2010-02-15 23:26:55 +00:00
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/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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2014-09-22 08:55:46 +00:00
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Copyright (C) 2010-2014 QuakeSpasm developers
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2010-02-15 23:26:55 +00:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "quakedef.h"
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//johnfitz -- new cvars
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extern cvar_t r_stereo;
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extern cvar_t r_stereodepth;
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extern cvar_t r_clearcolor;
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extern cvar_t r_drawflat;
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extern cvar_t r_flatlightstyles;
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extern cvar_t gl_fullbrights;
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extern cvar_t gl_farclip;
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extern cvar_t gl_overbright;
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extern cvar_t gl_overbright_models;
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extern cvar_t r_waterquality;
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extern cvar_t r_oldwater;
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extern cvar_t r_waterwarp;
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extern cvar_t r_oldskyleaf;
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extern cvar_t r_drawworld;
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extern cvar_t r_showtris;
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extern cvar_t r_showbboxes;
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extern cvar_t r_lerpmodels;
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extern cvar_t r_lerpmove;
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extern cvar_t r_nolerp_list;
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2015-05-18 18:00:49 +00:00
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extern cvar_t r_noshadow_list;
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2010-02-15 23:26:55 +00:00
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//johnfitz
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2011-08-24 07:47:29 +00:00
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extern cvar_t gl_zfix; // QuakeSpasm z-fighting fix
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2010-02-15 23:26:55 +00:00
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extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz
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/*
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====================
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GL_Overbright_f -- johnfitz
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====================
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*/
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2011-12-24 14:04:01 +00:00
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static void GL_Overbright_f (cvar_t *var)
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2010-02-15 23:26:55 +00:00
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{
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R_RebuildAllLightmaps ();
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}
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/*
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====================
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GL_Fullbrights_f -- johnfitz
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====================
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*/
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2011-12-24 14:04:01 +00:00
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static void GL_Fullbrights_f (cvar_t *var)
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2010-02-15 23:26:55 +00:00
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{
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TexMgr_ReloadNobrightImages ();
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}
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/*
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====================
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R_SetClearColor_f -- johnfitz
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====================
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*/
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2011-12-24 14:04:01 +00:00
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static void R_SetClearColor_f (cvar_t *var)
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2010-02-15 23:26:55 +00:00
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{
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byte *rgb;
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int s;
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s = (int)r_clearcolor.value & 0xFF;
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rgb = (byte*)(d_8to24table + s);
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glClearColor (rgb[0]/255.0,rgb[1]/255.0,rgb[2]/255.0,0);
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}
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/*
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2011-12-24 14:04:01 +00:00
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===============
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2015-05-18 18:00:49 +00:00
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R_Model_ExtraFlags_List_f -- johnfitz -- called when r_nolerp_list or r_noshadow_list cvar changes
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2011-12-24 14:04:01 +00:00
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===============
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2010-02-15 23:26:55 +00:00
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*/
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2015-05-18 18:00:49 +00:00
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static void R_Model_ExtraFlags_List_f (cvar_t *var)
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2010-02-15 23:26:55 +00:00
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{
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2011-12-24 14:04:01 +00:00
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int i;
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for (i=0; i < MAX_MODELS; i++)
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Mod_SetExtraFlags (cl.model_precache[i]);
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2010-02-15 23:26:55 +00:00
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}
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new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
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/*
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====================
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R_SetWateralpha_f -- ericw
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====================
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*/
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static void R_SetWateralpha_f (cvar_t *var)
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{
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map_wateralpha = var->value;
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}
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/*
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====================
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R_SetLavaalpha_f -- ericw
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====================
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*/
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static void R_SetLavaalpha_f (cvar_t *var)
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{
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map_lavaalpha = var->value;
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}
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/*
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====================
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R_SetTelealpha_f -- ericw
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====================
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*/
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static void R_SetTelealpha_f (cvar_t *var)
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{
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map_telealpha = var->value;
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}
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/*
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====================
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R_SetSlimealpha_f -- ericw
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====================
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*/
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static void R_SetSlimealpha_f (cvar_t *var)
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{
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map_slimealpha = var->value;
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}
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/*
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====================
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GL_WaterAlphaForSurfface -- ericw
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====================
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*/
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float GL_WaterAlphaForSurface (msurface_t *fa)
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{
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if (fa->flags & SURF_DRAWLAVA)
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return map_lavaalpha > 0 ? map_lavaalpha : map_wateralpha;
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else if (fa->flags & SURF_DRAWTELE)
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return map_telealpha > 0 ? map_telealpha : map_wateralpha;
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else if (fa->flags & SURF_DRAWSLIME)
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return map_slimealpha > 0 ? map_slimealpha : map_wateralpha;
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else
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return map_wateralpha;
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}
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2010-02-15 23:26:55 +00:00
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/*
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===============
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R_Init
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===============
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*/
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void R_Init (void)
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{
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extern cvar_t gl_finish;
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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2011-12-28 22:01:33 +00:00
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Cvar_RegisterVariable (&r_norefresh);
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Cvar_RegisterVariable (&r_lightmap);
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Cvar_RegisterVariable (&r_fullbright);
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Cvar_RegisterVariable (&r_drawentities);
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Cvar_RegisterVariable (&r_drawviewmodel);
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Cvar_RegisterVariable (&r_shadows);
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Cvar_RegisterVariable (&r_wateralpha);
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new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
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Cvar_SetCallback (&r_wateralpha, R_SetWateralpha_f);
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2011-12-28 22:01:33 +00:00
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Cvar_RegisterVariable (&r_dynamic);
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Cvar_RegisterVariable (&r_novis);
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Cvar_RegisterVariable (&r_speeds);
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2015-09-12 03:29:41 +00:00
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Cvar_RegisterVariable (&r_pos);
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2011-12-28 22:01:33 +00:00
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Cvar_RegisterVariable (&gl_finish);
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Cvar_RegisterVariable (&gl_clear);
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Cvar_RegisterVariable (&gl_cull);
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Cvar_RegisterVariable (&gl_smoothmodels);
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Cvar_RegisterVariable (&gl_affinemodels);
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Cvar_RegisterVariable (&gl_polyblend);
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Cvar_RegisterVariable (&gl_flashblend);
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Cvar_RegisterVariable (&gl_playermip);
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Cvar_RegisterVariable (&gl_nocolors);
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2010-02-15 23:26:55 +00:00
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//johnfitz -- new cvars
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2011-12-28 22:01:33 +00:00
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Cvar_RegisterVariable (&r_stereo);
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Cvar_RegisterVariable (&r_stereodepth);
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Cvar_RegisterVariable (&r_clearcolor);
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Cvar_SetCallback (&r_clearcolor, R_SetClearColor_f);
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Cvar_RegisterVariable (&r_waterquality);
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Cvar_RegisterVariable (&r_oldwater);
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Cvar_RegisterVariable (&r_waterwarp);
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Cvar_RegisterVariable (&r_drawflat);
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Cvar_RegisterVariable (&r_flatlightstyles);
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Cvar_RegisterVariable (&r_oldskyleaf);
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Cvar_RegisterVariable (&r_drawworld);
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Cvar_RegisterVariable (&r_showtris);
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Cvar_RegisterVariable (&r_showbboxes);
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Cvar_RegisterVariable (&gl_farclip);
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Cvar_RegisterVariable (&gl_fullbrights);
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Cvar_RegisterVariable (&gl_overbright);
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Cvar_SetCallback (&gl_fullbrights, GL_Fullbrights_f);
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Cvar_SetCallback (&gl_overbright, GL_Overbright_f);
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Cvar_RegisterVariable (&gl_overbright_models);
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Cvar_RegisterVariable (&r_lerpmodels);
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Cvar_RegisterVariable (&r_lerpmove);
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Cvar_RegisterVariable (&r_nolerp_list);
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2015-05-18 18:00:49 +00:00
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Cvar_SetCallback (&r_nolerp_list, R_Model_ExtraFlags_List_f);
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Cvar_RegisterVariable (&r_noshadow_list);
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Cvar_SetCallback (&r_noshadow_list, R_Model_ExtraFlags_List_f);
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2010-02-15 23:26:55 +00:00
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//johnfitz
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2011-12-28 22:01:33 +00:00
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Cvar_RegisterVariable (&gl_zfix); // QuakeSpasm z-fighting fix
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new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
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Cvar_RegisterVariable (&r_lavaalpha);
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Cvar_RegisterVariable (&r_telealpha);
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Cvar_RegisterVariable (&r_slimealpha);
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2017-05-26 20:37:48 +00:00
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Cvar_RegisterVariable (&r_scale);
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new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
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Cvar_SetCallback (&r_lavaalpha, R_SetLavaalpha_f);
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Cvar_SetCallback (&r_telealpha, R_SetTelealpha_f);
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Cvar_SetCallback (&r_slimealpha, R_SetSlimealpha_f);
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2011-08-24 07:47:29 +00:00
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2010-02-15 23:26:55 +00:00
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R_InitParticles ();
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2011-12-24 14:04:01 +00:00
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R_SetClearColor_f (&r_clearcolor); //johnfitz
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2010-02-15 23:26:55 +00:00
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Sky_Init (); //johnfitz
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Fog_Init (); //johnfitz
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}
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/*
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===============
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R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins
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===============
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*/
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void R_TranslatePlayerSkin (int playernum)
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{
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int top, bottom;
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top = (cl.scores[playernum].colors & 0xf0)>>4;
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bottom = cl.scores[playernum].colors &15;
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//FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors.
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if (!gl_nocolors.value)
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if (playertextures[playernum])
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TexMgr_ReloadImage (playertextures[playernum], top, bottom);
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}
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/*
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===============
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R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when
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the skin or model actually changes, instead of just new colors
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added bug fix from bengt jardup
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===============
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*/
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void R_TranslateNewPlayerSkin (int playernum)
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{
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char name[64];
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byte *pixels;
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aliashdr_t *paliashdr;
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int skinnum;
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//get correct texture pixels
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currententity = &cl_entities[1+playernum];
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if (!currententity->model || currententity->model->type != mod_alias)
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return;
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paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
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skinnum = currententity->skinnum;
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//TODO: move these tests to the place where skinnum gets received from the server
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if (skinnum < 0 || skinnum >= paliashdr->numskins)
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{
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Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum);
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skinnum = 0;
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}
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pixels = (byte *)paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place!
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//upload new image
|
2011-12-27 10:50:42 +00:00
|
|
|
q_snprintf(name, sizeof(name), "player_%i", playernum);
|
2010-02-15 23:26:55 +00:00
|
|
|
playertextures[playernum] = TexMgr_LoadImage (currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight,
|
|
|
|
SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE);
|
|
|
|
|
|
|
|
//now recolor it
|
|
|
|
R_TranslatePlayerSkin (playernum);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_NewGame -- johnfitz -- handle a game switch
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_NewGame (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
//clear playertexture pointers (the textures themselves were freed by texmgr_newgame)
|
|
|
|
for (i=0; i<MAX_SCOREBOARD; i++)
|
|
|
|
playertextures[i] = NULL;
|
|
|
|
}
|
|
|
|
|
new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
|
|
|
/*
|
|
|
|
=============
|
|
|
|
R_ParseWorldspawn
|
|
|
|
|
|
|
|
called at map load
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
static void R_ParseWorldspawn (void)
|
|
|
|
{
|
|
|
|
char key[128], value[4096];
|
|
|
|
const char *data;
|
|
|
|
|
|
|
|
map_wateralpha = r_wateralpha.value;
|
|
|
|
map_lavaalpha = r_lavaalpha.value;
|
|
|
|
map_telealpha = r_telealpha.value;
|
|
|
|
map_slimealpha = r_slimealpha.value;
|
|
|
|
|
|
|
|
data = COM_Parse(cl.worldmodel->entities);
|
|
|
|
if (!data)
|
|
|
|
return; // error
|
|
|
|
if (com_token[0] != '{')
|
|
|
|
return; // error
|
|
|
|
while (1)
|
|
|
|
{
|
|
|
|
data = COM_Parse(data);
|
|
|
|
if (!data)
|
|
|
|
return; // error
|
|
|
|
if (com_token[0] == '}')
|
|
|
|
break; // end of worldspawn
|
|
|
|
if (com_token[0] == '_')
|
2019-09-12 04:06:54 +00:00
|
|
|
q_strlcpy(key, com_token + 1, sizeof(key));
|
new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
|
|
|
else
|
2019-09-12 04:06:54 +00:00
|
|
|
q_strlcpy(key, com_token, sizeof(key));
|
2019-09-12 12:33:02 +00:00
|
|
|
while (key[0] && key[strlen(key)-1] == ' ') // remove trailing spaces
|
new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
|
|
|
key[strlen(key)-1] = 0;
|
|
|
|
data = COM_Parse(data);
|
|
|
|
if (!data)
|
|
|
|
return; // error
|
2019-09-12 04:06:54 +00:00
|
|
|
q_strlcpy(value, com_token, sizeof(value));
|
new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
|
|
|
|
|
|
|
if (!strcmp("wateralpha", key))
|
|
|
|
map_wateralpha = atof(value);
|
|
|
|
|
|
|
|
if (!strcmp("lavaalpha", key))
|
|
|
|
map_lavaalpha = atof(value);
|
|
|
|
|
|
|
|
if (!strcmp("telealpha", key))
|
|
|
|
map_telealpha = atof(value);
|
|
|
|
|
|
|
|
if (!strcmp("slimealpha", key))
|
|
|
|
map_slimealpha = atof(value);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2010-02-15 23:26:55 +00:00
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_NewMap
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_NewMap (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
|
|
d_lightstylevalue[i] = 264; // normal light value
|
|
|
|
|
|
|
|
// clear out efrags in case the level hasn't been reloaded
|
|
|
|
// FIXME: is this one short?
|
|
|
|
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
|
|
|
|
cl.worldmodel->leafs[i].efrags = NULL;
|
|
|
|
|
|
|
|
r_viewleaf = NULL;
|
|
|
|
R_ClearParticles ();
|
|
|
|
|
|
|
|
GL_BuildLightmaps ();
|
2015-09-20 20:10:49 +00:00
|
|
|
GL_BuildBModelVertexBuffer ();
|
|
|
|
//ericw -- no longer load alias models into a VBO here, it's done in Mod_LoadAliasModel
|
|
|
|
|
2010-02-15 23:26:55 +00:00
|
|
|
r_framecount = 0; //johnfitz -- paranoid?
|
|
|
|
r_visframecount = 0; //johnfitz -- paranoid?
|
|
|
|
|
|
|
|
Sky_NewMap (); //johnfitz -- skybox in worldspawn
|
|
|
|
Fog_NewMap (); //johnfitz -- global fog in worldspawn
|
new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)
The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.
The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".
see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
|
|
|
R_ParseWorldspawn (); //ericw -- wateralpha, lavaalpha, telealpha, slimealpha in worldspawn
|
2010-02-15 23:26:55 +00:00
|
|
|
|
|
|
|
load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this?
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
R_TimeRefresh_f
|
|
|
|
|
|
|
|
For program optimization
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
void R_TimeRefresh_f (void)
|
|
|
|
{
|
2012-04-22 07:55:56 +00:00
|
|
|
int i;
|
2010-02-15 23:26:55 +00:00
|
|
|
float start, stop, time;
|
|
|
|
|
2012-04-22 07:55:56 +00:00
|
|
|
if (cls.state != ca_connected)
|
|
|
|
{
|
|
|
|
Con_Printf("Not connected to a server\n");
|
|
|
|
return;
|
|
|
|
}
|
2010-02-15 23:26:55 +00:00
|
|
|
|
2011-12-12 16:01:01 +00:00
|
|
|
start = Sys_DoubleTime ();
|
2012-04-22 07:55:56 +00:00
|
|
|
for (i = 0; i < 128; i++)
|
2010-02-15 23:26:55 +00:00
|
|
|
{
|
2012-04-22 07:55:56 +00:00
|
|
|
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
|
2010-02-15 23:26:55 +00:00
|
|
|
r_refdef.viewangles[1] = i/128.0*360.0;
|
|
|
|
R_RenderView ();
|
2012-04-22 07:55:56 +00:00
|
|
|
GL_EndRendering ();
|
2010-02-15 23:26:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
glFinish ();
|
2011-12-12 16:01:01 +00:00
|
|
|
stop = Sys_DoubleTime ();
|
2010-02-15 23:26:55 +00:00
|
|
|
time = stop-start;
|
|
|
|
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
|
|
|
|
}
|
|
|
|
|
|
|
|
void D_FlushCaches (void)
|
|
|
|
{
|
|
|
|
}
|
Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
|
|
|
|
|
|
|
static GLuint gl_programs[16];
|
|
|
|
static int gl_num_programs;
|
|
|
|
|
|
|
|
static qboolean GL_CheckShader (GLuint shader)
|
|
|
|
{
|
|
|
|
GLint status;
|
|
|
|
GL_GetShaderivFunc (shader, GL_COMPILE_STATUS, &status);
|
|
|
|
|
|
|
|
if (status != GL_TRUE)
|
|
|
|
{
|
|
|
|
char infolog[1024];
|
|
|
|
|
|
|
|
memset(infolog, 0, sizeof(infolog));
|
|
|
|
GL_GetShaderInfoLogFunc (shader, sizeof(infolog), NULL, infolog);
|
|
|
|
|
|
|
|
Con_Warning ("GLSL program failed to compile: %s", infolog);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static qboolean GL_CheckProgram (GLuint program)
|
|
|
|
{
|
|
|
|
GLint status;
|
|
|
|
GL_GetProgramivFunc (program, GL_LINK_STATUS, &status);
|
|
|
|
|
|
|
|
if (status != GL_TRUE)
|
|
|
|
{
|
|
|
|
char infolog[1024];
|
|
|
|
|
|
|
|
memset(infolog, 0, sizeof(infolog));
|
|
|
|
GL_GetProgramInfoLogFunc (program, sizeof(infolog), NULL, infolog);
|
|
|
|
|
|
|
|
Con_Warning ("GLSL program failed to link: %s", infolog);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2015-01-25 20:29:30 +00:00
|
|
|
/*
|
|
|
|
=============
|
|
|
|
GL_GetUniformLocation
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
GLint GL_GetUniformLocation (GLuint *programPtr, const char *name)
|
|
|
|
{
|
|
|
|
GLint location;
|
|
|
|
|
|
|
|
if (!programPtr)
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
location = GL_GetUniformLocationFunc(*programPtr, name);
|
|
|
|
if (location == -1)
|
|
|
|
{
|
|
|
|
Con_Warning("GL_GetUniformLocationFunc %s failed\n", name);
|
|
|
|
*programPtr = 0;
|
|
|
|
}
|
|
|
|
return location;
|
|
|
|
}
|
Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
GL_CreateProgram
|
|
|
|
|
|
|
|
Compiles and returns GLSL program.
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
GLuint GL_CreateProgram (const GLchar *vertSource, const GLchar *fragSource, int numbindings, const glsl_attrib_binding_t *bindings)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
GLuint program, vertShader, fragShader;
|
|
|
|
|
2015-02-20 00:23:44 +00:00
|
|
|
if (!gl_glsl_able)
|
Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
|
|
|
return 0;
|
|
|
|
|
|
|
|
vertShader = GL_CreateShaderFunc (GL_VERTEX_SHADER);
|
|
|
|
GL_ShaderSourceFunc (vertShader, 1, &vertSource, NULL);
|
|
|
|
GL_CompileShaderFunc (vertShader);
|
|
|
|
if (!GL_CheckShader (vertShader))
|
|
|
|
{
|
|
|
|
GL_DeleteShaderFunc (vertShader);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
fragShader = GL_CreateShaderFunc (GL_FRAGMENT_SHADER);
|
|
|
|
GL_ShaderSourceFunc (fragShader, 1, &fragSource, NULL);
|
|
|
|
GL_CompileShaderFunc (fragShader);
|
|
|
|
if (!GL_CheckShader (fragShader))
|
|
|
|
{
|
|
|
|
GL_DeleteShaderFunc (vertShader);
|
|
|
|
GL_DeleteShaderFunc (fragShader);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
program = GL_CreateProgramFunc ();
|
|
|
|
GL_AttachShaderFunc (program, vertShader);
|
|
|
|
GL_DeleteShaderFunc (vertShader);
|
|
|
|
GL_AttachShaderFunc (program, fragShader);
|
|
|
|
GL_DeleteShaderFunc (fragShader);
|
|
|
|
|
|
|
|
for (i = 0; i < numbindings; i++)
|
|
|
|
{
|
|
|
|
GL_BindAttribLocationFunc (program, bindings[i].attrib, bindings[i].name);
|
|
|
|
}
|
|
|
|
|
|
|
|
GL_LinkProgramFunc (program);
|
|
|
|
|
|
|
|
if (!GL_CheckProgram (program))
|
|
|
|
{
|
|
|
|
GL_DeleteProgramFunc (program);
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (gl_num_programs == (sizeof(gl_programs)/sizeof(GLuint)))
|
|
|
|
Host_Error ("gl_programs overflow");
|
|
|
|
|
|
|
|
gl_programs[gl_num_programs] = program;
|
|
|
|
gl_num_programs++;
|
|
|
|
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
R_DeleteShaders
|
|
|
|
|
|
|
|
Deletes any GLSL programs that have been created.
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
void R_DeleteShaders (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
2015-02-20 00:23:44 +00:00
|
|
|
if (!gl_glsl_able)
|
Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
|
|
|
return;
|
|
|
|
|
|
|
|
for (i = 0; i < gl_num_programs; i++)
|
|
|
|
{
|
|
|
|
GL_DeleteProgramFunc (gl_programs[i]);
|
|
|
|
gl_programs[i] = 0;
|
|
|
|
}
|
|
|
|
gl_num_programs = 0;
|
|
|
|
}
|
2021-07-07 20:55:50 +00:00
|
|
|
|
Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
|
|
|
GLuint current_array_buffer, current_element_array_buffer;
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
GL_BindBuffer
|
|
|
|
|
|
|
|
glBindBuffer wrapper
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
void GL_BindBuffer (GLenum target, GLuint buffer)
|
|
|
|
{
|
|
|
|
GLuint *cache;
|
|
|
|
|
|
|
|
if (!gl_vbo_able)
|
|
|
|
return;
|
2021-07-07 20:55:50 +00:00
|
|
|
|
Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
|
|
|
switch (target)
|
|
|
|
{
|
|
|
|
case GL_ARRAY_BUFFER:
|
|
|
|
cache = ¤t_array_buffer;
|
|
|
|
break;
|
|
|
|
case GL_ELEMENT_ARRAY_BUFFER:
|
|
|
|
cache = ¤t_element_array_buffer;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
Host_Error("GL_BindBuffer: unsupported target %d", (int)target);
|
|
|
|
return;
|
|
|
|
}
|
2021-07-07 20:55:50 +00:00
|
|
|
|
Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).
Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.
Special thanks to MH for some of the code from RMQEngine and the general concept.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
|
|
|
if (*cache != buffer)
|
|
|
|
{
|
|
|
|
*cache = buffer;
|
|
|
|
GL_BindBufferFunc (target, *cache);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
GL_ClearBufferBindings
|
|
|
|
|
|
|
|
This must be called if you do anything that could make the cached bindings
|
|
|
|
invalid (e.g. manually binding, destroying the context).
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
void GL_ClearBufferBindings ()
|
|
|
|
{
|
|
|
|
if (!gl_vbo_able)
|
|
|
|
return;
|
|
|
|
|
|
|
|
current_array_buffer = 0;
|
|
|
|
current_element_array_buffer = 0;
|
|
|
|
GL_BindBufferFunc (GL_ARRAY_BUFFER, 0);
|
|
|
|
GL_BindBufferFunc (GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
}
|