mirror of
https://github.com/ioquake/ioq3.git
synced 2025-02-20 18:52:33 +00:00
Merge branch 'master' into sdl2
This commit is contained in:
commit
ad514c9689
20 changed files with 515 additions and 439 deletions
|
@ -39,7 +39,7 @@ renamed to id-readme.txt so as to prevent confusion. Please refer to the
|
|||
web-site for updated status.
|
||||
|
||||
|
||||
--------------------------------------------- Compilation and installation -----
|
||||
# Compilation and installation
|
||||
|
||||
For *nix
|
||||
1. Change to the directory containing this readme.
|
||||
|
@ -73,6 +73,7 @@ x86_64.
|
|||
The following variables may be set, either on the command line or in
|
||||
Makefile.local:
|
||||
|
||||
```
|
||||
CFLAGS - use this for custom CFLAGS
|
||||
V - set to show cc command line when building
|
||||
DEFAULT_BASEDIR - extra path to search for baseq3 and such
|
||||
|
@ -108,13 +109,16 @@ Makefile.local:
|
|||
DEBUG_CFLAGS - C compiler flags to use for building debug version
|
||||
COPYDIR - the target installation directory
|
||||
TEMPDIR - specify user defined directory for temp files
|
||||
```
|
||||
|
||||
The defaults for these variables differ depending on the target platform.
|
||||
|
||||
|
||||
------------------------------------------------------------------ Console -----
|
||||
# Console
|
||||
|
||||
New cvars
|
||||
## New cvars
|
||||
|
||||
```
|
||||
cl_autoRecordDemo - record a new demo on each map change
|
||||
cl_aviFrameRate - the framerate to use when capturing video
|
||||
cl_aviMotionJpeg - use the mjpeg codec when capturing video
|
||||
|
@ -271,8 +275,11 @@ New cvars
|
|||
cl_aviMotionJpeg is enabled
|
||||
r_mode -2 - This new video mode automatically uses the
|
||||
desktop resolution.
|
||||
```
|
||||
|
||||
New commands
|
||||
## New commands
|
||||
|
||||
```
|
||||
video [filename] - start video capture (use with demo command)
|
||||
stopvideo - stop video capture
|
||||
stopmusic - stop background music
|
||||
|
@ -307,132 +314,150 @@ New commands
|
|||
all bots even if someone is named "allbots")
|
||||
|
||||
tell <client num> <msg> - send message to a single client (new to server)
|
||||
```
|
||||
|
||||
|
||||
--------------------------------------------------------- README for Users -----
|
||||
# README for Users
|
||||
|
||||
Using shared libraries instead of qvm
|
||||
To force Q3 to use shared libraries instead of qvms run it with the following
|
||||
parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
|
||||
## Using shared libraries instead of qvm
|
||||
|
||||
Using Demo Data Files
|
||||
Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
|
||||
qvm files in this pak0.pk3 will not work, so you have to use the native
|
||||
shared libraries or qvms from this project. To use the new qvms, they must be
|
||||
put into a pk3 file. A pk3 file is just a zip file, so any compression tool
|
||||
that can create such files will work. The shared libraries should already be
|
||||
in the correct place. Use the instructions above to use them.
|
||||
To force Q3 to use shared libraries instead of qvms run it with the following
|
||||
parameters: `+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0`
|
||||
|
||||
Please bear in mind that you will not be able to play online using the demo
|
||||
data, nor is it something that we like to spend much time maintaining or
|
||||
supporting.
|
||||
## Using Demo Data Files
|
||||
|
||||
Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
|
||||
Ioquake3 now uses the select() system call to wait for the rendering of the
|
||||
next frame when com_maxfps was hit. This will improve your CPU load
|
||||
considerably in these cases. However, not all systems may support a
|
||||
granularity for its timing functions that is required to perform this waiting
|
||||
correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
|
||||
really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
|
||||
In this case you can always revert back to the old behaviour by setting the
|
||||
cvar com_busyWait to 1.
|
||||
Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
|
||||
qvm files in this pak0.pk3 will not work, so you have to use the native
|
||||
shared libraries or qvms from this project. To use the new qvms, they must be
|
||||
put into a pk3 file. A pk3 file is just a zip file, so any compression tool
|
||||
that can create such files will work. The shared libraries should already be
|
||||
in the correct place. Use the instructions above to use them.
|
||||
|
||||
Using HTTP/FTP Download Support (Server)
|
||||
You can enable redirected downloads on your server even if it's not
|
||||
an ioquake3 server. You simply need to use the 'sets' command to put
|
||||
the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
|
||||
is set to 1
|
||||
Please bear in mind that you will not be able to play online using the demo
|
||||
data, nor is it something that we like to spend much time maintaining or
|
||||
supporting.
|
||||
|
||||
sv_dlURL is the base of the URL that contains your custom .pk3 files
|
||||
the client will append both fs_game and the filename to the end of
|
||||
this value. For example, if you have sv_dlURL set to
|
||||
"http://ioquake3.org", fs_game is "baseq3", and the client is
|
||||
missing "test.pk3", it will attempt to download from the URL
|
||||
"http://ioquake3.org/baseq3/test.pk3"
|
||||
## Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
|
||||
|
||||
sv_allowDownload's value is now a bitmask made up of the following
|
||||
flags:
|
||||
1 - ENABLE
|
||||
4 - do not use UDP downloads
|
||||
8 - do not ask the client to disconnect when using HTTP/FTP
|
||||
Ioquake3 now uses the select() system call to wait for the rendering of the
|
||||
next frame when com_maxfps was hit. This will improve your CPU load
|
||||
considerably in these cases. However, not all systems may support a
|
||||
granularity for its timing functions that is required to perform this waiting
|
||||
correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
|
||||
really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
|
||||
In this case you can always revert back to the old behaviour by setting the
|
||||
cvar com_busyWait to 1.
|
||||
|
||||
Server operators who are concerned about potential "leeching" from their
|
||||
HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
|
||||
that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
|
||||
example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
|
||||
## Using HTTP/FTP Download Support (Server)
|
||||
|
||||
On a sidenote, downloading via UDP has been improved and yields higher data
|
||||
rates now. You can configure the maximum bandwidth for UDP downloads via the
|
||||
cvar sv_dlRate. Due to system-specific limits the download rate is capped
|
||||
at about 1 Mbyte/s per client, so curl downloading may still be faster.
|
||||
You can enable redirected downloads on your server even if it's not
|
||||
an ioquake3 server. You simply need to use the 'sets' command to put
|
||||
the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
|
||||
is set to 1
|
||||
|
||||
Using HTTP/FTP Download Support (Client)
|
||||
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
|
||||
assuming ioquake3 was compiled with USE_CURL=1 (the default).
|
||||
like sv_allowDownload, cl_allowDownload also uses a bitmask value
|
||||
supporting the following flags:
|
||||
1 - ENABLE
|
||||
2 - do not use HTTP/FTP downloads
|
||||
4 - do not use UDP downloads
|
||||
sv_dlURL is the base of the URL that contains your custom .pk3 files
|
||||
the client will append both fs_game and the filename to the end of
|
||||
this value. For example, if you have sv_dlURL set to
|
||||
`"http://ioquake3.org"`, fs_game is `"baseq3"`, and the client is
|
||||
missing `"test.pk3"`, it will attempt to download from the URL
|
||||
`"http://ioquake3.org/baseq3/test.pk3"`
|
||||
|
||||
When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
|
||||
it will use the value of the cvar cl_cURLLib as the filename of the cURL
|
||||
library to dynamically load.
|
||||
sv_allowDownload's value is now a bitmask made up of the following
|
||||
flags:
|
||||
|
||||
Multiuser Support on Windows systems
|
||||
On Windows, all user specific files such as autogenerated configuration,
|
||||
demos, videos, screenshots, and autodownloaded pk3s are now saved in a
|
||||
directory specific to the user who is running ioquake3.
|
||||
* 1 - ENABLE
|
||||
* 4 - do not use UDP downloads
|
||||
* 8 - do not ask the client to disconnect when using HTTP/FTP
|
||||
|
||||
On NT-based such as Windows XP, this is usually a directory named:
|
||||
"C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
|
||||
Server operators who are concerned about potential "leeching" from their
|
||||
HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
|
||||
that ioquake3 sets which is `"ioQ3://{SERVER_IP}:{SERVER_PORT}"`. For,
|
||||
example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
|
||||
|
||||
Windows 95, Windows 98, and Windows ME will use a directory like:
|
||||
"C:\Windows\Application Data\Quake3"
|
||||
in single-user mode, or:
|
||||
"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
|
||||
if multiple logins have been enabled.
|
||||
On a sidenote, downloading via UDP has been improved and yields higher data
|
||||
rates now. You can configure the maximum bandwidth for UDP downloads via the
|
||||
cvar sv_dlRate. Due to system-specific limits the download rate is capped
|
||||
at about 1 Mbyte/s per client, so curl downloading may still be faster.
|
||||
|
||||
In order to access this directory more easily, the installer may create a
|
||||
Shortcut which has its target set to:
|
||||
"%APPDATA%\Quake3\"
|
||||
This Shortcut would work for all users on the system regardless of the
|
||||
locale settings. Unfortunately, this environment variable is only
|
||||
present on Windows NT based systems.
|
||||
## Using HTTP/FTP Download Support (Client)
|
||||
|
||||
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
|
||||
assuming ioquake3 was compiled with USE_CURL=1 (the default).
|
||||
like sv_allowDownload, cl_allowDownload also uses a bitmask value
|
||||
supporting the following flags:
|
||||
|
||||
* 1 - ENABLE
|
||||
* 2 - do not use HTTP/FTP downloads
|
||||
* 4 - do not use UDP downloads
|
||||
|
||||
When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
|
||||
it will use the value of the cvar cl_cURLLib as the filename of the cURL
|
||||
library to dynamically load.
|
||||
|
||||
## Multiuser Support on Windows systems
|
||||
On Windows, all user specific files such as autogenerated configuration,
|
||||
demos, videos, screenshots, and autodownloaded pk3s are now saved in a
|
||||
directory specific to the user who is running ioquake3.
|
||||
|
||||
On NT-based such as Windows XP, this is usually a directory named:
|
||||
|
||||
C:\Documents and Settings\%USERNAME%\Application Data\Quake3\
|
||||
|
||||
Windows 95, Windows 98, and Windows ME will use a directory like:
|
||||
|
||||
C:\Windows\Application Data\Quake3
|
||||
|
||||
in single-user mode, or:
|
||||
|
||||
C:\Windows\Profiles\%USERNAME%\Application Data\Quake3
|
||||
|
||||
if multiple logins have been enabled.
|
||||
|
||||
In order to access this directory more easily, the installer may create a
|
||||
Shortcut which has its target set to:
|
||||
|
||||
%APPDATA%\Quake3\
|
||||
|
||||
This Shortcut would work for all users on the system regardless of the
|
||||
locale settings. Unfortunately, this environment variable is only
|
||||
present on Windows NT based systems.
|
||||
|
||||
You can revert to the old single-user behaviour by setting the fs_homepath
|
||||
cvar to the directory where ioquake3 is installed. For example:
|
||||
|
||||
You can revert to the old single-user behaviour by setting the fs_homepath
|
||||
cvar to the directory where ioquake3 is installed. For example:
|
||||
ioquake3.exe +set fs_homepath "c:\ioquake3"
|
||||
Note that this cvar MUST be set as a command line parameter.
|
||||
|
||||
SDL Keyboard Differences
|
||||
ioquake3 clients have different keyboard behaviour compared to the original
|
||||
Quake3 clients.
|
||||
Note that this cvar MUST be set as a command line parameter.
|
||||
|
||||
* "Caps Lock" and "Num Lock" can not be used as normal binds since they
|
||||
## SDL Keyboard Differences
|
||||
|
||||
ioquake3 clients have different keyboard behaviour compared to the original
|
||||
Quake3 clients.
|
||||
|
||||
* "Caps Lock" and "Num Lock" can not be used as normal binds since they
|
||||
do not send a KEYUP event until the key is pressed again.
|
||||
|
||||
* SDL > 1.2.9 does not support disabling dead key recognition. In order to
|
||||
* SDL > 1.2.9 does not support disabling dead key recognition. In order to
|
||||
send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
|
||||
sometimes the same character again) after the character to send it on
|
||||
many international keyboard layouts.
|
||||
|
||||
* The SDL client supports many more keys than the original Quake3 client.
|
||||
* The SDL client supports many more keys than the original Quake3 client.
|
||||
For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
|
||||
For non-US keyboards, all of the so called "World" keys are now supported
|
||||
as well as F13, F14, F15, and the country-specific mode/meta keys.
|
||||
|
||||
On many international layouts the default console toggle keys are also dead
|
||||
keys, meaning that dropping the console potentially results in
|
||||
unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
|
||||
dead key support is broken by design and Q3 doesn't support non-ASCII text
|
||||
entry, so the chances are you won't get the correct character anyway.
|
||||
On many international layouts the default console toggle keys are also dead
|
||||
keys, meaning that dropping the console potentially results in
|
||||
unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
|
||||
dead key support is broken by design and Q3 doesn't support non-ASCII text
|
||||
entry, so the chances are you won't get the correct character anyway.
|
||||
|
||||
If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
|
||||
is a space delimited list of key names that will toggle the console. The key
|
||||
names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
|
||||
"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
|
||||
number. Some example values for cl_consoleKeys:
|
||||
If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
|
||||
is a space delimited list of key names that will toggle the console. The key
|
||||
names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
|
||||
"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
|
||||
number. Some example values for cl_consoleKeys:
|
||||
|
||||
"~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
|
||||
"WINDOWS" Toggle on the Windows key
|
||||
|
@ -440,75 +465,79 @@ SDL Keyboard Differences
|
|||
"0x43" Toggle on the C character (Shift-c)
|
||||
"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
|
||||
|
||||
Note that when you elect a set of console keys or characters, they cannot
|
||||
then be used for binding, nor will they generate characters when entering
|
||||
text. Also, in addition to the nominated console keys, Shift-ESC is hard
|
||||
coded to always toggle the console.
|
||||
Note that when you elect a set of console keys or characters, they cannot
|
||||
then be used for binding, nor will they generate characters when entering
|
||||
text. Also, in addition to the nominated console keys, Shift-ESC is hard
|
||||
coded to always toggle the console.
|
||||
|
||||
QuakeLive mouse acceleration (patch and this text written by TTimo from id)
|
||||
I've been using an experimental mouse acceleration code for a while, and
|
||||
decided to make it available to everyone. Don't be too worried if you don't
|
||||
understand the explanations below, this is mostly intended for advanced
|
||||
players:
|
||||
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
|
||||
## QuakeLive mouse acceleration
|
||||
(patch and this text written by TTimo from id)
|
||||
|
||||
New style is controlled with 3 cvars:
|
||||
I've been using an experimental mouse acceleration code for a while, and
|
||||
decided to make it available to everyone. Don't be too worried if you don't
|
||||
understand the explanations below, this is mostly intended for advanced
|
||||
players:
|
||||
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
|
||||
|
||||
sensitivity
|
||||
cl_mouseAccel
|
||||
cl_mouseAccelOffset
|
||||
New style is controlled with 3 cvars:
|
||||
|
||||
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
|
||||
you have a base sensitivity setup, as soon as you set a non zero acceleration
|
||||
your base sensitivity at low speeds will change as well. The other problem
|
||||
with style 0 is that you are stuck on a square (power of two) acceleration
|
||||
curve.
|
||||
sensitivity
|
||||
cl_mouseAccel
|
||||
cl_mouseAccelOffset
|
||||
|
||||
The new code tries to solve both problems:
|
||||
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
|
||||
you have a base sensitivity setup, as soon as you set a non zero acceleration
|
||||
your base sensitivity at low speeds will change as well. The other problem
|
||||
with style 0 is that you are stuck on a square (power of two) acceleration
|
||||
curve.
|
||||
|
||||
Once you setup your sensitivity to feel comfortable and accurate enough for
|
||||
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
|
||||
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
|
||||
amplification you want for high deltas with little effect on low mouse deltas.
|
||||
The new code tries to solve both problems:
|
||||
|
||||
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
|
||||
as style 0. The higher the value, the faster the amplification grows with the
|
||||
mouse delta.
|
||||
Once you setup your sensitivity to feel comfortable and accurate enough for
|
||||
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
|
||||
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
|
||||
amplification you want for high deltas with little effect on low mouse deltas.
|
||||
|
||||
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
|
||||
acceleration. The closer to zero you bring it, the more acceleration will
|
||||
happen at low speeds. This is also very useful if you are changing to a new
|
||||
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
|
||||
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
|
||||
gain in precision when you do that, but that is not related to mouse
|
||||
acceleration).
|
||||
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
|
||||
as style 0. The higher the value, the faster the amplification grows with the
|
||||
mouse delta.
|
||||
|
||||
Mouse acceleration is tricky to configure, and when you do you'll have to
|
||||
re-learn your aiming. But you will find that it's very much forth it in the
|
||||
long run.
|
||||
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
|
||||
acceleration. The closer to zero you bring it, the more acceleration will
|
||||
happen at low speeds. This is also very useful if you are changing to a new
|
||||
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
|
||||
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
|
||||
gain in precision when you do that, but that is not related to mouse
|
||||
acceleration).
|
||||
|
||||
If you try the new acceleration code and start using it, I'd be very
|
||||
interested by your feedback.
|
||||
Mouse acceleration is tricky to configure, and when you do you'll have to
|
||||
re-learn your aiming. But you will find that it's very much forth it in the
|
||||
long run.
|
||||
|
||||
If you try the new acceleration code and start using it, I'd be very
|
||||
interested by your feedback.
|
||||
|
||||
|
||||
---------------------------------------------------- README for Developers -----
|
||||
# README for Developers
|
||||
|
||||
pk3dir
|
||||
ioquake3 has a useful new feature for mappers. Paths in a game directory with
|
||||
the extension ".pk3dir" are treated like pk3 files. This means you can keep
|
||||
all files specific to your map in one directory tree and easily zip this
|
||||
folder for distribution.
|
||||
## pk3dir
|
||||
|
||||
64bit mods
|
||||
If you wish to compile external mods as shared libraries on a 64bit platform,
|
||||
and the mod source is derived from the id Q3 SDK, you will need to modify the
|
||||
interface code a little. Open the files ending in _syscalls.c and change
|
||||
every instance of int to intptr_t in the declaration of the syscall function
|
||||
pointer and the dllEntry function. Also find the vmMain function for each
|
||||
module (usually in cg_main.c g_main.c etc.) and similarly replace the return
|
||||
value in the prototype with intptr_t (arg0, arg1, ...stay int).
|
||||
ioquake3 has a useful new feature for mappers. Paths in a game directory with
|
||||
the extension ".pk3dir" are treated like pk3 files. This means you can keep
|
||||
all files specific to your map in one directory tree and easily zip this
|
||||
folder for distribution.
|
||||
|
||||
Add the following code snippet to q_shared.h:
|
||||
## 64bit mods
|
||||
|
||||
If you wish to compile external mods as shared libraries on a 64bit platform,
|
||||
and the mod source is derived from the id Q3 SDK, you will need to modify the
|
||||
interface code a little. Open the files ending in _syscalls.c and change
|
||||
every instance of int to intptr_t in the declaration of the syscall function
|
||||
pointer and the dllEntry function. Also find the vmMain function for each
|
||||
module (usually in cg_main.c g_main.c etc.) and similarly replace the return
|
||||
value in the prototype with intptr_t (arg0, arg1, ...stay int).
|
||||
|
||||
Add the following code snippet to q_shared.h:
|
||||
|
||||
#ifdef Q3_VM
|
||||
typedef int intptr_t;
|
||||
|
@ -516,165 +545,173 @@ pk3dir
|
|||
#include <stdint.h>
|
||||
#endif
|
||||
|
||||
Note if you simply wish to run mods on a 64bit platform you do not need to
|
||||
recompile anything since by default Q3 uses a virtual machine system.
|
||||
Note if you simply wish to run mods on a 64bit platform you do not need to
|
||||
recompile anything since by default Q3 uses a virtual machine system.
|
||||
|
||||
Creating mods compatible with Q3 1.32b
|
||||
If you're using this package to create mods for the last official release of
|
||||
Q3, it is necessary to pass the commandline option '-vq3' to your invocation
|
||||
of q3asm. This is because by default q3asm outputs an updated qvm format that
|
||||
is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
|
||||
compiler.
|
||||
## Creating mods compatible with Q3 1.32b
|
||||
|
||||
Creating standalone games
|
||||
Have you finished the daunting task of removing all dependencies on the Q3
|
||||
game data? You probably now want to give your users the opportunity to play
|
||||
the game without owning a copy of Q3, which consequently means removing cd-key
|
||||
and authentication server checks. In addition to being a straightforward Q3
|
||||
client, ioquake3 also purports to be a reliable and stable code base on which
|
||||
to base your game project.
|
||||
If you're using this package to create mods for the last official release of
|
||||
Q3, it is necessary to pass the commandline option '-vq3' to your invocation
|
||||
of q3asm. This is because by default q3asm outputs an updated qvm format that
|
||||
is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
|
||||
compiler.
|
||||
|
||||
However, before you start compiling your own version of ioquake3, you have to
|
||||
ask yourself: Have we changed or will we need to change anything of importance
|
||||
in the engine?
|
||||
## Creating standalone games
|
||||
|
||||
If your answer to this question is "no", it probably makes no sense to build
|
||||
your own binaries. Instead, you can just use the pre-built binaries on the
|
||||
website. Just make sure the game is called with:
|
||||
Have you finished the daunting task of removing all dependencies on the Q3
|
||||
game data? You probably now want to give your users the opportunity to play
|
||||
the game without owning a copy of Q3, which consequently means removing cd-key
|
||||
and authentication server checks. In addition to being a straightforward Q3
|
||||
client, ioquake3 also purports to be a reliable and stable code base on which
|
||||
to base your game project.
|
||||
|
||||
However, before you start compiling your own version of ioquake3, you have to
|
||||
ask yourself: Have we changed or will we need to change anything of importance
|
||||
in the engine?
|
||||
|
||||
If your answer to this question is "no", it probably makes no sense to build
|
||||
your own binaries. Instead, you can just use the pre-built binaries on the
|
||||
website. Just make sure the game is called with:
|
||||
|
||||
+set com_basegame <yournewbase>
|
||||
|
||||
in any links/scripts you install for your users to start the game. The
|
||||
binary must not detect any original quake3 game pak files. If this
|
||||
condition is met, the game will set com_standalone to 1 and is then running
|
||||
in stand alone mode.
|
||||
|
||||
If you want the engine to use a different directory in your homepath than
|
||||
e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup
|
||||
by adding
|
||||
in any links/scripts you install for your users to start the game. The
|
||||
binary must not detect any original quake3 game pak files. If this
|
||||
condition is met, the game will set com_standalone to 1 and is then running
|
||||
in stand alone mode.
|
||||
|
||||
If you want the engine to use a different directory in your homepath than
|
||||
e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup
|
||||
by adding
|
||||
|
||||
+set com_homepath <homedirname>
|
||||
|
||||
to the command line. You can also control which game name to use when talking
|
||||
to the master server:
|
||||
|
||||
|
||||
to the command line. You can also control which game name to use when talking
|
||||
to the master server:
|
||||
|
||||
+set com_gamename <gamename>
|
||||
|
||||
So clients requesting a server list will only receive servers that have a
|
||||
matching game name.
|
||||
|
||||
Example line:
|
||||
|
||||
|
||||
So clients requesting a server list will only receive servers that have a
|
||||
matching game name.
|
||||
|
||||
Example line:
|
||||
|
||||
+set com_basegame basefoo +set com_homepath .foo
|
||||
+set com_gamename foo
|
||||
|
||||
If you really changed parts that would make vanilla ioquake3 incompatible with
|
||||
your mod, we have included another way to conveniently build a stand-alone
|
||||
binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
|
||||
the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
|
||||
information appropriate for your project.
|
||||
|
||||
If you really changed parts that would make vanilla ioquake3 incompatible with
|
||||
your mod, we have included another way to conveniently build a stand-alone
|
||||
binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
|
||||
the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
|
||||
information appropriate for your project.
|
||||
## Standalone game licensing
|
||||
|
||||
While a lot of work has been put into ioquake3 that you can benefit from free
|
||||
of charge, it does not mean that you have no obligations to fulfill. Please be
|
||||
aware that as soon as you start distributing your game with an engine based on
|
||||
our sources we expect you to fully comply with the requirements as stated in
|
||||
the GPL. That includes making sources and modifications you made to the
|
||||
ioquake3 engine as well as the game-code used to compile the .qvm files for
|
||||
the game logic freely available to everyone. Furthermore, note that the "QIIIA
|
||||
Game Source License" prohibits distribution of mods that are intended to
|
||||
operate on a version of Q3 not sanctioned by id software:
|
||||
While a lot of work has been put into ioquake3 that you can benefit from free
|
||||
of charge, it does not mean that you have no obligations to fulfill. Please be
|
||||
aware that as soon as you start distributing your game with an engine based on
|
||||
our sources we expect you to fully comply with the requirements as stated in
|
||||
the GPL. That includes making sources and modifications you made to the
|
||||
ioquake3 engine as well as the game-code used to compile the .qvm files for
|
||||
the game logic freely available to everyone. Furthermore, note that the "QIIIA
|
||||
Game Source License" prohibits distribution of mods that are intended to
|
||||
operate on a version of Q3 not sanctioned by id software:
|
||||
|
||||
"with this Agreement, ID grants to you the non-exclusive and limited right
|
||||
to distribute copies of the Software ... for operation only with the full
|
||||
version of the software game QUAKE III ARENA"
|
||||
|
||||
This means that if you're creating a standalone game, you cannot use said
|
||||
license on any portion of the product. As the only other license this code has
|
||||
been released under is the GPL, this is the only option.
|
||||
This means that if you're creating a standalone game, you cannot use said
|
||||
license on any portion of the product. As the only other license this code has
|
||||
been released under is the GPL, this is the only option.
|
||||
|
||||
This does NOT mean that you cannot market this game commercially. The GPL does
|
||||
not prohibit commercial exploitation and all assets (e.g. textures, sounds,
|
||||
maps) created by yourself are your property and can be sold like every other
|
||||
game you find in stores.
|
||||
This does NOT mean that you cannot market this game commercially. The GPL does
|
||||
not prohibit commercial exploitation and all assets (e.g. textures, sounds,
|
||||
maps) created by yourself are your property and can be sold like every other
|
||||
game you find in stores.
|
||||
|
||||
Network protocols
|
||||
There are now two cvars that give you some degree of freedom over the reported
|
||||
protocol versions between clients and servers: "com_protocol" and
|
||||
"com_legacyprotocol".
|
||||
The reason for this is that some standalone games increased the protocol
|
||||
number even though nothing really changed in their protocol and the ioquake3
|
||||
engine is still fully compatible.
|
||||
## Network protocols
|
||||
|
||||
In order to harden the network protocol against UDP spoofing attacks a new
|
||||
network protocol was introduced that defends against such attacks.
|
||||
Unfortunately, this protocol will be incompatible to the original quake3 1.32c
|
||||
which is the latest official release from id.
|
||||
Luckily, ioquake3 has backwards compatibility, on the client as well as on the
|
||||
server. This means ioquake3 players can play on old servers just as ioquake3
|
||||
servers are able to service old clients.
|
||||
There are now two cvars that give you some degree of freedom over the reported
|
||||
protocol versions between clients and servers: "com_protocol" and
|
||||
"com_legacyprotocol".
|
||||
The reason for this is that some standalone games increased the protocol
|
||||
number even though nothing really changed in their protocol and the ioquake3
|
||||
engine is still fully compatible.
|
||||
|
||||
The cvar "com_protocol" denotes the protocol version for the new hardened
|
||||
protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
|
||||
for the legacy protocol.
|
||||
If the value for "com_protocol" and "com_legacyprotocol" is identical, then
|
||||
the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
|
||||
support for the legacy protocol is disabled.
|
||||
|
||||
Mods that use a standalone engine obviously do not require dual protocol
|
||||
support, and it is turned off if the engine is compiled with STANDALONE per
|
||||
default. If you desire backwards compatibility to older versions of your
|
||||
game you can still enable it in q_shared.h by defining
|
||||
LEGACY_PROTOCOL.
|
||||
In order to harden the network protocol against UDP spoofing attacks a new
|
||||
network protocol was introduced that defends against such attacks.
|
||||
Unfortunately, this protocol will be incompatible to the original quake3 1.32c
|
||||
which is the latest official release from id.
|
||||
Luckily, ioquake3 has backwards compatibility, on the client as well as on the
|
||||
server. This means ioquake3 players can play on old servers just as ioquake3
|
||||
servers are able to service old clients.
|
||||
|
||||
cl_guid Support
|
||||
cl_guid is a cvar which is part of the client's USERINFO string. Its value
|
||||
is a 32 character string made up of [a-f] and [0-9] characters. This
|
||||
value is pseudo-unique for every player. Id's Quake 3 Arena client also
|
||||
sets cl_guid, but only if Punkbuster is enabled on the client.
|
||||
The cvar "com_protocol" denotes the protocol version for the new hardened
|
||||
protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
|
||||
for the legacy protocol.
|
||||
If the value for "com_protocol" and "com_legacyprotocol" is identical, then
|
||||
the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
|
||||
support for the legacy protocol is disabled.
|
||||
|
||||
If cl_guidServerUniq is non-zero (the default), then this value is also
|
||||
pseudo-unique for each server a client connects to (based on IP:PORT of
|
||||
the server).
|
||||
Mods that use a standalone engine obviously do not require dual protocol
|
||||
support, and it is turned off if the engine is compiled with STANDALONE per
|
||||
default. If you desire backwards compatibility to older versions of your
|
||||
game you can still enable it in q_shared.h by defining
|
||||
LEGACY_PROTOCOL.
|
||||
|
||||
The purpose of cl_guid is to add an identifier for each player on
|
||||
a server. This value can be reset by the client at any time so it's not
|
||||
useful for blocking access. However, it can have at least two uses in
|
||||
your mod's game code:
|
||||
1) improve logging to allow statistical tools to index players by more
|
||||
## cl_guid Support
|
||||
|
||||
cl_guid is a cvar which is part of the client's USERINFO string. Its value
|
||||
is a 32 character string made up of [a-f] and [0-9] characters. This
|
||||
value is pseudo-unique for every player. Id's Quake 3 Arena client also
|
||||
sets cl_guid, but only if Punkbuster is enabled on the client.
|
||||
|
||||
If cl_guidServerUniq is non-zero (the default), then this value is also
|
||||
pseudo-unique for each server a client connects to (based on IP:PORT of
|
||||
the server).
|
||||
|
||||
The purpose of cl_guid is to add an identifier for each player on
|
||||
a server. This value can be reset by the client at any time so it's not
|
||||
useful for blocking access. However, it can have at least two uses in
|
||||
your mod's game code:
|
||||
|
||||
1. improve logging to allow statistical tools to index players by more
|
||||
than just name
|
||||
2) granting some weak admin rights to players without requiring passwords
|
||||
2. granting some weak admin rights to players without requiring passwords
|
||||
|
||||
PNG support
|
||||
ioquake3 supports the use of PNG (Portable Network Graphic) images as
|
||||
textures. It should be noted that the use of such images in a map will
|
||||
result in missing placeholder textures where the map is used with the id
|
||||
Quake 3 client or earlier versions of ioquake3.
|
||||
## PNG support
|
||||
|
||||
Recent versions of GtkRadiant and q3map2 support PNG images without
|
||||
modification. However GtkRadiant is not aware that PNG textures are supported
|
||||
by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
|
||||
directory of the GtkRadiant base directory with an editor and change the
|
||||
line:
|
||||
ioquake3 supports the use of PNG (Portable Network Graphic) images as
|
||||
textures. It should be noted that the use of such images in a map will
|
||||
result in missing placeholder textures where the map is used with the id
|
||||
Quake 3 client or earlier versions of ioquake3.
|
||||
|
||||
Recent versions of GtkRadiant and q3map2 support PNG images without
|
||||
modification. However GtkRadiant is not aware that PNG textures are supported
|
||||
by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
|
||||
directory of the GtkRadiant base directory with an editor and change the
|
||||
line:
|
||||
|
||||
texturetypes="tga jpg"
|
||||
|
||||
to
|
||||
to
|
||||
|
||||
texturetypes="tga jpg png"
|
||||
|
||||
Restart GtkRadiant and PNG textures are now available.
|
||||
Restart GtkRadiant and PNG textures are now available.
|
||||
|
||||
Building with MinGW for pre Windows XP
|
||||
IPv6 support requires a header named "wspiapi.h" to abstract away from
|
||||
differences in earlier versions of Windows' IPv6 stack. There is no MinGW
|
||||
equivalent of this header and the Microsoft version is obviously not
|
||||
redistributable, so in its absence we're forced to require Windows XP.
|
||||
However if this header is acquired separately and placed in the qcommon/
|
||||
directory, this restriction is lifted.
|
||||
## Building with MinGW for pre Windows XP
|
||||
|
||||
IPv6 support requires a header named "wspiapi.h" to abstract away from
|
||||
differences in earlier versions of Windows' IPv6 stack. There is no MinGW
|
||||
equivalent of this header and the Microsoft version is obviously not
|
||||
redistributable, so in its absence we're forced to require Windows XP.
|
||||
However if this header is acquired separately and placed in the qcommon/
|
||||
directory, this restriction is lifted.
|
||||
|
||||
|
||||
------------------------------------------------------------- Contributing -----
|
||||
# Contributing
|
||||
|
||||
Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
|
||||
mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and
|
||||
|
@ -689,7 +726,7 @@ accepted as long as they are entirely optional, do not require new media and
|
|||
are off by default.
|
||||
|
||||
|
||||
--------------------------------------------- Building Official Installers -----
|
||||
# Building Official Installers
|
||||
|
||||
We need help getting automated installers on all the platforms that ioquake3
|
||||
supports. We don't necessarily care about all the installers being identical,
|
||||
|
@ -722,22 +759,28 @@ but we have some general guidelines:
|
|||
* Your installer will be mirrored to an "official" directory, thus making it
|
||||
a done deal.
|
||||
|
||||
------------------------------------------------------------------ Credits -----
|
||||
|
||||
# Credits
|
||||
|
||||
Maintainers
|
||||
James Canete <use.less01@gmail.com>
|
||||
Ludwig Nussel <ludwig.nussel@suse.de>
|
||||
Thilo Schulz <arny@ats.s.bawue.de>
|
||||
Tim Angus <tim@ngus.net>
|
||||
Tony J. White <tjw@tjw.org>
|
||||
Zachary J. Slater <zachary@ioquake.org>
|
||||
Zack Middleton <zturtleman@gmail.com>
|
||||
|
||||
* James Canete <use.less01@gmail.com>
|
||||
* Ludwig Nussel <ludwig.nussel@suse.de>
|
||||
* Thilo Schulz <arny@ats.s.bawue.de>
|
||||
* Tim Angus <tim@ngus.net>
|
||||
* Tony J. White <tjw@tjw.org>
|
||||
* Zachary J. Slater <zachary@ioquake.org>
|
||||
* Zack Middleton <zturtleman@gmail.com>
|
||||
|
||||
Significant contributions from
|
||||
Ryan C. Gordon <icculus@icculus.org>
|
||||
Andreas Kohn <andreas@syndrom23.de>
|
||||
Joerg Dietrich <Dietrich_Joerg@t-online.de>
|
||||
Stuart Dalton <badcdev@gmail.com>
|
||||
Vincent S. Cojot <vincent at cojot dot name>
|
||||
optical <alex@rigbo.se>
|
||||
Aaron Gyes <floam@aaron.gy>
|
||||
|
||||
* Ryan C. Gordon <icculus@icculus.org>
|
||||
* Andreas Kohn <andreas@syndrom23.de>
|
||||
* Joerg Dietrich <Dietrich_Joerg@t-online.de>
|
||||
* Stuart Dalton <badcdev@gmail.com>
|
||||
* Vincent S. Cojot <vincent at cojot dot name>
|
||||
* optical <alex@rigbo.se>
|
||||
* Aaron Gyes <floam@aaron.gy>
|
||||
|
||||
|
||||
[](http://githalytics.com/ioquake/ioq3)
|
|
@ -1371,6 +1371,32 @@ void S_Base_StopBackgroundTrack( void ) {
|
|||
s_rawend[0] = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
======================
|
||||
S_OpenBackgroundStream
|
||||
======================
|
||||
*/
|
||||
static void S_OpenBackgroundStream( const char *filename ) {
|
||||
// close the background track, but DON'T reset s_rawend
|
||||
// if restarting the same back ground track
|
||||
if(s_backgroundStream)
|
||||
{
|
||||
S_CodecCloseStream(s_backgroundStream);
|
||||
s_backgroundStream = NULL;
|
||||
}
|
||||
|
||||
// Open stream
|
||||
s_backgroundStream = S_CodecOpenStream(filename);
|
||||
if(!s_backgroundStream) {
|
||||
Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", filename );
|
||||
return;
|
||||
}
|
||||
|
||||
if(s_backgroundStream->info.channels != 2 || s_backgroundStream->info.rate != 22050) {
|
||||
Com_Printf(S_COLOR_YELLOW "WARNING: music file %s is not 22k stereo\n", filename );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
======================
|
||||
S_StartBackgroundTrack
|
||||
|
@ -1397,24 +1423,7 @@ void S_Base_StartBackgroundTrack( const char *intro, const char *loop ){
|
|||
Q_strncpyz( s_backgroundLoop, loop, sizeof( s_backgroundLoop ) );
|
||||
}
|
||||
|
||||
// close the background track, but DON'T reset s_rawend
|
||||
// if restarting the same back ground track
|
||||
if(s_backgroundStream)
|
||||
{
|
||||
S_CodecCloseStream(s_backgroundStream);
|
||||
s_backgroundStream = NULL;
|
||||
}
|
||||
|
||||
// Open stream
|
||||
s_backgroundStream = S_CodecOpenStream(intro);
|
||||
if(!s_backgroundStream) {
|
||||
Com_Printf( S_COLOR_YELLOW "WARNING: couldn't open music file %s\n", intro );
|
||||
return;
|
||||
}
|
||||
|
||||
if(s_backgroundStream->info.channels != 2 || s_backgroundStream->info.rate != 22050) {
|
||||
Com_Printf(S_COLOR_YELLOW "WARNING: music file %s is not 22k stereo\n", intro );
|
||||
}
|
||||
S_OpenBackgroundStream( intro );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1477,9 +1486,7 @@ void S_UpdateBackgroundTrack( void ) {
|
|||
// loop
|
||||
if(s_backgroundLoop[0])
|
||||
{
|
||||
S_CodecCloseStream(s_backgroundStream);
|
||||
s_backgroundStream = NULL;
|
||||
S_Base_StartBackgroundTrack( s_backgroundLoop, s_backgroundLoop );
|
||||
S_OpenBackgroundStream( s_backgroundLoop );
|
||||
if(!s_backgroundStream)
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -426,7 +426,7 @@ void CopyToBodyQue( gentity_t *ent ) {
|
|||
body->s.eFlags |= EF_KAMIKAZE;
|
||||
|
||||
// check if there is a kamikaze timer around for this owner
|
||||
for (i = 0; i < MAX_GENTITIES; i++) {
|
||||
for (i = 0; i < level.num_entities; i++) {
|
||||
e = &g_entities[i];
|
||||
if (!e->inuse)
|
||||
continue;
|
||||
|
|
|
@ -241,7 +241,7 @@ void GibEntity( gentity_t *self, int killer ) {
|
|||
//if this entity still has kamikaze
|
||||
if (self->s.eFlags & EF_KAMIKAZE) {
|
||||
// check if there is a kamikaze timer around for this owner
|
||||
for (i = 0; i < MAX_GENTITIES; i++) {
|
||||
for (i = 0; i < level.num_entities; i++) {
|
||||
ent = &g_entities[i];
|
||||
if (!ent->inuse)
|
||||
continue;
|
||||
|
|
|
@ -737,6 +737,10 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
|
|||
}
|
||||
R_IssuePendingRenderCommands();
|
||||
|
||||
if ( tess.numIndexes ) {
|
||||
RB_EndSurface();
|
||||
}
|
||||
|
||||
// we definately want to sync every frame for the cinematics
|
||||
qglFinish();
|
||||
|
||||
|
|
|
@ -371,17 +371,17 @@ void GL_State( unsigned long stateBits )
|
|||
}
|
||||
|
||||
|
||||
void GL_SetProjectionMatrix(matrix_t matrix)
|
||||
void GL_SetProjectionMatrix(mat4_t matrix)
|
||||
{
|
||||
Matrix16Copy(matrix, glState.projection);
|
||||
Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
|
||||
Mat4Copy(matrix, glState.projection);
|
||||
Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
|
||||
}
|
||||
|
||||
|
||||
void GL_SetModelviewMatrix(matrix_t matrix)
|
||||
void GL_SetModelviewMatrix(mat4_t matrix)
|
||||
{
|
||||
Matrix16Copy(matrix, glState.modelview);
|
||||
Matrix16Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
|
||||
Mat4Copy(matrix, glState.modelview);
|
||||
Mat4Multiply(glState.projection, glState.modelview, glState.modelviewProjection);
|
||||
}
|
||||
|
||||
|
||||
|
@ -765,7 +765,7 @@ RB_SetGL2D
|
|||
================
|
||||
*/
|
||||
void RB_SetGL2D (void) {
|
||||
matrix_t matrix;
|
||||
mat4_t matrix;
|
||||
int width, height;
|
||||
|
||||
if (backEnd.projection2D && backEnd.last2DFBO == glState.currentFBO)
|
||||
|
@ -789,9 +789,9 @@ void RB_SetGL2D (void) {
|
|||
qglViewport( 0, 0, width, height );
|
||||
qglScissor( 0, 0, width, height );
|
||||
|
||||
Matrix16Ortho(0, width, height, 0, 0, 1, matrix);
|
||||
Mat4Ortho(0, width, height, 0, 0, 1, matrix);
|
||||
GL_SetProjectionMatrix(matrix);
|
||||
Matrix16Identity(matrix);
|
||||
Mat4Identity(matrix);
|
||||
GL_SetModelviewMatrix(matrix);
|
||||
|
||||
GL_State( GLS_DEPTHTEST_DISABLE |
|
||||
|
@ -830,6 +830,10 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
|
|||
}
|
||||
R_IssuePendingRenderCommands();
|
||||
|
||||
if ( tess.numIndexes ) {
|
||||
RB_EndSurface();
|
||||
}
|
||||
|
||||
// we definately want to sync every frame for the cinematics
|
||||
qglFinish();
|
||||
|
||||
|
@ -881,7 +885,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
|
|||
|
||||
GLSL_BindProgram(&tr.textureColorShader);
|
||||
|
||||
GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
|
||||
|
||||
RB_InstantQuad2(quadVerts, texCoords);
|
||||
|
@ -1122,9 +1126,9 @@ const void *RB_DrawSurfs( const void *data ) {
|
|||
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
|
||||
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
|
||||
|
||||
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
|
||||
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
|
||||
GLSL_SetUniformMatrix16(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
|
||||
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
|
||||
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
|
||||
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
|
||||
|
||||
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
|
||||
{
|
||||
|
@ -1578,7 +1582,7 @@ const void *RB_PostProcess(const void *data)
|
|||
{
|
||||
const postProcessCommand_t *cmd = data;
|
||||
FBO_t *srcFbo;
|
||||
vec4i_t srcBox, dstBox;
|
||||
ivec4_t srcBox, dstBox;
|
||||
qboolean autoExposure;
|
||||
|
||||
// finish any 2D drawing if needed
|
||||
|
@ -1664,7 +1668,7 @@ const void *RB_PostProcess(const void *data)
|
|||
|
||||
if (0)
|
||||
{
|
||||
vec4i_t dstBox;
|
||||
ivec4_t dstBox;
|
||||
VectorSet4(dstBox, 0, 0, 128, 128);
|
||||
FBO_BlitFromTexture(tr.sunShadowDepthImage[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
||||
VectorSet4(dstBox, 128, 0, 128, 128);
|
||||
|
@ -1675,7 +1679,7 @@ const void *RB_PostProcess(const void *data)
|
|||
|
||||
if (0)
|
||||
{
|
||||
vec4i_t dstBox;
|
||||
ivec4_t dstBox;
|
||||
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
|
||||
FBO_BlitFromTexture(tr.renderDepthImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
||||
VectorSet4(dstBox, 512, glConfig.vidHeight - 256, 256, 256);
|
||||
|
@ -1684,7 +1688,7 @@ const void *RB_PostProcess(const void *data)
|
|||
|
||||
if (0)
|
||||
{
|
||||
vec4i_t dstBox;
|
||||
ivec4_t dstBox;
|
||||
VectorSet4(dstBox, 256, glConfig.vidHeight - 256, 256, 256);
|
||||
FBO_BlitFromTexture(tr.sunRaysImage, NULL, NULL, NULL, dstBox, NULL, NULL, 0);
|
||||
}
|
||||
|
@ -1692,7 +1696,7 @@ const void *RB_PostProcess(const void *data)
|
|||
#if 0
|
||||
if (r_cubeMapping->integer && tr.numCubemaps)
|
||||
{
|
||||
vec4i_t dstBox;
|
||||
ivec4_t dstBox;
|
||||
int cubemapIndex = R_CubemapForPoint( backEnd.viewParms.or.origin );
|
||||
|
||||
if (cubemapIndex)
|
||||
|
|
|
@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
// Some matrix helper functions
|
||||
// FIXME: do these already exist in ioq3 and I don't know about them?
|
||||
|
||||
void Matrix16Zero( matrix_t out )
|
||||
void Mat4Zero( mat4_t out )
|
||||
{
|
||||
out[ 0] = 0.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f;
|
||||
out[ 1] = 0.0f; out[ 5] = 0.0f; out[ 9] = 0.0f; out[13] = 0.0f;
|
||||
|
@ -34,7 +34,7 @@ void Matrix16Zero( matrix_t out )
|
|||
out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 0.0f;
|
||||
}
|
||||
|
||||
void Matrix16Identity( matrix_t out )
|
||||
void Mat4Identity( mat4_t out )
|
||||
{
|
||||
out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = 0.0f;
|
||||
out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = 0.0f;
|
||||
|
@ -42,7 +42,7 @@ void Matrix16Identity( matrix_t out )
|
|||
out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
|
||||
}
|
||||
|
||||
void Matrix16Copy( const matrix_t in, matrix_t out )
|
||||
void Mat4Copy( const mat4_t in, mat4_t out )
|
||||
{
|
||||
out[ 0] = in[ 0]; out[ 4] = in[ 4]; out[ 8] = in[ 8]; out[12] = in[12];
|
||||
out[ 1] = in[ 1]; out[ 5] = in[ 5]; out[ 9] = in[ 9]; out[13] = in[13];
|
||||
|
@ -50,7 +50,7 @@ void Matrix16Copy( const matrix_t in, matrix_t out )
|
|||
out[ 3] = in[ 3]; out[ 7] = in[ 7]; out[11] = in[11]; out[15] = in[15];
|
||||
}
|
||||
|
||||
void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out )
|
||||
void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out )
|
||||
{
|
||||
out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3];
|
||||
out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3];
|
||||
|
@ -73,7 +73,7 @@ void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out )
|
|||
out[15] = in1[ 3] * in2[12] + in1[ 7] * in2[13] + in1[11] * in2[14] + in1[15] * in2[15];
|
||||
}
|
||||
|
||||
void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out )
|
||||
void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out )
|
||||
{
|
||||
out[ 0] = in1[ 0] * in2[ 0] + in1[ 4] * in2[ 1] + in1[ 8] * in2[ 2] + in1[12] * in2[ 3];
|
||||
out[ 1] = in1[ 1] * in2[ 0] + in1[ 5] * in2[ 1] + in1[ 9] * in2[ 2] + in1[13] * in2[ 3];
|
||||
|
@ -81,7 +81,7 @@ void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out )
|
|||
out[ 3] = in1[ 3] * in2[ 0] + in1[ 7] * in2[ 1] + in1[11] * in2[ 2] + in1[15] * in2[ 3];
|
||||
}
|
||||
|
||||
qboolean Matrix16Compare( const matrix_t a, const matrix_t b )
|
||||
qboolean Mat4Compare( const mat4_t a, const mat4_t b )
|
||||
{
|
||||
return !(a[ 0] != b[ 0] || a[ 4] != b[ 4] || a[ 8] != b[ 8] || a[12] != b[12] ||
|
||||
a[ 1] != b[ 1] || a[ 5] != b[ 5] || a[ 9] != b[ 9] || a[13] != b[13] ||
|
||||
|
@ -89,7 +89,7 @@ qboolean Matrix16Compare( const matrix_t a, const matrix_t b )
|
|||
a[ 3] != b[ 3] || a[ 7] != b[ 7] || a[11] != b[11] || a[15] != b[15]);
|
||||
}
|
||||
|
||||
void Matrix16Dump( const matrix_t in )
|
||||
void Mat4Dump( const mat4_t in )
|
||||
{
|
||||
ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 0], in[ 4], in[ 8], in[12]);
|
||||
ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 1], in[ 5], in[ 9], in[13]);
|
||||
|
@ -97,7 +97,7 @@ void Matrix16Dump( const matrix_t in )
|
|||
ri.Printf(PRINT_ALL, "%3.5f %3.5f %3.5f %3.5f\n", in[ 3], in[ 7], in[11], in[15]);
|
||||
}
|
||||
|
||||
void Matrix16Translation( vec3_t vec, matrix_t out )
|
||||
void Mat4Translation( vec3_t vec, mat4_t out )
|
||||
{
|
||||
out[ 0] = 1.0f; out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = vec[0];
|
||||
out[ 1] = 0.0f; out[ 5] = 1.0f; out[ 9] = 0.0f; out[13] = vec[1];
|
||||
|
@ -105,7 +105,7 @@ void Matrix16Translation( vec3_t vec, matrix_t out )
|
|||
out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
|
||||
}
|
||||
|
||||
void Matrix16Ortho( float left, float right, float bottom, float top, float znear, float zfar, matrix_t out )
|
||||
void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out )
|
||||
{
|
||||
out[ 0] = 2.0f / (right - left); out[ 4] = 0.0f; out[ 8] = 0.0f; out[12] = -(right + left) / (right - left);
|
||||
out[ 1] = 0.0f; out[ 5] = 2.0f / (top - bottom); out[ 9] = 0.0f; out[13] = -(top + bottom) / (top - bottom);
|
||||
|
@ -113,7 +113,7 @@ void Matrix16Ortho( float left, float right, float bottom, float top, float znea
|
|||
out[ 3] = 0.0f; out[ 7] = 0.0f; out[11] = 0.0f; out[15] = 1.0f;
|
||||
}
|
||||
|
||||
void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out)
|
||||
void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out)
|
||||
{
|
||||
out[0] = axes[0][0];
|
||||
out[1] = axes[1][0];
|
||||
|
@ -136,7 +136,7 @@ void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out)
|
|||
out[15] = 1;
|
||||
}
|
||||
|
||||
void Matrix16SimpleInverse( const matrix_t in, matrix_t out)
|
||||
void Mat4SimpleInverse( const mat4_t in, mat4_t out)
|
||||
{
|
||||
vec3_t v;
|
||||
float invSqrLen;
|
||||
|
|
|
@ -24,22 +24,22 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
#ifndef __TR_EXTRAMATH_H__
|
||||
#define __TR_EXTRAMATH_H__
|
||||
|
||||
typedef vec_t matrix_t[16];
|
||||
typedef int vec2i_t[2];
|
||||
typedef int vec3i_t[3];
|
||||
typedef int vec4i_t[4];
|
||||
typedef vec_t mat4_t[16];
|
||||
typedef int ivec2_t[2];
|
||||
typedef int ivec3_t[3];
|
||||
typedef int ivec4_t[4];
|
||||
|
||||
void Matrix16Zero( matrix_t out );
|
||||
void Matrix16Identity( matrix_t out );
|
||||
void Matrix16Copy( const matrix_t in, matrix_t out );
|
||||
void Matrix16Multiply( const matrix_t in1, const matrix_t in2, matrix_t out );
|
||||
void Matrix16Transform( const matrix_t in1, const vec4_t in2, vec4_t out );
|
||||
qboolean Matrix16Compare(const matrix_t a, const matrix_t b);
|
||||
void Matrix16Dump( const matrix_t in );
|
||||
void Matrix16Translation( vec3_t vec, matrix_t out );
|
||||
void Matrix16Ortho( float left, float right, float bottom, float top, float znear, float zfar, matrix_t out );
|
||||
void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out);
|
||||
void Matrix16SimpleInverse( const matrix_t in, matrix_t out);
|
||||
void Mat4Zero( mat4_t out );
|
||||
void Mat4Identity( mat4_t out );
|
||||
void Mat4Copy( const mat4_t in, mat4_t out );
|
||||
void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out );
|
||||
void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out );
|
||||
qboolean Mat4Compare(const mat4_t a, const mat4_t b);
|
||||
void Mat4Dump( const mat4_t in );
|
||||
void Mat4Translation( vec3_t vec, mat4_t out );
|
||||
void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out );
|
||||
void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out);
|
||||
void Mat4SimpleInverse( const mat4_t in, mat4_t out);
|
||||
|
||||
#define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1])
|
||||
#define VectorSet2(v,x,y) ((v)[0]=(x),(v)[1]=(y));
|
||||
|
|
|
@ -386,7 +386,7 @@ void FBO_Init(void)
|
|||
hdrFormat = GL_RGBA8;
|
||||
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
|
||||
{
|
||||
hdrFormat = GL_RGB16F_ARB;
|
||||
hdrFormat = GL_RGBA16F_ARB;
|
||||
}
|
||||
|
||||
qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);
|
||||
|
@ -651,16 +651,16 @@ void R_FBOList_f(void)
|
|||
// FIXME
|
||||
extern void RB_SetGL2D (void);
|
||||
|
||||
void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, vec4i_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
|
||||
void FBO_BlitFromTexture(struct image_s *src, ivec4_t inSrcBox, vec2_t inSrcTexScale, FBO_t *dst, ivec4_t inDstBox, struct shaderProgram_s *shaderProgram, vec4_t inColor, int blend)
|
||||
{
|
||||
vec4i_t dstBox, srcBox;
|
||||
ivec4_t dstBox, srcBox;
|
||||
vec2_t srcTexScale;
|
||||
vec4_t color;
|
||||
vec4_t quadVerts[4];
|
||||
vec2_t texCoords[4];
|
||||
vec2_t invTexRes;
|
||||
FBO_t *oldFbo = glState.currentFBO;
|
||||
matrix_t projection;
|
||||
mat4_t projection;
|
||||
int width, height;
|
||||
|
||||
if (!src)
|
||||
|
@ -741,7 +741,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
|
|||
qglViewport( 0, 0, width, height );
|
||||
qglScissor( 0, 0, width, height );
|
||||
|
||||
Matrix16Ortho(0, width, height, 0, 0, 1, projection);
|
||||
Mat4Ortho(0, width, height, 0, 0, 1, projection);
|
||||
|
||||
qglDisable( GL_CULL_FACE );
|
||||
|
||||
|
@ -764,7 +764,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
|
|||
|
||||
GLSL_BindProgram(shaderProgram);
|
||||
|
||||
GLSL_SetUniformMatrix16(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
|
||||
GLSL_SetUniformMat4(shaderProgram, UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
|
||||
GLSL_SetUniformVec4(shaderProgram, UNIFORM_COLOR, color);
|
||||
GLSL_SetUniformVec2(shaderProgram, UNIFORM_INVTEXRES, invTexRes);
|
||||
GLSL_SetUniformVec2(shaderProgram, UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
|
||||
|
@ -775,9 +775,9 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
|
|||
FBO_Bind(oldFbo);
|
||||
}
|
||||
|
||||
void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
|
||||
void FBO_Blit(FBO_t *src, ivec4_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend)
|
||||
{
|
||||
vec4i_t srcBox;
|
||||
ivec4_t srcBox;
|
||||
|
||||
if (!src)
|
||||
{
|
||||
|
@ -801,9 +801,9 @@ void FBO_Blit(FBO_t *src, vec4i_t inSrcBox, vec2_t srcTexScale, FBO_t *dst, vec4
|
|||
FBO_BlitFromTexture(src->colorImage[0], srcBox, srcTexScale, dst, dstBox, shaderProgram, color, blend | GLS_DEPTHTEST_DISABLE);
|
||||
}
|
||||
|
||||
void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter)
|
||||
void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter)
|
||||
{
|
||||
vec4i_t srcBoxFinal, dstBoxFinal;
|
||||
ivec4_t srcBoxFinal, dstBoxFinal;
|
||||
GLuint srcFb, dstFb;
|
||||
|
||||
if (!glRefConfig.framebufferBlit)
|
||||
|
|
|
@ -56,9 +56,9 @@ void FBO_Bind(FBO_t *fbo);
|
|||
void FBO_Init(void);
|
||||
void FBO_Shutdown(void);
|
||||
|
||||
void FBO_BlitFromTexture(struct image_s *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
|
||||
void FBO_Blit(FBO_t *src, vec4i_t srcBox, vec2_t srcTexScale, FBO_t *dst, vec4i_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
|
||||
void FBO_FastBlit(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, int buffers, int filter);
|
||||
void FBO_BlitFromTexture(struct image_s *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
|
||||
void FBO_Blit(FBO_t *src, ivec4_t srcBox, vec2_t srcTexScale, FBO_t *dst, ivec4_t dstBox, struct shaderProgram_s *shaderProgram, vec4_t color, int blend);
|
||||
void FBO_FastBlit(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, int buffers, int filter);
|
||||
|
||||
|
||||
#endif
|
||||
|
|
|
@ -277,6 +277,7 @@ void RB_TestFlare( flare_t *f ) {
|
|||
qboolean visible;
|
||||
float fade;
|
||||
float screenZ;
|
||||
FBO_t *oldFbo;
|
||||
|
||||
backEnd.pc.c_flareTests++;
|
||||
|
||||
|
@ -284,9 +285,22 @@ void RB_TestFlare( flare_t *f ) {
|
|||
// don't bother with another sync
|
||||
glState.finishCalled = qfalse;
|
||||
|
||||
// if we're doing multisample rendering, read from the correct FBO
|
||||
oldFbo = glState.currentFBO;
|
||||
if (tr.msaaResolveFbo)
|
||||
{
|
||||
FBO_Bind(tr.msaaResolveFbo);
|
||||
}
|
||||
|
||||
// read back the z buffer contents
|
||||
qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );
|
||||
|
||||
// if we're doing multisample rendering, switch to the old FBO
|
||||
if (tr.msaaResolveFbo)
|
||||
{
|
||||
FBO_Bind(oldFbo);
|
||||
}
|
||||
|
||||
screenZ = backEnd.viewParms.projectionMatrix[14] /
|
||||
( ( 2*depth - 1 ) * backEnd.viewParms.projectionMatrix[11] - backEnd.viewParms.projectionMatrix[10] );
|
||||
|
||||
|
@ -458,7 +472,7 @@ void RB_RenderFlares (void) {
|
|||
flare_t *f;
|
||||
flare_t **prev;
|
||||
qboolean draw;
|
||||
matrix_t oldmodelview, oldprojection, matrix;
|
||||
mat4_t oldmodelview, oldprojection, matrix;
|
||||
|
||||
if ( !r_flares->integer ) {
|
||||
return;
|
||||
|
@ -516,11 +530,11 @@ void RB_RenderFlares (void) {
|
|||
qglDisable (GL_CLIP_PLANE0);
|
||||
}
|
||||
|
||||
Matrix16Copy(glState.projection, oldprojection);
|
||||
Matrix16Copy(glState.modelview, oldmodelview);
|
||||
Matrix16Identity(matrix);
|
||||
Mat4Copy(glState.projection, oldprojection);
|
||||
Mat4Copy(glState.modelview, oldmodelview);
|
||||
Mat4Identity(matrix);
|
||||
GL_SetModelviewMatrix(matrix);
|
||||
Matrix16Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
|
||||
Mat4Ortho( backEnd.viewParms.viewportX, backEnd.viewParms.viewportX + backEnd.viewParms.viewportWidth,
|
||||
backEnd.viewParms.viewportY, backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight,
|
||||
-99999, 99999, matrix );
|
||||
GL_SetProjectionMatrix(matrix);
|
||||
|
|
|
@ -809,7 +809,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
|
|||
qglUniform1fvARB(uniforms[uniformNum], 5, v);
|
||||
}
|
||||
|
||||
void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix)
|
||||
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
|
||||
{
|
||||
GLint *uniforms = program->uniforms;
|
||||
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
||||
|
@ -819,16 +819,16 @@ void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const mat
|
|||
|
||||
if (uniformsInfo[uniformNum].type != GLSL_MAT16)
|
||||
{
|
||||
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
||||
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
||||
return;
|
||||
}
|
||||
|
||||
if (Matrix16Compare(matrix, compare))
|
||||
if (Mat4Compare(matrix, compare))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Matrix16Copy(matrix, compare);
|
||||
Mat4Copy(matrix, compare);
|
||||
|
||||
qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
|
||||
}
|
||||
|
|
|
@ -2922,7 +2922,7 @@ void R_CreateBuiltinImages( void ) {
|
|||
|
||||
hdrFormat = GL_RGBA8;
|
||||
if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
|
||||
hdrFormat = GL_RGB16F_ARB;
|
||||
hdrFormat = GL_RGBA16F_ARB;
|
||||
|
||||
rgbFormat = GL_RGBA8;
|
||||
|
||||
|
@ -2941,7 +2941,7 @@ void R_CreateBuiltinImages( void ) {
|
|||
unsigned short sdata[4];
|
||||
void *p;
|
||||
|
||||
if (hdrFormat == GL_RGB16F_ARB)
|
||||
if (hdrFormat == GL_RGBA16F_ARB)
|
||||
{
|
||||
sdata[0] = FloatToHalf(0.0f);
|
||||
sdata[1] = FloatToHalf(0.45f);
|
||||
|
|
|
@ -1454,9 +1454,9 @@ typedef struct {
|
|||
FBO_t *currentFBO;
|
||||
VBO_t *currentVBO;
|
||||
IBO_t *currentIBO;
|
||||
matrix_t modelview;
|
||||
matrix_t projection;
|
||||
matrix_t modelviewProjection;
|
||||
mat4_t modelview;
|
||||
mat4_t projection;
|
||||
mat4_t modelviewProjection;
|
||||
} glstate_t;
|
||||
|
||||
typedef enum {
|
||||
|
@ -1964,8 +1964,8 @@ void GL_TextureMode( const char *string );
|
|||
void GL_CheckErrs( char *file, int line );
|
||||
#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
|
||||
void GL_State( unsigned long stateVector );
|
||||
void GL_SetProjectionMatrix(matrix_t matrix);
|
||||
void GL_SetModelviewMatrix(matrix_t matrix);
|
||||
void GL_SetProjectionMatrix(mat4_t matrix);
|
||||
void GL_SetModelviewMatrix(mat4_t matrix);
|
||||
void GL_TexEnv( int env );
|
||||
void GL_Cull( int cullType );
|
||||
|
||||
|
@ -2296,7 +2296,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
|
|||
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v);
|
||||
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v);
|
||||
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v);
|
||||
void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix);
|
||||
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix);
|
||||
|
||||
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage);
|
||||
|
||||
|
|
|
@ -840,7 +840,7 @@ void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms,
|
|||
glMatrix[11] = 0;
|
||||
glMatrix[15] = 1;
|
||||
|
||||
Matrix16Copy(glMatrix, or->transformMatrix);
|
||||
Mat4Copy(glMatrix, or->transformMatrix);
|
||||
myGlMultMatrix( glMatrix, viewParms->world.modelMatrix, or->modelMatrix );
|
||||
|
||||
// calculate the viewer origin in the model's space
|
||||
|
@ -2634,7 +2634,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
|
||||
// Create bounds for light projection using slice of view projection
|
||||
{
|
||||
matrix_t lightViewMatrix;
|
||||
mat4_t lightViewMatrix;
|
||||
vec4_t point, base, lightViewPoint;
|
||||
float lx, ly;
|
||||
|
||||
|
@ -2642,7 +2642,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
point[3] = 1;
|
||||
lightViewPoint[3] = 1;
|
||||
|
||||
Matrix16View(lightViewAxis, lightOrigin, lightViewMatrix);
|
||||
Mat4View(lightViewAxis, lightOrigin, lightViewMatrix);
|
||||
|
||||
ClearBounds(lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
|
@ -2653,22 +2653,22 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
|
||||
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
|
||||
|
@ -2679,22 +2679,22 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
|
||||
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
VectorMA(base, lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
VectorMA(base, -lx, fd->viewaxis[1], point);
|
||||
VectorMA(point, -ly, fd->viewaxis[2], point);
|
||||
Matrix16Transform(lightViewMatrix, point, lightViewPoint);
|
||||
Mat4Transform(lightViewMatrix, point, lightViewPoint);
|
||||
AddPointToBounds(lightViewPoint, lightviewBounds[0], lightviewBounds[1]);
|
||||
|
||||
if (!glRefConfig.depthClamp)
|
||||
|
@ -2792,7 +2792,7 @@ void R_RenderSunShadowMaps(const refdef_t *fd, int level)
|
|||
R_SortDrawSurfs( tr.refdef.drawSurfs + firstDrawSurf, tr.refdef.numDrawSurfs - firstDrawSurf );
|
||||
}
|
||||
|
||||
Matrix16Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
|
||||
Mat4Multiply(tr.viewParms.projectionMatrix, tr.viewParms.world.modelMatrix, tr.refdef.sunShadowMvp[level]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -22,9 +22,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
|
||||
#include "tr_local.h"
|
||||
|
||||
void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure)
|
||||
void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure)
|
||||
{
|
||||
vec4i_t srcBox, dstBox;
|
||||
ivec4_t srcBox, dstBox;
|
||||
vec4_t color;
|
||||
static int lastFrameCount = 0;
|
||||
|
||||
|
@ -103,9 +103,9 @@ Blurs a part of one framebuffer to another.
|
|||
Framebuffers can be identical.
|
||||
=============
|
||||
*/
|
||||
void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur)
|
||||
void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur)
|
||||
{
|
||||
// vec4i_t srcBox, dstBox;
|
||||
// ivec4_t srcBox, dstBox;
|
||||
vec4_t color;
|
||||
|
||||
blur *= 10.0f;
|
||||
|
@ -118,7 +118,7 @@ void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float
|
|||
// bokeh blur
|
||||
if (blur > 0.0f)
|
||||
{
|
||||
vec4i_t quarterBox;
|
||||
ivec4_t quarterBox;
|
||||
|
||||
quarterBox[0] = 0;
|
||||
quarterBox[1] = tr.quarterFbo[0]->height;
|
||||
|
@ -226,7 +226,7 @@ void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float
|
|||
|
||||
static void RB_RadialBlur(FBO_t *srcFbo, FBO_t *dstFbo, int passes, float stretch, float x, float y, float w, float h, float xcenter, float ycenter, float alpha)
|
||||
{
|
||||
vec4i_t srcBox, dstBox;
|
||||
ivec4_t srcBox, dstBox;
|
||||
vec4_t color;
|
||||
const float inc = 1.f / passes;
|
||||
const float mul = powf(stretch, inc);
|
||||
|
@ -308,7 +308,7 @@ static qboolean RB_UpdateSunFlareVis(void)
|
|||
return sampleCount > 0;
|
||||
}
|
||||
|
||||
void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
|
||||
void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox)
|
||||
{
|
||||
vec4_t color;
|
||||
float dot;
|
||||
|
@ -316,7 +316,7 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
|
|||
qboolean colorize = qtrue;
|
||||
|
||||
// float w, h, w2, h2;
|
||||
matrix_t mvp;
|
||||
mat4_t mvp;
|
||||
vec4_t pos, hpos;
|
||||
|
||||
dot = DotProduct(tr.sunDirection, backEnd.viewParms.or.axis[0]);
|
||||
|
@ -329,11 +329,11 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
|
|||
// From RB_DrawSun()
|
||||
{
|
||||
float dist;
|
||||
matrix_t trans, model, mvp;
|
||||
mat4_t trans, model, mvp;
|
||||
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, trans );
|
||||
Matrix16Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
|
||||
Matrix16Multiply(backEnd.viewParms.projectionMatrix, model, mvp);
|
||||
Mat4Translation( backEnd.viewParms.or.origin, trans );
|
||||
Mat4Multiply( backEnd.viewParms.world.modelMatrix, trans, model );
|
||||
Mat4Multiply(backEnd.viewParms.projectionMatrix, model, mvp);
|
||||
|
||||
dist = backEnd.viewParms.zFar / 1.75; // div sqrt(3)
|
||||
|
||||
|
@ -341,8 +341,8 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
|
|||
}
|
||||
|
||||
// project sun point
|
||||
//Matrix16Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
|
||||
Matrix16Transform(mvp, pos, hpos);
|
||||
//Mat4Multiply(backEnd.viewParms.projectionMatrix, backEnd.viewParms.world.modelMatrix, mvp);
|
||||
Mat4Transform(mvp, pos, hpos);
|
||||
|
||||
// transform to UV coords
|
||||
hpos[3] = 0.5f / hpos[3];
|
||||
|
@ -354,7 +354,7 @@ void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox)
|
|||
{
|
||||
float mul = 1.f;
|
||||
vec2_t texScale;
|
||||
vec4i_t rayBox, quarterBox;
|
||||
ivec4_t rayBox, quarterBox;
|
||||
|
||||
texScale[0] =
|
||||
texScale[1] = 1.0f;
|
||||
|
@ -441,7 +441,7 @@ static void RB_BlurAxis(FBO_t *srcFbo, FBO_t *dstFbo, float strength, qboolean h
|
|||
ymul *= strength;
|
||||
|
||||
{
|
||||
vec4i_t srcBox, dstBox;
|
||||
ivec4_t srcBox, dstBox;
|
||||
vec4_t color;
|
||||
vec2_t texScale;
|
||||
|
||||
|
@ -490,7 +490,7 @@ void RB_GaussianBlur(float blur)
|
|||
return;
|
||||
|
||||
{
|
||||
vec4i_t srcBox, dstBox;
|
||||
ivec4_t srcBox, dstBox;
|
||||
vec4_t color;
|
||||
vec2_t texScale;
|
||||
|
||||
|
|
|
@ -25,9 +25,9 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|||
|
||||
#include "tr_fbo.h"
|
||||
|
||||
void RB_ToneMap(FBO_t *hdrFbo, vec4i_t hdrBox, FBO_t *ldrFbo, vec4i_t ldrBox, int autoExposure);
|
||||
void RB_BokehBlur(FBO_t *src, vec4i_t srcBox, FBO_t *dst, vec4i_t dstBox, float blur);
|
||||
void RB_SunRays(FBO_t *srcFbo, vec4i_t srcBox, FBO_t *dstFbo, vec4i_t dstBox);
|
||||
void RB_ToneMap(FBO_t *hdrFbo, ivec4_t hdrBox, FBO_t *ldrFbo, ivec4_t ldrBox, int autoExposure);
|
||||
void RB_BokehBlur(FBO_t *src, ivec4_t srcBox, FBO_t *dst, ivec4_t dstBox, float blur);
|
||||
void RB_SunRays(FBO_t *srcFbo, ivec4_t srcBox, FBO_t *dstFbo, ivec4_t dstBox);
|
||||
void RB_GaussianBlur(float blur);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -148,7 +148,7 @@ static void DrawTris (shaderCommands_t *input) {
|
|||
GLSL_VertexAttribsState(ATTR_POSITION);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
VectorSet4(color, 1, 1, 1, 1);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
|
||||
|
||||
|
@ -392,7 +392,7 @@ static void ProjectDlightTexture( void ) {
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
|
@ -757,7 +757,7 @@ static void ForwardDlight( void ) {
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
|
||||
|
||||
|
@ -817,7 +817,7 @@ static void ForwardDlight( void ) {
|
|||
// where they aren't rendered
|
||||
GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_EQUAL );
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
|
||||
if (pStage->bundle[TB_DIFFUSEMAP].image[0])
|
||||
R_BindAnimatedImageToTMU( &pStage->bundle[TB_DIFFUSEMAP], TB_DIFFUSEMAP);
|
||||
|
@ -894,7 +894,7 @@ static void ProjectPshadowVBOGLSL( void ) {
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
VectorCopy(origin, vector);
|
||||
vector[3] = 1.0f;
|
||||
|
@ -974,7 +974,7 @@ static void RB_FogPass( void ) {
|
|||
|
||||
fog = tr.world->fogs + tess.fogNum;
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
|
@ -1132,7 +1132,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
|
||||
GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
|
||||
|
||||
|
@ -1220,7 +1220,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
GLSL_SetUniformVec3(sp, UNIFORM_TCGEN0VECTOR1, vec);
|
||||
}
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
|
||||
GLSL_SetUniformVec2(sp, UNIFORM_MATERIALINFO, pStage->materialInfo);
|
||||
|
||||
|
@ -1391,9 +1391,9 @@ static void RB_RenderShadowmap( shaderCommands_t *input )
|
|||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELMATRIX, backEnd.or.transformMatrix);
|
||||
|
||||
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
|
||||
|
||||
|
|
|
@ -429,7 +429,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
|
|||
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
color[0] =
|
||||
color[1] =
|
||||
|
@ -445,7 +445,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
|
|||
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
color[0] =
|
||||
color[1] =
|
||||
|
@ -806,10 +806,10 @@ void RB_DrawSun( float scale, shader_t *shader ) {
|
|||
//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
|
||||
{
|
||||
// FIXME: this could be a lot cleaner
|
||||
matrix_t translation, modelview;
|
||||
mat4_t translation, modelview;
|
||||
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, translation );
|
||||
Matrix16Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
|
||||
Mat4Translation( backEnd.viewParms.or.origin, translation );
|
||||
Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
|
||||
GL_SetModelviewMatrix( modelview );
|
||||
}
|
||||
|
||||
|
@ -869,18 +869,18 @@ void RB_StageIteratorSky( void ) {
|
|||
|
||||
// draw the outer skybox
|
||||
if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
|
||||
matrix_t oldmodelview;
|
||||
mat4_t oldmodelview;
|
||||
|
||||
GL_State( 0 );
|
||||
//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
|
||||
|
||||
{
|
||||
// FIXME: this could be a lot cleaner
|
||||
matrix_t trans, product;
|
||||
mat4_t trans, product;
|
||||
|
||||
Matrix16Copy( glState.modelview, oldmodelview );
|
||||
Matrix16Translation( backEnd.viewParms.or.origin, trans );
|
||||
Matrix16Multiply( glState.modelview, trans, product );
|
||||
Mat4Copy( glState.modelview, oldmodelview );
|
||||
Mat4Translation( backEnd.viewParms.or.origin, trans );
|
||||
Mat4Multiply( glState.modelview, trans, product );
|
||||
GL_SetModelviewMatrix( product );
|
||||
|
||||
}
|
||||
|
|
|
@ -243,7 +243,7 @@ void RB_InstantQuad(vec4_t quadVerts[4])
|
|||
|
||||
GLSL_BindProgram(&tr.textureColorShader);
|
||||
|
||||
GLSL_SetUniformMatrix16(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
|
||||
|
||||
RB_InstantQuad2(quadVerts, texCoords);
|
||||
|
@ -630,7 +630,7 @@ static void RB_SurfaceBeam( void )
|
|||
GLSL_VertexAttribsState(ATTR_POSITION);
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
|
||||
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, colorRed);
|
||||
|
||||
|
@ -856,6 +856,7 @@ static void RB_SurfaceLightningBolt( void ) {
|
|||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
/*
|
||||
** VectorArrayNormalize
|
||||
*
|
||||
|
@ -911,12 +912,14 @@ static void VectorArrayNormalize(vec4_t *normals, unsigned int count)
|
|||
#endif
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
/*
|
||||
** LerpMeshVertexes
|
||||
*/
|
||||
#if 0
|
||||
#if idppc_altivec
|
||||
static void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
|
||||
{
|
||||
|
@ -1046,6 +1049,7 @@ static void LerpMeshVertexes_altivec(md3Surface_t *surf, float backlerp)
|
|||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
static void LerpMeshVertexes_scalar(mdvSurface_t *surf, float backlerp)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue