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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-23 02:00:58 +00:00
Merged some smaller bugfixes from Stephen's branch
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parent
58607c2cca
commit
c0376eacaf
13 changed files with 27 additions and 19 deletions
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@ -1,4 +1,4 @@
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cmake_minimum_required(VERSION 2.8) # Eric: These are rookie numbers, you need to bump those numbers up.
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cmake_minimum_required(VERSION 3.2)
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set(CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake)
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project(RBDoom3BFG)
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@ -1287,6 +1287,7 @@ void idGameLocal::PopulateEnvironmentProbes()
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const idDict* envProbeDef = gameLocal.FindEntityDefDict( "env_probe", false );
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if( !envProbeDef )
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{
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Printf( "entityDef env_probe missing in base/def/" );
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return;
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}
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@ -558,7 +558,7 @@ void idCommonLocal::Frame()
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|| ( game && game->InhibitControls() && !IsPlayingDoomClassic() ) || ImGuiTools::ReleaseMouseForTools() )
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#else
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if( com_pause.GetInteger() || console->Active() || Dialog().IsDialogActive() || session->IsSystemUIShowing()
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|| ( game && game->InhibitControls() ) )
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|| ( game && game->InhibitControls() ) || ImGuiTools::ReleaseMouseForTools() )
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#endif
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// RB end, DG end
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{
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@ -1227,7 +1227,6 @@ retry:
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*/
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}
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/*
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=======================
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R_LoadCubeImages
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@ -1281,6 +1280,7 @@ bool R_LoadCubeImages( const char* imgName, cubeFiles_t extensions, byte* pics[6
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{
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R_LoadImageProgram( fullName, &pics[i], &width, &height, &thisTime );
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}
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if( thisTime == FILE_NOT_FOUND_TIMESTAMP )
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{
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break;
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@ -956,6 +956,7 @@ static void R_CreateBrdfLutImage( idImage* image )
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// RB end
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/*
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================
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idImageManager::CreateIntrinsicImages
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@ -471,6 +471,7 @@ static void R_CheckPortableExtensions()
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}
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// RB end
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idStr extensions_string;
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/*
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@ -3118,6 +3118,7 @@ void idRenderBackend::DBG_RenderDebugTools( drawSurf_t** drawSurfs, int numDrawS
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}
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renderLog.OpenMainBlock( MRB_DRAW_DEBUG_TOOLS );
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renderLog.OpenBlock( "Render_DebugTools", colorGreen );
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RENDERLOG_PRINTF( "---------- RB_RenderDebugTools ----------\n" );
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GL_State( GLS_DEFAULT );
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@ -3168,6 +3169,7 @@ void idRenderBackend::DBG_RenderDebugTools( drawSurf_t** drawSurfs, int numDrawS
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DBG_ShowDebugPolygons();
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DBG_ShowTrace( drawSurfs, numDrawSurfs );
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renderLog.CloseBlock();
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renderLog.CloseMainBlock();
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}
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@ -2078,6 +2078,11 @@ void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDr
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return;
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}
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if( !drawSurfs )
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{
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return;
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}
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// if we are just doing 2D rendering, no need to fill the depth buffer
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if( viewDef->viewEntitys == NULL )
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{
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@ -329,22 +329,22 @@ public:
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void BindShader_TextureVertexColor()
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{
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BindShader_Builtin( BUILTIN_TEXTURE_VERTEXCOLOR );
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};
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}
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void BindShader_TextureVertexColor_sRGB()
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{
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BindShader_Builtin( BUILTIN_TEXTURE_VERTEXCOLOR_SRGB );
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};
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}
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void BindShader_TextureVertexColorSkinned()
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{
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BindShader_Builtin( BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED );
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};
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}
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void BindShader_TextureTexGenVertexColor()
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{
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BindShader_Builtin( BUILTIN_TEXTURE_TEXGEN_VERTEXCOLOR );
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};
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}
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void BindShader_Interaction()
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{
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@ -313,7 +313,6 @@ const char* skyDirection[6] = { "_forward", "_back", "_left", "_right", "_up", "
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/*
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=============================
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R_SetNewMode
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@ -158,18 +158,19 @@ static void R_RenderGuiSurf( idUserInterface* gui, const drawSurf_t* drawSurf )
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float guiModelMatrix[16];
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float modelMatrix[16];
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guiModelMatrix[0 * 4 + 0] = axis[0][0] * ( 1.0f / 640.0f );
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guiModelMatrix[1 * 4 + 0] = axis[1][0] * ( 1.0f / 480.0f );
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guiModelMatrix[0 * 4 + 0] = axis[0][0] * ( 1.0f / SCREEN_WIDTH );
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guiModelMatrix[1 * 4 + 0] = axis[1][0] * ( 1.0f / SCREEN_HEIGHT );
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guiModelMatrix[2 * 4 + 0] = axis[2][0];
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guiModelMatrix[3 * 4 + 0] = origin[0];
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guiModelMatrix[0 * 4 + 1] = axis[0][1] * ( 1.0f / 640.0f );
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guiModelMatrix[1 * 4 + 1] = axis[1][1] * ( 1.0f / 480.0f );
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guiModelMatrix[0 * 4 + 1] = axis[0][1] * ( 1.0f / SCREEN_WIDTH );
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guiModelMatrix[1 * 4 + 1] = axis[1][1] * ( 1.0f / SCREEN_HEIGHT );
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guiModelMatrix[2 * 4 + 1] = axis[2][1];
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guiModelMatrix[3 * 4 + 1] = origin[1];
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guiModelMatrix[0 * 4 + 2] = axis[0][2] * ( 1.0f / 640.0f );
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guiModelMatrix[1 * 4 + 2] = axis[1][2] * ( 1.0f / 480.0f );
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guiModelMatrix[0 * 4 + 2] = axis[0][2] * ( 1.0f / SCREEN_WIDTH );
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guiModelMatrix[1 * 4 + 2] = axis[1][2] * ( 1.0f / SCREEN_HEIGHT );
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guiModelMatrix[2 * 4 + 2] = axis[2][2];
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guiModelMatrix[3 * 4 + 2] = origin[2];
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@ -204,15 +205,14 @@ void R_AddInGameGuis( const drawSurf_t* const drawSurfs[], const int numDrawSurf
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for( int i = 0; i < numDrawSurfs; i++ )
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{
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const drawSurf_t* drawSurf = drawSurfs[i];
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idUserInterface* gui = drawSurf->material->GlobalGui();
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idUserInterface* gui = drawSurf->material->GlobalGui();
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int guiNum = drawSurf->material->GetEntityGui() - 1;
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if( guiNum >= 0 && guiNum < MAX_RENDERENTITY_GUI )
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{
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if( drawSurf->space->entityDef != NULL )
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{
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gui = drawSurf->space->entityDef->parms.gui[ guiNum ];
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gui = drawSurf->space->entityDef->parms.gui[guiNum];
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}
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}
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@ -542,7 +542,7 @@ void R_RenderView( viewDef_t* parms )
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// RB: find closest environment probe
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if( tr.viewDef->areaNum != -1 && !tr.viewDef->isSubview )
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{
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float bestDist = 900000.0f;
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float bestDist = idMath::INFINITY;
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for( viewEnvprobe_t* vProbe = tr.viewDef->viewEnvprobes; vProbe != NULL; vProbe = vProbe->next )
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{
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@ -1059,7 +1059,6 @@ static bool GLW_GetWindowDimensions( const glimpParms_t parms, int& x, int& y, i
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return true;
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}
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/*
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=======================
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GLW_CreateWindow
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