mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Merged stuff from Iced-Hellfire-Dev branch, no specular fix
This commit is contained in:
parent
c0376eacaf
commit
b85db1e865
14 changed files with 64 additions and 11 deletions
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@ -135,7 +135,6 @@ private:
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void Event_On();
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void Event_Off();
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void Event_ToggleOnOff( idEntity* activator );
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void Event_SetSoundHandles();
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void Event_FadeOut( float time );
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void Event_FadeIn( float time );
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};
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@ -29,7 +29,9 @@ If you have questions concerning this license or the applicable additional terms
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#ifndef __MENUSCREEN_H__
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#define __MENUSCREEN_H__
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#include "../../renderer/RenderCommon.h"
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#ifndef __TYPEINFOGEN__
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#include "../../renderer/RenderCommon.h"
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#endif
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enum mainMenuTransition_t
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{
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@ -65,11 +65,13 @@ private:
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idThread* thread;
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void PopParms( int numParms );
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void PushString( const char* string );
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// RB begin
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// RB: 64 bit fix, changed int to intptr_t
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public:
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void PushString( const char* string );
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void Push( intptr_t value );
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private:
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// RB: added PushVector for new E_EVENT_SIZEOF_VEC
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void PushVector( const idVec3& vector );
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// RB end
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@ -182,6 +182,7 @@ public:
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virtual bool PostReloadEngine() = 0;
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// Default argument completion functions.
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static void ArgCompletion_DefFile( const idCmdArgs& args, void( *callback )( const char* s ) );
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static void ArgCompletion_Boolean( const idCmdArgs& args, void( *callback )( const char* s ) );
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template<int min, int max>
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static void ArgCompletion_Integer( const idCmdArgs& args, void( *callback )( const char* s ) );
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@ -203,6 +204,10 @@ public:
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extern idCmdSystem* cmdSystem;
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ID_INLINE void idCmdSystem::ArgCompletion_DefFile( const idCmdArgs& args, void( *callback )( const char* s ) )
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{
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "def/", true, ".def", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_Boolean( const idCmdArgs& args, void( *callback )( const char* s ) )
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{
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@ -1420,13 +1420,14 @@ void idCommonLocal::Init( int argc, const char* const* argv, const char* cmdline
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AddStartupCommands();
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StartMenu( true );
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#ifndef ID_RETAIL
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while( Sys_Milliseconds() - legalStartTime < legalMinTime )
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{
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RenderSplash();
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Sys_GenerateEvents();
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Sys_Sleep( 10 );
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};
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#endif
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// print all warnings queued during initialization
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PrintWarnings();
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@ -2989,7 +2989,7 @@ void idFileSystemLocal::AddGameDirectory( const char* path, const char* dir )
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pakfile = BuildOSPath( path, dir, "" );
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pakfile[ pakfile.Length() - 1 ] = 0; // strip the trailing slash
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}
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#ifndef TYPEINFOPROJECT
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idStrList pakfiles;
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ListOSFiles( pakfile, ".resources", pakfiles );
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pakfiles.SortWithTemplate( idSort_PathStr() );
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@ -3014,6 +3014,7 @@ void idFileSystemLocal::AddGameDirectory( const char* path, const char* dir )
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}
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}
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}
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#endif
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}
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// RB end
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}
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@ -43,6 +43,10 @@ If you have questions concerning this license or the applicable additional terms
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#define ENGINE_VERSION "RBDOOM 3 BFG 1.3.0" // printed in console
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// RB end
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// jmarshall
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#define ENGINE_BRANCH "master"
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// jmarshall end
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#define BASE_GAMEDIR "base"
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#define CONFIG_FILE "D3BFGConfig.cfg"
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@ -31,7 +31,9 @@ If you have questions concerning this license or the applicable additional terms
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#include <zlib.h>
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// DG: all the zip access stuff from minizip is now in minizip/zip.h
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#include "libs/zlib/minizip/zip.h"
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#ifndef TYPEINFOPROJECT
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#include "libs/zlib/minizip/zip.h"
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#endif
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/*
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@ -71,10 +73,11 @@ public:
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void CleanSourceFolder();
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bool CreateZipFileFromFileList( const char* name, const idList< idFile_Memory* >& srcFiles );
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#ifndef TYPEINFOPROJECT
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zipFile CreateZipFile( const char* name );
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bool AddFile( zipFile zf, idFile_Memory* fm, bool deleteFile );
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void CloseZipFile( zipFile zf );
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#endif
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private:
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bool CreateZipFile( bool appendFiles );
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bool CreateZipFileFromFiles( const idList< idFile_Memory* >& srcFiles );
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@ -126,6 +126,9 @@ idVec4 colorBrown = idVec4( 0.40f, 0.35f, 0.08f, 1.00f );
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idVec4 colorLtGrey = idVec4( 0.75f, 0.75f, 0.75f, 1.00f );
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idVec4 colorMdGrey = idVec4( 0.50f, 0.50f, 0.50f, 1.00f );
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idVec4 colorDkGrey = idVec4( 0.25f, 0.25f, 0.25f, 1.00f );
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// jmarshall
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idVec4 colorGold = idVec4( 0.68, 0.63, 0.36, 1.00f );
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// jmarshall end
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/*
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================
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@ -128,6 +128,9 @@ extern idVec4 colorBrown;
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extern idVec4 colorLtGrey;
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extern idVec4 colorMdGrey;
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extern idVec4 colorDkGrey;
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// jmarshall
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extern idVec4 colorGold;
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// jmarshall end
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// packs color floats in the range [0,1] into an integer
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dword PackColor( const idVec3& color );
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@ -960,7 +960,9 @@ public:
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const float* ToFloatPtr() const;
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float* ToFloatPtr();
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const char* ToString( int precision = 2 ) const;
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// jmarshall
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idMat3 ToMat3( void ) const;
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// jmarshall end
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private:
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idVec4 mat[ 4 ];
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};
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@ -969,6 +971,25 @@ extern idMat4 mat4_zero;
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extern idMat4 mat4_identity;
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#define mat4_default mat4_identity
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// jmarshall
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ID_INLINE idMat3 idMat4::ToMat3( void ) const
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{
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idMat3 m;
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m[0][0] = mat[0][0];
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m[0][1] = mat[0][1];
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m[0][2] = mat[0][2];
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m[1][0] = mat[1][0];
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m[1][1] = mat[1][1];
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m[1][2] = mat[1][2];
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m[2][0] = mat[2][0];
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m[2][1] = mat[2][1];
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m[2][2] = mat[2][2];
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return m;
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}
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// jmarshall end
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ID_INLINE idMat4::idMat4()
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{
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}
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@ -38,7 +38,9 @@
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// RB: avoid problems with SourceAnnotations.h
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#define VERIFY_FORMAT_STRING
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#ifndef TYPEINFOPROJECT
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#include "idlib/sys/sys_defines.h"
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#endif
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#ifdef DEBUG
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# include <ctype.h>
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@ -60,4 +60,4 @@ struct objModel_t
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objModel_t* OBJ_Load( const char* fileName );
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void OBJ_Free( objModel_t* obj );
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#endif /* !__MODEL_ASE_H__ */
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#endif /* !__MODEL_OBJ_H__ */
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@ -1746,7 +1746,14 @@ void idRenderBackend::RenderInteractions( const drawSurf_t* surfList, const view
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// apply the world-global overbright and the 2x factor for specular
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const idVec4 diffuseColor = lightColor;
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const idVec4 specularColor = lightColor * 2.0f;
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// jmarshall
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idVec4 specularColor = lightColor * 2.0f;
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if( vLight->lightDef->parms.noSpecular )
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{
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specularColor.Zero();
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}
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// jmarshall end
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float lightTextureMatrix[16];
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if( lightStage->texture.hasMatrix )
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