fixed -Wshadow warnings.

This commit is contained in:
Ozkan Sezer 2021-06-23 04:37:10 +03:00
parent 9fc38410dd
commit 9ca7d499e5
6 changed files with 64 additions and 68 deletions

View File

@ -903,7 +903,7 @@ void Sky_DrawFace (int axis)
vec3_t verts[4];
int i, j, start;
float di,qi,dj,qj;
vec3_t vup, vright, temp, temp2;
vec3_t up, right, temp, temp2;
Sky_SetBoxVert(-1.0, -1.0, axis, verts[0]);
Sky_SetBoxVert(-1.0, 1.0, axis, verts[1]);
@ -913,8 +913,8 @@ void Sky_DrawFace (int axis)
start = Hunk_LowMark ();
p = (glpoly_t *) Hunk_Alloc(sizeof(glpoly_t));
VectorSubtract(verts[2],verts[3],vup);
VectorSubtract(verts[2],verts[1],vright);
VectorSubtract(verts[2],verts[3],up);
VectorSubtract(verts[2],verts[1],right);
di = q_max((int)r_sky_quality.value, 1);
qi = 1.0 / di;
@ -930,15 +930,15 @@ void Sky_DrawFace (int axis)
continue;
//if (i&1 ^ j&1) continue; //checkerboard test
VectorScale (vright, qi*i, temp);
VectorScale (vup, qj*j, temp2);
VectorScale (right, qi*i, temp);
VectorScale (up, qj*j, temp2);
VectorAdd(temp,temp2,temp);
VectorAdd(verts[0],temp,p->verts[0]);
VectorScale (vup, qj, temp);
VectorScale (up, qj, temp);
VectorAdd (p->verts[0],temp,p->verts[1]);
VectorScale (vright, qi, temp);
VectorScale (right, qi, temp);
VectorAdd (p->verts[1],temp,p->verts[2]);
VectorAdd (p->verts[0],temp,p->verts[3]);

View File

@ -1282,34 +1282,32 @@ void TexMgr_ReloadImage (gltexture_t *glt, int shirt, int pants)
//
mark = Hunk_LowMark ();
if (glt->source_file[0] && glt->source_offset)
{
if (glt->source_file[0] && glt->source_offset) {
//lump inside file
long size;
FILE *f;
COM_FOpenFile(glt->source_file, &f, NULL);
if (!f)
goto invalid;
if (!f) goto invalid;
fseek (f, glt->source_offset, SEEK_CUR);
size = (long) (glt->source_width * glt->source_height);
size = glt->source_width * glt->source_height;
/* should be SRC_INDEXED, but no harm being paranoid: */
if (glt->source_format == SRC_RGBA)
if (glt->source_format == SRC_RGBA) {
size *= 4;
else if (glt->source_format == SRC_LIGHTMAP)
}
else if (glt->source_format == SRC_LIGHTMAP) {
size *= lightmap_bytes;
}
data = (byte *) Hunk_Alloc (size);
fread (data, 1, size, f);
fclose (f);
}
else if (glt->source_file[0] && !glt->source_offset)
else if (glt->source_file[0] && !glt->source_offset) {
data = Image_LoadImage (glt->source_file, (int *)&glt->source_width, (int *)&glt->source_height); //simple file
else if (!glt->source_file[0] && glt->source_offset)
}
else if (!glt->source_file[0] && glt->source_offset) {
data = (byte *) glt->source_offset; //image in memory
if (!data)
{
invalid:
Con_Printf ("TexMgr_ReloadImage: invalid source for %s\n", glt->name);
}
if (!data) {
invalid: Con_Printf ("TexMgr_ReloadImage: invalid source for %s\n", glt->name);
Hunk_FreeToLowMark(mark);
return;
}

View File

@ -661,10 +661,9 @@ static qboolean VID_SetMode (int width, int height, int refreshrate, int bpp, qb
/* Make window fullscreen if needed, and show the window */
if (fullscreen) {
Uint32 flags = vid_desktopfullscreen.value ?
SDL_WINDOW_FULLSCREEN_DESKTOP :
SDL_WINDOW_FULLSCREEN;
if (SDL_SetWindowFullscreen (draw_context, flags) != 0)
const Uint32 flag = vid_desktopfullscreen.value ?
SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
if (SDL_SetWindowFullscreen (draw_context, flag) != 0)
Sys_Error ("Couldn't set fullscreen state mode");
}

View File

@ -310,7 +310,7 @@ struct lightmap_s
// main memory so texsubimage can update properly
byte *data;//[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT];
};
extern struct lightmap_s *lightmap;
extern struct lightmap_s *lightmaps;
extern int lightmap_count; //allocated lightmaps
extern int gl_warpimagesize; //johnfitz -- for water warp

View File

@ -31,7 +31,7 @@ int gl_lightmap_format;
int lightmap_bytes;
#define MAX_SANITY_LIGHTMAPS (1u<<20)
struct lightmap_s *lightmap;
struct lightmap_s *lightmaps;
int lightmap_count;
int last_lightmap_allocated;
int allocated[LMBLOCK_WIDTH];
@ -663,8 +663,8 @@ void R_RenderDynamicLightmaps (msurface_t *fa)
return;
// add to lightmap chain
fa->polys->chain = lightmap[fa->lightmaptexturenum].polys;
lightmap[fa->lightmaptexturenum].polys = fa->polys;
fa->polys->chain = lightmaps[fa->lightmaptexturenum].polys;
lightmaps[fa->lightmaptexturenum].polys = fa->polys;
// check for lightmap modification
for (maps=0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++)
@ -677,7 +677,7 @@ void R_RenderDynamicLightmaps (msurface_t *fa)
dynamic:
if (r_dynamic.value)
{
struct lightmap_s *lm = &lightmap[fa->lightmaptexturenum];
struct lightmap_s *lm = &lightmaps[fa->lightmaptexturenum];
lm->modified = true;
theRect = &lm->rectchange;
if (fa->light_t < theRect->t) {
@ -724,11 +724,11 @@ int AllocBlock (int w, int h, int *x, int *y)
if (texnum == lightmap_count)
{
lightmap_count++;
lightmap = (struct lightmap_s *) realloc(lightmap, sizeof(*lightmap)*lightmap_count);
memset(&lightmap[texnum], 0, sizeof(lightmap[texnum]));
lightmaps = (struct lightmap_s *) realloc(lightmaps, sizeof(*lightmaps)*lightmap_count);
memset(&lightmaps[texnum], 0, sizeof(lightmaps[texnum]));
/* FIXME: we leave 'gaps' in malloc()ed data, CRC_Block() later accesses
* that uninitialized data and valgrind complains for it. use calloc() ? */
lightmap[texnum].data = (byte *) malloc(4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT);
lightmaps[texnum].data = (byte *) malloc(4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT);
//as we're only tracking one texture, we don't need multiple copies of allocated any more.
memset(allocated, 0, sizeof(allocated));
}
@ -786,7 +786,7 @@ void GL_CreateSurfaceLightmap (msurface_t *surf)
tmax = (surf->extents[1]>>4)+1;
surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
base = lightmap[surf->lightmaptexturenum].data;
base = lightmaps[surf->lightmaptexturenum].data;
base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
R_BuildLightMap (surf, base, LMBLOCK_WIDTH*lightmap_bytes);
}
@ -883,9 +883,9 @@ void GL_BuildLightmaps (void)
//Spike -- wipe out all the lightmap data (johnfitz -- the gltexture objects were already freed by Mod_ClearAll)
for (i=0; i < lightmap_count; i++)
free(lightmap[i].data);
free(lightmap);
lightmap = NULL;
free(lightmaps[i].data);
free(lightmaps);
lightmaps = NULL;
last_lightmap_allocated = 0;
lightmap_count = 0;
@ -928,7 +928,7 @@ void GL_BuildLightmaps (void)
//
for (i=0; i<lightmap_count; i++)
{
lm = &lightmap[i];
lm = &lightmaps[i];
lm->modified = false;
lm->rectchange.l = LMBLOCK_WIDTH;
lm->rectchange.t = LMBLOCK_HEIGHT;
@ -1252,7 +1252,7 @@ assumes lightmap texture is already bound
*/
static void R_UploadLightmap(int lmap)
{
struct lightmap_s *lm = &lightmap[lmap];
struct lightmap_s *lm = &lightmaps[lmap];
if (!lm->modified)
return;
@ -1275,10 +1275,10 @@ void R_UploadLightmaps (void)
for (lmap = 0; lmap < lightmap_count; lmap++)
{
if (!lightmap[lmap].modified)
if (!lightmaps[lmap].modified)
continue;
GL_Bind (lightmap[lmap].texture);
GL_Bind (lightmaps[lmap].texture);
R_UploadLightmap(lmap);
}
}
@ -1308,7 +1308,7 @@ void R_RebuildAllLightmaps (void)
{
if (fa->flags & SURF_DRAWTILED)
continue;
base = lightmap[fa->lightmaptexturenum].data;
base = lightmaps[fa->lightmaptexturenum].data;
base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
R_BuildLightMap (fa, base, LMBLOCK_WIDTH*lightmap_bytes);
}
@ -1317,8 +1317,8 @@ void R_RebuildAllLightmaps (void)
//for each lightmap, upload it
for (i=0; i<lightmap_count; i++)
{
GL_Bind (lightmap[i].texture);
GL_Bind (lightmaps[i].texture);
glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, gl_lightmap_format,
GL_UNSIGNED_BYTE, lightmap[i].data);
GL_UNSIGNED_BYTE, lightmaps[i].data);
}
}

View File

@ -52,10 +52,10 @@ void R_ClearTextureChains (qmodel_t *mod, texchain_t chain)
for (i=0 ; i<mod->numtextures ; i++)
if (mod->textures[i])
mod->textures[i]->texturechains[chain] = NULL;
// clear lightmap chains
for (i=0 ; i<lightmap_count ; i++)
lightmap[i].polys = NULL;
lightmaps[i].polys = NULL;
}
/*
@ -85,7 +85,7 @@ void R_MarkSurfaces (void)
// clear lightmap chains
for (i=0 ; i<lightmap_count ; i++)
lightmap[i].polys = NULL;
lightmaps[i].polys = NULL;
// check this leaf for water portals
// TODO: loop through all water surfs and use distance to leaf cullbox
@ -139,7 +139,6 @@ void R_MarkSurfaces (void)
cl.worldmodel->textures[i]->texturechains[chain_world] = NULL;
// rebuild chains
#if 1
//iterate through surfaces one node at a time to rebuild chains
//need to do it this way if we want to work with tyrann's skip removal tool
@ -249,7 +248,7 @@ void R_BuildLightmapChains (qmodel_t *model, texchain_t chain)
// clear lightmap chains (already done in r_marksurfaces, but clearing them here to be safe becuase of r_stereo)
for (i=0 ; i<lightmap_count ; i++)
lightmap[i].polys = NULL;
lightmaps[i].polys = NULL;
// now rebuild them
for (i=0 ; i<model->numtextures ; i++)
@ -497,10 +496,10 @@ static void R_BatchSurface (msurface_t *s)
int num_surf_indices;
num_surf_indices = R_NumTriangleIndicesForSurf (s);
if (num_vbo_indices + num_surf_indices > MAX_BATCH_SIZE)
R_FlushBatch();
R_TriangleIndicesForSurf (s, &vbo_indices[num_vbo_indices]);
num_vbo_indices += num_surf_indices;
}
@ -539,7 +538,7 @@ void R_DrawTextureChains_Multitexture (qmodel_t *model, entity_t *ent, texchain_
GL_EnableMultitexture(); // selects TEXTURE1
bound = true;
}
GL_Bind (lightmap[s->lightmaptexturenum].texture);
GL_Bind (lightmaps[s->lightmaptexturenum].texture);
glBegin(GL_POLYGON);
v = s->polys->verts[0];
for (j=0 ; j<s->polys->numverts ; j++, v+= VERTEXSIZE)
@ -777,11 +776,11 @@ void R_DrawLightmapChains (void)
for (i=0 ; i<lightmap_count ; i++)
{
if (!lightmap[i].polys)
if (!lightmaps[i].polys)
continue;
GL_Bind (lightmap[i].texture);
for (p = lightmap[i].polys; p; p=p->chain)
GL_Bind (lightmaps[i].texture);
for (p = lightmaps[i].polys; p; p=p->chain)
{
glBegin (GL_POLYGON);
v = p->verts[0];
@ -878,10 +877,10 @@ void GLWorld_CreateShaders (void)
" result.a = Alpha;\n" // FIXME: This will make almost transparent things cut holes though heavy fog
" gl_FragColor = result;\n"
"}\n";
if (!gl_glsl_alias_able)
return;
r_world_program = GL_CreateProgram (vertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings);
if (r_world_program != 0)
@ -916,7 +915,7 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
int lastlightmap;
gltexture_t *fullbright = NULL;
float entalpha;
entalpha = (ent != NULL) ? ENTALPHA_DECODE(ent->alpha) : 1.0f;
// enable blending / disable depth writes
@ -925,9 +924,9 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
glDepthMask (GL_FALSE);
glEnable (GL_BLEND);
}
GL_UseProgramFunc (r_world_program);
// Bind the buffers
GL_BindBuffer (GL_ARRAY_BUFFER, gl_bmodel_vbo);
GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); // indices come from client memory!
@ -935,11 +934,11 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
GL_EnableVertexAttribArrayFunc (vertAttrIndex);
GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex);
GL_EnableVertexAttribArrayFunc (LMCoordsAttrIndex);
GL_VertexAttribPointerFunc (vertAttrIndex, 3, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0));
GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 3);
GL_VertexAttribPointerFunc (LMCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 5);
// set uniforms
GL_Uniform1iFunc (texLoc, 0);
GL_Uniform1iFunc (LMTexLoc, 1);
@ -948,7 +947,7 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
GL_Uniform1iFunc (useOverbrightLoc, (int)gl_overbright.value);
GL_Uniform1iFunc (useAlphaTestLoc, 0);
GL_Uniform1fFunc (alphaLoc, entalpha);
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
@ -990,7 +989,7 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
R_FlushBatch ();
GL_SelectTexture (GL_TEXTURE1);
GL_Bind (lightmap[s->lightmaptexturenum].texture);
GL_Bind (lightmaps[s->lightmaptexturenum].texture);
lastlightmap = s->lightmaptexturenum;
R_BatchSurface (s);
@ -1002,15 +1001,15 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE)
GL_Uniform1iFunc (useAlphaTestLoc, 0); // Flip alpha test back off
}
// clean up
GL_DisableVertexAttribArrayFunc (vertAttrIndex);
GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex);
GL_DisableVertexAttribArrayFunc (LMCoordsAttrIndex);
GL_UseProgramFunc (0);
GL_SelectTexture (GL_TEXTURE0);
if (entalpha < 1)
{
glDepthMask (GL_TRUE);