mirror of
https://github.com/Shpoike/Quakespasm.git
synced 2025-02-02 14:01:26 +00:00
fixed -Wshadow warnings.
This commit is contained in:
parent
9fc38410dd
commit
9ca7d499e5
6 changed files with 64 additions and 68 deletions
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@ -903,7 +903,7 @@ void Sky_DrawFace (int axis)
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vec3_t verts[4];
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int i, j, start;
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float di,qi,dj,qj;
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vec3_t vup, vright, temp, temp2;
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vec3_t up, right, temp, temp2;
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Sky_SetBoxVert(-1.0, -1.0, axis, verts[0]);
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Sky_SetBoxVert(-1.0, 1.0, axis, verts[1]);
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@ -913,8 +913,8 @@ void Sky_DrawFace (int axis)
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start = Hunk_LowMark ();
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p = (glpoly_t *) Hunk_Alloc(sizeof(glpoly_t));
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VectorSubtract(verts[2],verts[3],vup);
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VectorSubtract(verts[2],verts[1],vright);
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VectorSubtract(verts[2],verts[3],up);
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VectorSubtract(verts[2],verts[1],right);
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di = q_max((int)r_sky_quality.value, 1);
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qi = 1.0 / di;
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@ -930,15 +930,15 @@ void Sky_DrawFace (int axis)
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continue;
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//if (i&1 ^ j&1) continue; //checkerboard test
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VectorScale (vright, qi*i, temp);
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VectorScale (vup, qj*j, temp2);
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VectorScale (right, qi*i, temp);
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VectorScale (up, qj*j, temp2);
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VectorAdd(temp,temp2,temp);
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VectorAdd(verts[0],temp,p->verts[0]);
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VectorScale (vup, qj, temp);
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VectorScale (up, qj, temp);
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VectorAdd (p->verts[0],temp,p->verts[1]);
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VectorScale (vright, qi, temp);
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VectorScale (right, qi, temp);
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VectorAdd (p->verts[1],temp,p->verts[2]);
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VectorAdd (p->verts[0],temp,p->verts[3]);
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@ -1282,34 +1282,32 @@ void TexMgr_ReloadImage (gltexture_t *glt, int shirt, int pants)
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//
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mark = Hunk_LowMark ();
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if (glt->source_file[0] && glt->source_offset)
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{
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if (glt->source_file[0] && glt->source_offset) {
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//lump inside file
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long size;
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FILE *f;
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COM_FOpenFile(glt->source_file, &f, NULL);
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if (!f)
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goto invalid;
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if (!f) goto invalid;
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fseek (f, glt->source_offset, SEEK_CUR);
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size = (long) (glt->source_width * glt->source_height);
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size = glt->source_width * glt->source_height;
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/* should be SRC_INDEXED, but no harm being paranoid: */
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if (glt->source_format == SRC_RGBA)
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if (glt->source_format == SRC_RGBA) {
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size *= 4;
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else if (glt->source_format == SRC_LIGHTMAP)
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}
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else if (glt->source_format == SRC_LIGHTMAP) {
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size *= lightmap_bytes;
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}
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data = (byte *) Hunk_Alloc (size);
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fread (data, 1, size, f);
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fclose (f);
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}
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else if (glt->source_file[0] && !glt->source_offset)
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else if (glt->source_file[0] && !glt->source_offset) {
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data = Image_LoadImage (glt->source_file, (int *)&glt->source_width, (int *)&glt->source_height); //simple file
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else if (!glt->source_file[0] && glt->source_offset)
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}
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else if (!glt->source_file[0] && glt->source_offset) {
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data = (byte *) glt->source_offset; //image in memory
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if (!data)
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{
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invalid:
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Con_Printf ("TexMgr_ReloadImage: invalid source for %s\n", glt->name);
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}
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if (!data) {
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invalid: Con_Printf ("TexMgr_ReloadImage: invalid source for %s\n", glt->name);
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Hunk_FreeToLowMark(mark);
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return;
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}
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@ -661,10 +661,9 @@ static qboolean VID_SetMode (int width, int height, int refreshrate, int bpp, qb
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/* Make window fullscreen if needed, and show the window */
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if (fullscreen) {
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Uint32 flags = vid_desktopfullscreen.value ?
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SDL_WINDOW_FULLSCREEN_DESKTOP :
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SDL_WINDOW_FULLSCREEN;
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if (SDL_SetWindowFullscreen (draw_context, flags) != 0)
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const Uint32 flag = vid_desktopfullscreen.value ?
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SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_FULLSCREEN;
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if (SDL_SetWindowFullscreen (draw_context, flag) != 0)
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Sys_Error ("Couldn't set fullscreen state mode");
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}
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@ -310,7 +310,7 @@ struct lightmap_s
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// main memory so texsubimage can update properly
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byte *data;//[4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT];
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};
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extern struct lightmap_s *lightmap;
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extern struct lightmap_s *lightmaps;
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extern int lightmap_count; //allocated lightmaps
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extern int gl_warpimagesize; //johnfitz -- for water warp
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@ -31,7 +31,7 @@ int gl_lightmap_format;
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int lightmap_bytes;
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#define MAX_SANITY_LIGHTMAPS (1u<<20)
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struct lightmap_s *lightmap;
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struct lightmap_s *lightmaps;
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int lightmap_count;
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int last_lightmap_allocated;
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int allocated[LMBLOCK_WIDTH];
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@ -663,8 +663,8 @@ void R_RenderDynamicLightmaps (msurface_t *fa)
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return;
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// add to lightmap chain
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fa->polys->chain = lightmap[fa->lightmaptexturenum].polys;
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lightmap[fa->lightmaptexturenum].polys = fa->polys;
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fa->polys->chain = lightmaps[fa->lightmaptexturenum].polys;
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lightmaps[fa->lightmaptexturenum].polys = fa->polys;
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// check for lightmap modification
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for (maps=0; maps < MAXLIGHTMAPS && fa->styles[maps] != 255; maps++)
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@ -677,7 +677,7 @@ void R_RenderDynamicLightmaps (msurface_t *fa)
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dynamic:
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if (r_dynamic.value)
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{
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struct lightmap_s *lm = &lightmap[fa->lightmaptexturenum];
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struct lightmap_s *lm = &lightmaps[fa->lightmaptexturenum];
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lm->modified = true;
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theRect = &lm->rectchange;
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if (fa->light_t < theRect->t) {
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@ -724,11 +724,11 @@ int AllocBlock (int w, int h, int *x, int *y)
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if (texnum == lightmap_count)
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{
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lightmap_count++;
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lightmap = (struct lightmap_s *) realloc(lightmap, sizeof(*lightmap)*lightmap_count);
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memset(&lightmap[texnum], 0, sizeof(lightmap[texnum]));
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lightmaps = (struct lightmap_s *) realloc(lightmaps, sizeof(*lightmaps)*lightmap_count);
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memset(&lightmaps[texnum], 0, sizeof(lightmaps[texnum]));
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/* FIXME: we leave 'gaps' in malloc()ed data, CRC_Block() later accesses
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* that uninitialized data and valgrind complains for it. use calloc() ? */
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lightmap[texnum].data = (byte *) malloc(4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT);
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lightmaps[texnum].data = (byte *) malloc(4*LMBLOCK_WIDTH*LMBLOCK_HEIGHT);
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//as we're only tracking one texture, we don't need multiple copies of allocated any more.
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memset(allocated, 0, sizeof(allocated));
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}
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@ -786,7 +786,7 @@ void GL_CreateSurfaceLightmap (msurface_t *surf)
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tmax = (surf->extents[1]>>4)+1;
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surf->lightmaptexturenum = AllocBlock (smax, tmax, &surf->light_s, &surf->light_t);
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base = lightmap[surf->lightmaptexturenum].data;
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base = lightmaps[surf->lightmaptexturenum].data;
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base += (surf->light_t * LMBLOCK_WIDTH + surf->light_s) * lightmap_bytes;
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R_BuildLightMap (surf, base, LMBLOCK_WIDTH*lightmap_bytes);
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}
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@ -883,9 +883,9 @@ void GL_BuildLightmaps (void)
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//Spike -- wipe out all the lightmap data (johnfitz -- the gltexture objects were already freed by Mod_ClearAll)
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for (i=0; i < lightmap_count; i++)
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free(lightmap[i].data);
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free(lightmap);
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lightmap = NULL;
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free(lightmaps[i].data);
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free(lightmaps);
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lightmaps = NULL;
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last_lightmap_allocated = 0;
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lightmap_count = 0;
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@ -928,7 +928,7 @@ void GL_BuildLightmaps (void)
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//
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for (i=0; i<lightmap_count; i++)
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{
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lm = &lightmap[i];
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lm = &lightmaps[i];
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lm->modified = false;
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lm->rectchange.l = LMBLOCK_WIDTH;
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lm->rectchange.t = LMBLOCK_HEIGHT;
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@ -1252,7 +1252,7 @@ assumes lightmap texture is already bound
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*/
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static void R_UploadLightmap(int lmap)
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{
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struct lightmap_s *lm = &lightmap[lmap];
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struct lightmap_s *lm = &lightmaps[lmap];
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if (!lm->modified)
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return;
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@ -1275,10 +1275,10 @@ void R_UploadLightmaps (void)
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for (lmap = 0; lmap < lightmap_count; lmap++)
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{
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if (!lightmap[lmap].modified)
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if (!lightmaps[lmap].modified)
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continue;
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GL_Bind (lightmap[lmap].texture);
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GL_Bind (lightmaps[lmap].texture);
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R_UploadLightmap(lmap);
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}
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}
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@ -1308,7 +1308,7 @@ void R_RebuildAllLightmaps (void)
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{
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if (fa->flags & SURF_DRAWTILED)
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continue;
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base = lightmap[fa->lightmaptexturenum].data;
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base = lightmaps[fa->lightmaptexturenum].data;
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base += fa->light_t * LMBLOCK_WIDTH * lightmap_bytes + fa->light_s * lightmap_bytes;
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R_BuildLightMap (fa, base, LMBLOCK_WIDTH*lightmap_bytes);
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}
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@ -1317,8 +1317,8 @@ void R_RebuildAllLightmaps (void)
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//for each lightmap, upload it
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for (i=0; i<lightmap_count; i++)
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{
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GL_Bind (lightmap[i].texture);
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GL_Bind (lightmaps[i].texture);
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glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, LMBLOCK_WIDTH, LMBLOCK_HEIGHT, gl_lightmap_format,
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GL_UNSIGNED_BYTE, lightmap[i].data);
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GL_UNSIGNED_BYTE, lightmaps[i].data);
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}
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}
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@ -52,10 +52,10 @@ void R_ClearTextureChains (qmodel_t *mod, texchain_t chain)
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for (i=0 ; i<mod->numtextures ; i++)
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if (mod->textures[i])
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mod->textures[i]->texturechains[chain] = NULL;
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// clear lightmap chains
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for (i=0 ; i<lightmap_count ; i++)
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lightmap[i].polys = NULL;
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lightmaps[i].polys = NULL;
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}
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/*
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@ -85,7 +85,7 @@ void R_MarkSurfaces (void)
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// clear lightmap chains
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for (i=0 ; i<lightmap_count ; i++)
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lightmap[i].polys = NULL;
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lightmaps[i].polys = NULL;
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// check this leaf for water portals
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// TODO: loop through all water surfs and use distance to leaf cullbox
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@ -139,7 +139,6 @@ void R_MarkSurfaces (void)
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cl.worldmodel->textures[i]->texturechains[chain_world] = NULL;
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// rebuild chains
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#if 1
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//iterate through surfaces one node at a time to rebuild chains
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//need to do it this way if we want to work with tyrann's skip removal tool
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@ -249,7 +248,7 @@ void R_BuildLightmapChains (qmodel_t *model, texchain_t chain)
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// clear lightmap chains (already done in r_marksurfaces, but clearing them here to be safe becuase of r_stereo)
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for (i=0 ; i<lightmap_count ; i++)
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lightmap[i].polys = NULL;
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lightmaps[i].polys = NULL;
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// now rebuild them
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for (i=0 ; i<model->numtextures ; i++)
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@ -497,10 +496,10 @@ static void R_BatchSurface (msurface_t *s)
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int num_surf_indices;
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num_surf_indices = R_NumTriangleIndicesForSurf (s);
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if (num_vbo_indices + num_surf_indices > MAX_BATCH_SIZE)
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R_FlushBatch();
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R_TriangleIndicesForSurf (s, &vbo_indices[num_vbo_indices]);
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num_vbo_indices += num_surf_indices;
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}
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@ -539,7 +538,7 @@ void R_DrawTextureChains_Multitexture (qmodel_t *model, entity_t *ent, texchain_
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GL_EnableMultitexture(); // selects TEXTURE1
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bound = true;
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}
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GL_Bind (lightmap[s->lightmaptexturenum].texture);
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GL_Bind (lightmaps[s->lightmaptexturenum].texture);
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glBegin(GL_POLYGON);
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v = s->polys->verts[0];
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for (j=0 ; j<s->polys->numverts ; j++, v+= VERTEXSIZE)
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@ -777,11 +776,11 @@ void R_DrawLightmapChains (void)
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for (i=0 ; i<lightmap_count ; i++)
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{
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if (!lightmap[i].polys)
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if (!lightmaps[i].polys)
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continue;
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GL_Bind (lightmap[i].texture);
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for (p = lightmap[i].polys; p; p=p->chain)
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GL_Bind (lightmaps[i].texture);
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for (p = lightmaps[i].polys; p; p=p->chain)
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{
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glBegin (GL_POLYGON);
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v = p->verts[0];
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@ -878,10 +877,10 @@ void GLWorld_CreateShaders (void)
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" result.a = Alpha;\n" // FIXME: This will make almost transparent things cut holes though heavy fog
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" gl_FragColor = result;\n"
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"}\n";
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if (!gl_glsl_alias_able)
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return;
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r_world_program = GL_CreateProgram (vertSource, fragSource, sizeof(bindings)/sizeof(bindings[0]), bindings);
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if (r_world_program != 0)
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@ -916,7 +915,7 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
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int lastlightmap;
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gltexture_t *fullbright = NULL;
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float entalpha;
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entalpha = (ent != NULL) ? ENTALPHA_DECODE(ent->alpha) : 1.0f;
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// enable blending / disable depth writes
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@ -925,9 +924,9 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
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glDepthMask (GL_FALSE);
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glEnable (GL_BLEND);
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}
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GL_UseProgramFunc (r_world_program);
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// Bind the buffers
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GL_BindBuffer (GL_ARRAY_BUFFER, gl_bmodel_vbo);
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GL_BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); // indices come from client memory!
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@ -935,11 +934,11 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
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GL_EnableVertexAttribArrayFunc (vertAttrIndex);
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GL_EnableVertexAttribArrayFunc (texCoordsAttrIndex);
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GL_EnableVertexAttribArrayFunc (LMCoordsAttrIndex);
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GL_VertexAttribPointerFunc (vertAttrIndex, 3, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0));
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GL_VertexAttribPointerFunc (texCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 3);
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GL_VertexAttribPointerFunc (LMCoordsAttrIndex, 2, GL_FLOAT, GL_FALSE, VERTEXSIZE * sizeof(float), ((float *)0) + 5);
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// set uniforms
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GL_Uniform1iFunc (texLoc, 0);
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GL_Uniform1iFunc (LMTexLoc, 1);
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@ -948,7 +947,7 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
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GL_Uniform1iFunc (useOverbrightLoc, (int)gl_overbright.value);
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GL_Uniform1iFunc (useAlphaTestLoc, 0);
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GL_Uniform1fFunc (alphaLoc, entalpha);
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for (i=0 ; i<model->numtextures ; i++)
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{
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t = model->textures[i];
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@ -990,7 +989,7 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
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R_FlushBatch ();
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GL_SelectTexture (GL_TEXTURE1);
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GL_Bind (lightmap[s->lightmaptexturenum].texture);
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GL_Bind (lightmaps[s->lightmaptexturenum].texture);
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lastlightmap = s->lightmaptexturenum;
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R_BatchSurface (s);
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@ -1002,15 +1001,15 @@ void R_DrawTextureChains_GLSL (qmodel_t *model, entity_t *ent, texchain_t chain)
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if (bound && t->texturechains[chain]->flags & SURF_DRAWFENCE)
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GL_Uniform1iFunc (useAlphaTestLoc, 0); // Flip alpha test back off
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}
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// clean up
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GL_DisableVertexAttribArrayFunc (vertAttrIndex);
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GL_DisableVertexAttribArrayFunc (texCoordsAttrIndex);
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GL_DisableVertexAttribArrayFunc (LMCoordsAttrIndex);
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GL_UseProgramFunc (0);
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GL_SelectTexture (GL_TEXTURE0);
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if (entalpha < 1)
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{
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glDepthMask (GL_TRUE);
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