -202,7 +206,9 @@ void GLSCR_UpdateScreen (void)
|
|||
else if (scr_drawloading)
|
||||
{
|
||||
SCR_DrawLoading ();
|
||||
#ifdef PLUGINS
|
||||
Plug_SBar ();
|
||||
#endif
|
||||
SCR_ShowPics_Draw();
|
||||
}
|
||||
else if (cl.intermission == 1 && key_dest == key_game)
|
||||
|
@ -227,7 +233,9 @@ void GLSCR_UpdateScreen (void)
|
|||
SCR_DrawFPS ();
|
||||
SCR_DrawTurtle ();
|
||||
SCR_DrawPause ();
|
||||
#ifdef PLUGINS
|
||||
Plug_SBar ();
|
||||
#endif
|
||||
SCR_ShowPics_Draw();
|
||||
SCR_CheckDrawCenterString ();
|
||||
glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
||||
|
|
|
@ -404,7 +404,7 @@ void R_DrawSkyChain (msurface_t *s)
|
|||
fc = 255;
|
||||
if (fc < 0)
|
||||
fc = 0;
|
||||
pal = vid_curpal+fc*3;
|
||||
pal = host_basepal+fc*3;
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glColor3f(pal[0]/255.0f, pal[1]/255.0f, pal[2]/255.0f);
|
||||
for (fa=s ; fa ; fa=fa->texturechain)
|
||||
|
|
|
@ -43,7 +43,7 @@ void ClearBounds (vec3_t mins, vec3_t maxs);
|
|||
//#include <GL/glu.h>
|
||||
#include "glsupp.h"
|
||||
|
||||
|
||||
void GL_InitFogTexture(void);
|
||||
|
||||
void GL_BeginRendering (int *x, int *y, int *width, int *height);
|
||||
void GL_EndRendering (void);
|
||||
|
|
|
@ -220,4 +220,14 @@ void GL_DrawMeshBump(mesh_t *mesh, int texturenum, int lmtexturenum, int bumpnum
|
|||
|
||||
void R_RenderMeshGeneric ( meshbuffer_t *mb, shaderpass_t *pass );
|
||||
void R_RenderMeshCombined ( meshbuffer_t *mb, shaderpass_t *pass );
|
||||
void R_RenderMeshMultitextured ( meshbuffer_t *mb, shaderpass_t *pass );
|
||||
void R_RenderMeshMultitextured ( meshbuffer_t *mb, shaderpass_t *pass );
|
||||
|
||||
shader_t *R_RegisterShader (char *name);
|
||||
shader_t *R_RegisterShader_Vertex (char *name);
|
||||
shader_t *R_RegisterShader_Flare (char *name);
|
||||
shader_t *R_RegisterSkin (char *name);
|
||||
|
||||
|
||||
void R_BackendInit (void);
|
||||
void Shader_Shutdown (void);
|
||||
qboolean Shader_Init (void);
|
||||
|
|
|
@ -1588,7 +1588,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLin
|
|||
NULL,
|
||||
ghInstance,
|
||||
NULL);
|
||||
|
||||
GetDriveType
|
||||
if (richedit)
|
||||
{
|
||||
SendMessage(outputbox, EM_EXLIMITTEXT, 0, 1<<20);
|
||||
|
|
Loading…
Reference in a new issue