fteqw/engine/gl/gl_alias.c

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//a note about dedicated servers:
//In the server-side gamecode, a couple of q1 extensions require knowing something about models.
//So we load models serverside, if required.
//things we need:
//tag/bone names and indexes so we can have reasonable modding with tags. :)
//tag/bone positions so we can shoot from the actual gun or other funky stuff
//vertex positions so we can trace against the mesh rather than the bbox.
//we use the gl renderer's model code because it supports more sorts of models than the sw renderer. Sad but true.
#include "quakedef.h"
#include "glquake.h"
#ifndef SERVERONLY
#ifdef _WIN32
#include <malloc.h>
#else
#include <alloca.h>
#endif
#include "com_mesh.h"
#if defined(RTLIGHTS)
static int numProjectedShadowVerts;
static vec3_t *ProjectedShadowVerts;
static int numFacing;
static qbyte *triangleFacing;
#endif
//FIXME
typedef struct
{
float scale[3]; // multiply qbyte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
dtrivertx_t verts[1]; // variable sized
} dmd2aliasframe_t;
extern cvar_t gl_part_flame, r_fullbrightSkins, r_fb_models, ruleset_allow_fbmodels;
extern cvar_t r_noaliasshadows;
extern char loadname[32]; // for hunk tags
extern cvar_t gl_ati_truform;
extern cvar_t r_vertexdlights;
extern cvar_t mod_md3flags;
extern cvar_t r_skin_overlays;
extern cvar_t r_globalskin_first, r_globalskin_count;
#ifndef SERVERONLY
static hashtable_t skincolourmapped;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//q3 .skin support
static skinfile_t **registeredskins;
static skinid_t numregisteredskins;
void Mod_WipeSkin(skinid_t id)
{
skinfile_t *sk = registeredskins[id-1];
int i;
if (!sk)
return;
for (i = 0; i < sk->nummappings; i++)
{
if (sk->mappings[i].needsfree)
R_DestroyTexture(sk->mappings[i].texnums.base);
R_UnloadShader(sk->mappings[i].shader);
}
Z_Free(registeredskins[id]);
registeredskins[id] = NULL;
}
static void Mod_WipeAllSkins(void)
{
skinid_t id;
for (id = 0; id < numregisteredskins; )
Mod_WipeSkin(++id);
Z_Free(registeredskins);
registeredskins = NULL;
numregisteredskins = 0;
}
skinfile_t *Mod_LookupSkin(skinid_t id)
{
id--;
if (id < numregisteredskins)
return registeredskins[id];
return NULL;
}
static void Mod_ComposeSkin(char *texture)
{
float x=0, y=0;
float w, h;
float r=1,g=1,b=1,a=1;
int l;
char *s, tname[MAX_QPATH];
shader_t *sourceimg;
for (s = texture; *s; s++)
{
if (*s == '@' || *s == ':' || *s == '?' || *s == '*')
break;
}
l = s - texture;
if (l > MAX_QPATH-1)
l = MAX_QPATH-1;
memcpy(tname, texture, l);
tname[l] = 0;
//load the image and set some default sizes, etc.
sourceimg = R2D_SafeCachePic(tname);
if (!sourceimg) //no shader? no point in doing anything.
return;
w = sourceimg->width;
h = sourceimg->height;
//create a render target if one is not already selected
if (!r_refdef.rt_destcolour)
{
r_refdef.rt_destcolour = 1; //fixme: this 1 here is a technicality. it will destroy this render target slot. we should find/make a free one instead.
R2D_RT_Configure(r_refdef.rt_destcolour, x+w, y+h, TF_RGBA32);
BE_RenderToTextureUpdate2d(true);
}
while(*s)
{
switch(*s)
{
case '@':
x = strtod(s+1, &s);
if (*s == ',')
s++;
y = strtod(s, &s);
break;
case ':':
w = strtod(s+1, &s);
if (*s == ',')
s++;
h = strtod(s, &s);
break;
case '?':
r = strtod(s+1, &s);
if (*s == ',')
s++;
g = strtod(s, &s);
if (*s == ',')
s++;
b = strtod(s, &s);
if (*s == ',')
s++;
a = strtod(s, &s);
break;
// case '*':
// break;
default:
s+=strlen(s); //some sort of error or other thing we don't support
break;
}
}
R2D_ImageColours(r,g,b,a);
R2D_Image(x, 512-(y+h), w, h, 0, 1, 1, 0, sourceimg);
R_UnloadShader(sourceimg); //we're done with it now
}
//create a new skin with explicit name and text. even if its already loaded. this means you can free it safely.
skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
{
skinid_t id;
char *nl;
skinfile_t *skin;
char shadername[MAX_QPATH];
for (id = 0; id < numregisteredskins; id++)
{
if (!registeredskins[id])
break;
}
if (id == numregisteredskins)
{
int newn = numregisteredskins + 64;
registeredskins = BZ_Realloc(registeredskins, sizeof(*registeredskins) * newn);
memset(registeredskins + numregisteredskins, 0, (newn-numregisteredskins)*sizeof(*registeredskins));
numregisteredskins = newn;
}
skin = Z_Malloc(sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*4);
skin->maxmappings = 4;
Q_strncpyz(skin->skinname, skinname, sizeof(skin->skinname));
while(skintext)
{
if (skin->nummappings == skin->maxmappings)
{
skin->maxmappings += 4;
skin = BZ_Realloc(skin, sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*skin->maxmappings);
}
skintext = COM_ParseToken(skintext, ",");
if (!skintext)
break;
if (!strcmp(com_token, "replace"))
{
skintext = COM_ParseToken(skintext, NULL);
if (com_tokentype != TTP_LINEENDING)
{
Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
skintext = COM_ParseToken(skintext, NULL);
Q_strncpyz(shadername, com_token, sizeof(shadername));
skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
skin->mappings[skin->nummappings].texnums = skin->mappings[skin->nummappings].shader->defaulttextures;
skin->nummappings++;
}
}
else if (!strcmp(com_token, "compose"))
{
skintext = COM_ParseToken(skintext, NULL);
//body
if (com_tokentype != TTP_LINEENDING)
{
Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
skintext = COM_ParseToken(skintext, NULL);
Q_strncpyz(shadername, com_token, sizeof(shadername));
skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
skin->mappings[skin->nummappings].texnums = skin->mappings[skin->nummappings].shader->defaulttextures;
for(;;)
{
while(*skintext == ' ' || *skintext == '\t')
skintext++;
if (*skintext == '+')
skintext++;
else
break;
skintext = COM_Parse(skintext);
Mod_ComposeSkin(com_token);
}
skin->mappings[skin->nummappings].needsfree = 1;
skin->mappings[skin->nummappings].texnums.base = R2D_RT_DetachTexture(r_refdef.rt_destcolour);
skin->nummappings++;
r_refdef.rt_destcolour = 0;
BE_RenderToTextureUpdate2d(true);
}
}
else if (!strcmp(com_token, "geomset"))
{
int set;
skintext = COM_ParseToken(skintext, NULL);
set = atoi(com_token);
if (com_tokentype != TTP_LINEENDING)
{
skintext = COM_ParseToken(skintext, NULL);
if (set < MAX_GEOMSETS)
skin->geomset[set] = atoi(com_token);
}
}
else if (!strncmp(com_token, "tag_", 4))
{
//ignore it. matches q3.
}
else
{
while(*skintext == ' ' || *skintext == '\t')
skintext++;
if (*skintext == ',')
{
Q_strncpyz(skin->mappings[skin->nummappings].surface, com_token, sizeof(skin->mappings[skin->nummappings].surface));
skintext = COM_ParseToken(skintext+1, NULL);
Q_strncpyz(shadername, com_token, sizeof(shadername));
skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
skin->mappings[skin->nummappings].texnums = skin->mappings[skin->nummappings].shader->defaulttextures;
skin->nummappings++;
}
}
if (com_tokentype == TTP_LINEENDING || !skintext)
continue;
nl = strchr(skintext, '\n');
if (!nl)
skintext = skintext+strlen(skintext);
else
skintext = nl+1;
if (!*skintext)
break;
}
registeredskins[id] = skin;
return id+1;
}
//registers a skin. loads it if there's not one with that name already registered.
//returns 0 if it failed.
skinid_t Mod_RegisterSkinFile(const char *skinname)
{
char *f;
skinid_t id;
//block duplicates
for (id = 0; id < numregisteredskins; id++)
{
if (!registeredskins[id])
continue;
if (!strcmp(skinname, registeredskins[id]->skinname))
return id+1;
}
f = FS_LoadMallocFile(skinname);
if (!f)
return 0;
id = Mod_ReadSkinFile(skinname, f);
Z_Free(f);
return id;
}
//changes vertex lighting values
#if 0
static void R_GAliasApplyLighting(mesh_t *mesh, vec3_t org, vec3_t angles, float *colormod)
{
int l, v;
vec3_t rel;
vec3_t dir;
float dot, d, a;
if (mesh->colors4f_array)
{
float l;
int temp;
int i;
avec4_t *colours = mesh->colors4f_array;
vec3_t *normals = mesh->normals_array;
vec3_t ambient, shade;
qbyte alphab = bound(0, colormod[3], 1);
if (!mesh->normals_array)
{
mesh->colors4f_array = NULL;
return;
}
VectorCopy(ambientlight, ambient);
VectorCopy(shadelight, shade);
for (i = 0; i < 3; i++)
{
ambient[i] *= colormod[i];
shade[i] *= colormod[i];
}
for (i = mesh->numvertexes-1; i >= 0; i--)
{
l = DotProduct(normals[i], shadevector);
temp = l*ambient[0]+shade[0];
colours[i][0] = temp;
temp = l*ambient[1]+shade[1];
colours[i][1] = temp;
temp = l*ambient[2]+shade[2];
colours[i][2] = temp;
colours[i][3] = alphab;
}
}
if (r_vertexdlights.value && mesh->colors4f_array)
{
//don't include world lights
for (l=rtlights_first ; l<RTL_FIRST; l++)
{
if (cl_dlights[l].radius)
{
VectorSubtract (cl_dlights[l].origin,
org,
dir);
if (Length(dir)>cl_dlights[l].radius+mesh->radius) //far out man!
continue;
rel[0] = -DotProduct(dir, currententity->axis[0]);
rel[1] = -DotProduct(dir, currententity->axis[1]); //quake's crazy.
rel[2] = -DotProduct(dir, currententity->axis[2]);
/*
glBegin(GL_LINES);
glVertex3f(0,0,0);
glVertex3f(rel[0],rel[1],rel[2]);
glEnd();
*/
for (v = 0; v < mesh->numvertexes; v++)
{
VectorSubtract(mesh->xyz_array[v], rel, dir);
dot = DotProduct(dir, mesh->normals_array[v]);
if (dot>0)
{
d = DotProduct(dir, dir);
a = 1/d;
if (a>0)
{
a *= 10000000*dot/sqrt(d);
mesh->colors4f_array[v][0] += a*cl_dlights[l].color[0];
mesh->colors4f_array[v][1] += a*cl_dlights[l].color[1];
mesh->colors4f_array[v][2] += a*cl_dlights[l].color[2];
}
// else
// mesh->colors4f_array[v][1] = 1;
}
// else
// mesh->colors4f_array[v][2] = 1;
}
}
}
}
}
#endif
/*
void GL_GAliasFlushOneSkin(char *skinname)
{
int i;
bucket_t **l;
galiascolourmapped_t *cm;
for (i = 0; i < skincolourmapped.numbuckets; i++)
{
for(l = &skincolourmapped.bucket[i]; *l; )
{
cm = (*l)->data;
if (strstr(cm->name, skinname))
{
*l = cm->bucket.next;
BZ_Free(cm);
continue;
}
l = &(*l)->next;
}
}
}*/
void GL_GAliasFlushSkinCache(void)
{
int i;
bucket_t *b;
for (i = 0; i < skincolourmapped.numbuckets; i++)
{
while((b = skincolourmapped.bucket[i]))
{
skincolourmapped.bucket[i] = b->next;
BZ_Free(b->data);
}
}
if (skincolourmapped.bucket)
BZ_Free(skincolourmapped.bucket);
skincolourmapped.bucket = NULL;
skincolourmapped.numbuckets = 0;
#ifdef RTLIGHTS
BZ_Free(ProjectedShadowVerts);
ProjectedShadowVerts = NULL;
numProjectedShadowVerts = 0;
BZ_Free(triangleFacing);
triangleFacing = NULL;
numFacing = 0;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Mod_WipeAllSkins();
}
static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, entity_t *e, texnums_t **forcedtex)
{
galiasskin_t *skins;
shader_t *shader;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
skin_t *plskin;
int frame;
unsigned int subframe;
extern int cl_playerindex; //so I don't have to strcmp
unsigned int tc, bc, pc;
qboolean forced;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean generateupperlower = false;
*forcedtex = NULL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
/*q3 .skin files*/
if (e->customskin)
{
skinfile_t *sk = Mod_LookupSkin(e->customskin);
if (sk)
{
int i;
if (inf->geomset < MAX_GEOMSETS && sk->geomset[inf->geomset] != inf->geomid)
return NULL; //don't allow this surface to be drawn.
for (i = 0; i < sk->nummappings; i++)
{
if (!strcmp(sk->mappings[i].surface, inf->surfacename))
{
*forcedtex = &sk->mappings[i].texnums;
return sk->mappings[i].shader;
}
}
}
}
/*hexen2 feature: global skins */
if (inf->numskins < e->skinnum && e->skinnum >= r_globalskin_first.ival && e->skinnum < r_globalskin_first.ival+r_globalskin_count.ival)
{
shader_t *s;
s = R_RegisterSkin(va("gfx/skin%d.lmp", e->skinnum), NULL);
if (s)
{
if (!TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = R_LoadHiResTexture(va("gfx/skin%d.lmp", e->skinnum), NULL, 0);
return s;
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if ((e->model->engineflags & MDLF_NOTREPLACEMENTS) && !ruleset_allow_sensitive_texture_replacements.ival)
forced = true;
else
forced = false;
if (!gl_nocolors.ival || forced)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (e->playerindex >= 0 && e->playerindex <= MAX_CLIENTS)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (!cl.players[e->playerindex].skin)
Skin_Find(&cl.players[e->playerindex]);
plskin = cl.players[e->playerindex].skin;
}
else
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
plskin = NULL;
tc = e->topcolour;
bc = e->bottomcolour;
pc = e->h2playerclass;
if (forced || tc != TOP_DEFAULT || bc != BOTTOM_DEFAULT || plskin)
{
int inwidth, inheight;
int tinwidth, tinheight;
char *skinname;
qbyte *original;
galiascolourmapped_t *cm;
char hashname[512];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (plskin)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
snprintf(hashname, sizeof(hashname), "%s$%s$%i", model->name, plskin->name, surfnum);
skinname = hashname;
}
else if (surfnum)
{
snprintf(hashname, sizeof(hashname), "%s$%i", model->name, surfnum);
skinname = hashname;
}
else
skinname = model->name;
if (!skincolourmapped.numbuckets)
{
void *buckets = BZ_Malloc(Hash_BytesForBuckets(256));
memset(buckets, 0, Hash_BytesForBuckets(256));
Hash_InitTable(&skincolourmapped, 256, buckets);
}
if (!inf->numskins)
{
/*model has no skins*/
skins = NULL;
subframe = 0;
shader = NULL;
}
else
{
skins = inf->ofsskins;
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
skins += e->skinnum;
if (!skins->numshaders)
{
/*model has a skin, but has no framegroups*/
skins = NULL;
subframe = 0;
shader = NULL;
}
else
{
subframe = cl.time*skins->skinspeed;
subframe = subframe%skins->numshaders;
shader = skins->ofsshaders[subframe];
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (shader)
{
if (!plskin && (TEXVALID(shader->defaulttextures.loweroverlay) || TEXVALID(shader->defaulttextures.upperoverlay)))
return shader; //the shader can do its own colourmapping.
if (shader->prog && shader->prog->permu[PERMUTATION_UPPERLOWER].handle.glsl && !h2playertranslations)
{ //this shader can do permutations. this means we can generate only a black image, with separate top+bottom textures.
tc = 0xfe000000;
bc = 0xfe000000;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
generateupperlower = true;
}
}
for (cm = Hash_Get(&skincolourmapped, skinname); cm; cm = Hash_GetNext(&skincolourmapped, skinname, cm))
{
if (cm->tcolour == tc && cm->bcolour == bc && cm->skinnum == e->skinnum && cm->subframe == subframe && cm->pclass == pc)
{
*forcedtex = &cm->texnum;
if (!shader)
shader = R_RegisterSkin(skinname, NULL);
return shader;
}
}
//colourmap isn't present yet.
cm = BZ_Malloc(sizeof(*cm));
*forcedtex = &cm->texnum;
Q_strncpyz(cm->name, skinname, sizeof(cm->name));
Hash_Add(&skincolourmapped, cm->name, cm, &cm->bucket);
cm->tcolour = tc;
cm->bcolour = bc;
cm->pclass = pc;
cm->skinnum = e->skinnum;
cm->subframe = subframe;
cm->texnum.fullbright = r_nulltex;
cm->texnum.base = r_nulltex;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cm->texnum.bump = r_nulltex;
cm->texnum.specular = r_nulltex;
cm->texnum.loweroverlay = r_nulltex;
cm->texnum.upperoverlay = r_nulltex;
if (!shader)
{ //model has no shaders, so just the skin directly
shader = R_RegisterSkin(skinname, NULL);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (plskin)
{
if (cls.protocol == CP_QUAKE2)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
original = Skin_Cache32(plskin);
if (original)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
inwidth = plskin->width;
inheight = plskin->height;
cm->texnum.base = R_LoadTexture32(plskin->name, inwidth, inheight, (unsigned int*)original, IF_NOALPHA|IF_NOGAMMA);
return shader;
}
}
else
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
original = Skin_Cache8(plskin);
if (original)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
inwidth = plskin->width;
inheight = plskin->height;
cm->texnum.base = R_LoadTexture8(plskin->name, inwidth, inheight, original, IF_NOALPHA|IF_NOGAMMA, 1);
return shader;
}
}
if (TEXVALID(plskin->textures.base))
{
cm->texnum.loweroverlay = plskin->textures.loweroverlay;
cm->texnum.upperoverlay = plskin->textures.upperoverlay;
cm->texnum.base = plskin->textures.base;
cm->texnum.fullbright = plskin->textures.fullbright;
cm->texnum.specular = plskin->textures.specular;
return shader;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cm->texnum.base = R_LoadHiResTexture(plskin->name, "skins", IF_NOALPHA);
return shader;
}
return shader;
}
cm->texnum.bump = shader->defaulttextures.bump; //can't colour bumpmapping
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cls.protocol != CP_QUAKE2 && ((model==cl.model_precache[cl_playerindex] || model==cl.model_precache_vwep[0]) && plskin))
{
/*q1 only reskins the player model, not gibbed heads (which have the same colourmap)*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
original = Skin_Cache8(plskin);
inwidth = plskin->width;
inheight = plskin->height;
if (!original && TEXVALID(plskin->textures.base))
{
cm->texnum.loweroverlay = plskin->textures.loweroverlay;
cm->texnum.upperoverlay = plskin->textures.upperoverlay;
cm->texnum.base = plskin->textures.base;
cm->texnum.fullbright = plskin->textures.fullbright;
cm->texnum.specular = plskin->textures.specular;
return shader;
}
}
else
{
original = NULL;
inwidth = 0;
inheight = 0;
}
if (!original)
{
if (skins->ofstexels)
{
original = skins->ofstexels[subframe];
inwidth = skins->skinwidth;
inheight = skins->skinheight;
}
else
{
original = NULL;
inwidth = 0;
inheight = 0;
}
}
tinwidth = skins->skinwidth;
tinheight = skins->skinheight;
if (original)
{
int i, j;
unsigned translate32[256];
static unsigned pixels[512*512]; //FIXME: too big for stack, so lets just chuck it in the bss, yay! because that sounds like a good idea! not.
unsigned *out;
unsigned frac, fracstep;
unsigned scaled_width, scaled_height;
qbyte *inrow;
cm->texnum.base = r_nulltex;
cm->texnum.fullbright = r_nulltex;
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
scaled_height = gl_max_size.value < 512 ? gl_max_size.value : 512;
//handle the case of an external skin being smaller than the texture that its meant to replace
//(to support the evil hackage of the padding on the outside of common qw skins)
if (tinwidth > inwidth)
tinwidth = inwidth;
if (tinheight > inheight)
tinheight = inheight;
//don't make scaled width any larger than it needs to be
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (r_config.texture_non_power_of_two)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
scaled_width = tinwidth;
scaled_height = tinheight;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
else
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
for (i = 0; i < 10; i++)
{
scaled_width = (1<<i);
if (scaled_width >= tinwidth)
break; //its covered
}
for (i = 0; i < 10; i++)
{
scaled_height = (1<<i);
if (scaled_height >= tinheight)
break; //its covered
}
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value; //whoops, we made it too big
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value; //whoops, we made it too big
if (scaled_width < 4)
scaled_width = 4;
if (scaled_height < 4)
scaled_height = 4;
if (h2playertranslations && pc)
{
unsigned int color_offsets[5] = {2*14*256,0,1*14*256,2*14*256,2*14*256};
unsigned char *colorA, *colorB, *sourceA, *sourceB;
colorA = h2playertranslations + 256 + color_offsets[pc-1];
colorB = colorA + 256;
sourceA = colorB + (tc * 256);
sourceB = colorB + (bc * 256);
for(i=0;i<256;i++)
{
translate32[i] = d_8to24rgbtable[i];
if (tc > 0 && (colorA[i] != 255))
translate32[i] = d_8to24rgbtable[sourceA[i]];
if (bc > 0 && (colorB[i] != 255))
translate32[i] = d_8to24rgbtable[sourceB[i]];
}
translate32[0] = 0;
}
else
{
for (i=0 ; i<256 ; i++)
translate32[i] = d_8to24rgbtable[i];
for (i = 0; i < 16; i++)
{
if (tc >= 16)
{
//assumption: row 0 is pure white.
*((unsigned char*)&translate32[TOP_RANGE+i]+0) = (((tc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
*((unsigned char*)&translate32[TOP_RANGE+i]+1) = (((tc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
*((unsigned char*)&translate32[TOP_RANGE+i]+2) = (((tc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
*((unsigned char*)&translate32[TOP_RANGE+i]+3) = 0xff;
}
else
{
if (tc < 8)
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+i];
else
translate32[TOP_RANGE+i] = d_8to24rgbtable[(tc<<4)+15-i];
}
if (bc >= 16)
{
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+0) = (((bc&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[i]+0))>>8;
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+1) = (((bc&0x00ff00)>> 8)**((unsigned char*)&d_8to24rgbtable[i]+1))>>8;
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+2) = (((bc&0x0000ff)>> 0)**((unsigned char*)&d_8to24rgbtable[i]+2))>>8;
*((unsigned char*)&translate32[BOTTOM_RANGE+i]+3) = 0xff;
}
else
{
if (bc < 8)
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+i];
else
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[(bc<<4)+15-i];
}
}
}
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
cm->texnum.base = R_LoadTexture(va("base$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, h2playertranslations?TF_RGBA32:TF_RGBX32, pixels, IF_NOMIPMAP);
cm->texnum.bump = shader->defaulttextures.bump;
cm->texnum.fullbright = shader->defaulttextures.fullbright;
cm->texnum.specular = shader->defaulttextures.specular;
/*if (!h2playertranslations)
{
qboolean valid = false;
//now do the fullbrights.
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=1)
{
if (inrow[frac>>16] < 255-vid.fullbright)
((char *) (&out[j]))[3] = 0; //alpha 0
else
valid = true;
frac += fracstep;
}
}
if (valid)
cm->texnum.fullbright = R_LoadTexture(va("fb$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
}*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (generateupperlower)
{
for (i=0 ; i<256 ; i++)
translate32[i] = 0xff000000;
for (i = 0; i < 16; i++)
translate32[TOP_RANGE+i] = d_8to24rgbtable[i];
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
cm->texnum.upperoverlay = R_LoadTexture(va("up$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
for (i=0 ; i<256 ; i++)
translate32[i] = 0xff000000;
for (i = 0; i < 16; i++)
translate32[BOTTOM_RANGE+i] = d_8to24rgbtable[i];
out = pixels;
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
cm->texnum.loweroverlay = R_LoadTexture(va("lo$%i$%i$%i$%s", cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, TF_RGBA32, pixels, IF_NOMIPMAP);
}
}
else
{
/*model has no original skin info and thus cannot be reskinned, copy over the default textures so that the skincache doesn't break things when it gets reused*/
cm->texnum = shader->defaulttextures;
}
return shader;
}
}
if (!inf->numskins)
return NULL;
skins = inf->ofsskins;
if (e->skinnum >= 0 && e->skinnum < inf->numskins)
skins += e->skinnum;
else
{
Con_DPrintf("Skin number out of range (%u > %u - %s)\n", e->skinnum, inf->numskins, model->name);
if (!inf->numskins)
return NULL;
}
if (!skins->numshaders)
return NULL;
frame = cl.time*skins->skinspeed;
frame = frame%skins->numshaders;
return skins->ofsshaders[frame];
}
#if defined(RTLIGHTS)
static void R_CalcFacing(mesh_t *mesh, vec3_t lightpos)
{
float *v1, *v2, *v3;
vec3_t d1, d2, norm;
int i;
index_t *indexes = mesh->indexes;
int numtris = mesh->numindexes/3;
if (numFacing < numtris)
{
if (triangleFacing)
BZ_Free(triangleFacing);
triangleFacing = BZ_Malloc(sizeof(*triangleFacing)*numtris);
numFacing = numtris;
}
for (i = 0; i < numtris; i++, indexes+=3)
{
v1 = (float *)(mesh->xyz_array + indexes[0]);
v2 = (float *)(mesh->xyz_array + indexes[1]);
v3 = (float *)(mesh->xyz_array + indexes[2]);
VectorSubtract(v1, v2, d1);
VectorSubtract(v3, v2, d2);
CrossProduct(d1, d2, norm);
triangleFacing[i] = (( lightpos[0] - v1[0] ) * norm[0] + ( lightpos[1] - v1[1] ) * norm[1] + ( lightpos[2] - v1[2] ) * norm[2]) > 0;
}
}
#define PROJECTION_DISTANCE 30000
static void R_ProjectShadowVolume(mesh_t *mesh, vec3_t lightpos)
{
int numverts = mesh->numvertexes;
int i;
vecV_t *input = mesh->xyz_array;
vec3_t *projected;
if (numProjectedShadowVerts < numverts)
{
if (ProjectedShadowVerts)
BZ_Free(ProjectedShadowVerts);
ProjectedShadowVerts = BZ_Malloc(sizeof(*ProjectedShadowVerts)*numverts);
numProjectedShadowVerts = numverts;
}
projected = ProjectedShadowVerts;
for (i = 0; i < numverts; i++)
{
projected[i][0] = input[i][0] + (input[i][0]-lightpos[0])*PROJECTION_DISTANCE;
projected[i][1] = input[i][1] + (input[i][1]-lightpos[1])*PROJECTION_DISTANCE;
projected[i][2] = input[i][2] + (input[i][2]-lightpos[2])*PROJECTION_DISTANCE;
}
}
static void R_DrawShadowVolume(mesh_t *mesh)
{
#ifdef GLQUAKE
int t;
vec3_t *proj = ProjectedShadowVerts;
vecV_t *verts = mesh->xyz_array;
index_t *indexes = mesh->indexes;
int *neighbours = mesh->trneighbors;
int numtris = mesh->numindexes/3;
qglBegin(GL_TRIANGLES);
for (t = 0; t < numtris; t++)
{
if (triangleFacing[t])
{
//draw front
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(verts[indexes[t*3+2]]);
//draw back
qglVertex3fv(proj[indexes[t*3+1]]);
qglVertex3fv(proj[indexes[t*3+0]]);
qglVertex3fv(proj[indexes[t*3+2]]);
//draw side caps
if (neighbours[t*3+0] < 0 || !triangleFacing[neighbours[t*3+0]])
{
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(proj [indexes[t*3+0]]);
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(proj [indexes[t*3+0]]);
qglVertex3fv(proj [indexes[t*3+1]]);
}
if (neighbours[t*3+1] < 0 || !triangleFacing[neighbours[t*3+1]])
{
qglVertex3fv(verts[indexes[t*3+2]]);
qglVertex3fv(verts[indexes[t*3+1]]);
qglVertex3fv(proj [indexes[t*3+1]]);
qglVertex3fv(verts[indexes[t*3+2]]);
qglVertex3fv(proj [indexes[t*3+1]]);
qglVertex3fv(proj [indexes[t*3+2]]);
}
if (neighbours[t*3+2] < 0 || !triangleFacing[neighbours[t*3+2]])
{
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(verts[indexes[t*3+2]]);
qglVertex3fv(proj [indexes[t*3+2]]);
qglVertex3fv(verts[indexes[t*3+0]]);
qglVertex3fv(proj [indexes[t*3+2]]);
qglVertex3fv(proj [indexes[t*3+0]]);
}
}
}
qglEnd();
#endif
}
#endif
//true if no shading is to be used.
qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel)
{
vec3_t lightdir;
int i;
vec3_t dist;
float add;
vec3_t shadelight, ambientlight;
if (e->light_known)
return e->light_known-1;
e->light_dir[0] = 0; e->light_dir[1] = 1; e->light_dir[2] = 0;
if (clmodel->engineflags & MDLF_FLAME || r_fullbright.ival)
{
e->light_avg[0] = e->light_avg[1] = e->light_avg[2] = 1;
e->light_range[0] = e->light_range[1] = e->light_range[2] = 0;
e->light_known = 2;
return e->light_known-1;
}
if ((e->drawflags & MLS_MASKIN) == MLS_FULLBRIGHT || (e->flags & Q2RF_FULLBRIGHT))
{
e->light_avg[0] = e->light_avg[1] = e->light_avg[2] = 1;
e->light_range[0] = e->light_range[1] = e->light_range[2] = 0;
e->light_known = 2;
return e->light_known-1;
}
if (r_fb_models.ival == 1 && ruleset_allow_fbmodels.ival && (clmodel->engineflags & MDLF_EZQUAKEFBCHEAT) && cls.protocol == CP_QUAKEWORLD && cl.deathmatch)
{
e->light_avg[0] = e->light_avg[1] = e->light_avg[2] = 1;
e->light_range[0] = e->light_range[1] = e->light_range[2] = 0;
e->light_known = 2;
return e->light_known-1;
}
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
if (e->flags & RF_WEAPONMODEL)
{
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, r_refdef.vieworg, shadelight, ambientlight, lightdir);
for (i = 0; i < 3; i++)
{ /*viewmodels may not be pure black*/
if (ambientlight[i] < 24)
ambientlight[i] = 24;
}
}
else
{
vec3_t center;
#if 0 /*hexen2*/
VectorAvg(clmodel->mins, clmodel->maxs, center);
VectorAdd(e->origin, center, center);
#else
VectorCopy(e->origin, center);
center[2] += 8;
#endif
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, center, shadelight, ambientlight, lightdir);
}
}
else
{
ambientlight[0] = ambientlight[1] = ambientlight[2] = shadelight[0] = shadelight[1] = shadelight[2] = 128;
lightdir[0] = 0;
lightdir[1] = 1;
lightdir[2] = 1;
}
if (!r_vertexdlights.ival && r_dynamic.ival)
{
//don't do world lights, although that might be funny
for (i=rtlights_first; i<RTL_FIRST; i++)
{
if (cl_dlights[i].radius)
{
VectorSubtract (e->origin,
cl_dlights[i].origin,
dist);
add = cl_dlights[i].radius - Length(dist);
if (add > 0)
{
add*=5;
ambientlight[0] += add * cl_dlights[i].color[0];
ambientlight[1] += add * cl_dlights[i].color[1];
ambientlight[2] += add * cl_dlights[i].color[2];
//ZOID models should be affected by dlights as well
shadelight[0] += add * cl_dlights[i].color[0];
shadelight[1] += add * cl_dlights[i].color[1];
shadelight[2] += add * cl_dlights[i].color[2];
}
}
}
}
for (i = 0; i < 3; i++) //clamp light so it doesn't get vulgar.
{
if (ambientlight[i] > 128)
ambientlight[i] = 128;
if (shadelight[i] > 255)
shadelight[i] = 255;
}
//MORE HUGE HACKS! WHEN WILL THEY CEASE!
// clamp lighting so it doesn't overbright as much
// ZOID: never allow players to go totally black
if (clmodel->engineflags & MDLF_PLAYER)
{
float fb = r_fullbrightSkins.value;
if (fb > cls.allow_fbskins)
fb = cls.allow_fbskins;
if (fb < 0)
fb = 0;
if (fb)
{
extern cvar_t r_fb_models;
if (fb >= 1 && r_fb_models.value)
{
ambientlight[0] = ambientlight[1] = ambientlight[2] = 1;
shadelight[0] = shadelight[1] = shadelight[2] = 1;
e->light_known = 2;
return e->light_known-1;
}
else
{
for (i = 0; i < 3; i++)
{
ambientlight[i] = max(ambientlight[i], 8 + fb * 120);
shadelight[i] = max(shadelight[i], 8 + fb * 120);
}
}
}
for (i = 0; i < 3; i++)
{
if (ambientlight[i] < 8)
ambientlight[i] = 8;
}
}
for (i = 0; i < 3; i++)
{
if (ambientlight[i] > 128)
ambientlight[i] = 128;
shadelight[i] /= 200.0/255;
ambientlight[i] /= 200.0/255;
}
if ((e->model->flags & MF_ROTATE) && cl.hexen2pickups)
{
shadelight[0] = shadelight[1] = shadelight[2] =
ambientlight[0] = ambientlight[1] = ambientlight[2] = 128+sin(cl.servertime*4)*64;
}
if ((e->drawflags & MLS_MASKIN) == MLS_ABSLIGHT)
{
shadelight[0] = shadelight[1] = shadelight[2] = e->abslight;
ambientlight[0] = ambientlight[1] = ambientlight[2] = e->abslight;
}
//#define SHOWLIGHTDIR
{ //lightdir is absolute, shadevector is relative
e->light_dir[0] = DotProduct(lightdir, e->axis[0]);
e->light_dir[1] = DotProduct(lightdir, e->axis[1]);
e->light_dir[2] = DotProduct(lightdir, e->axis[2]);
if (e->flags & RF_WEAPONMODEL)
{
vec3_t temp;
temp[0] = DotProduct(e->light_dir, vpn);
temp[1] = -DotProduct(e->light_dir, vright);
temp[2] = DotProduct(e->light_dir, vup);
VectorCopy(temp, e->light_dir);
}
VectorNormalize(e->light_dir);
}
shadelight[0] *= 1/255.0f;
shadelight[1] *= 1/255.0f;
shadelight[2] *= 1/255.0f;
ambientlight[0] *= 1/255.0f;
ambientlight[1] *= 1/255.0f;
ambientlight[2] *= 1/255.0f;
if (e->flags & Q2RF_GLOW)
{
float scale = 1 + 0.2 * sin(cl.time*7);
VectorScale(ambientlight, scale, ambientlight);
VectorScale(shadelight, scale, shadelight);
}
VectorMA(ambientlight, 0.5, shadelight, e->light_avg);
VectorSubtract(shadelight, ambientlight, e->light_range);
e->light_known = 1;
return e->light_known-1;
}
void R_GAlias_DrawBatch(batch_t *batch)
{
entity_t *e;
galiasinfo_t *inf;
model_t *clmodel;
int surfnum;
static mesh_t mesh;
static mesh_t *meshl = &mesh;
// qboolean needrecolour;
// qboolean nolightdir;
e = batch->ent;
clmodel = e->model;
currententity = e;
/*nolightdir =*/ R_CalcModelLighting(e, clmodel);
inf = Mod_Extradata (clmodel);
if (inf)
{
memset(&mesh, 0, sizeof(mesh));
for(surfnum=0; inf; inf=inf->nextsurf, surfnum++)
{
if (batch->surf_first == surfnum)
{
/*needrecolour =*/ Alias_GAliasBuildMesh(&mesh, &batch->vbo, inf, surfnum, e, batch->shader->prog && batch->shader->prog->permu[PERMUTATION_SKELETAL].handle.glsl);
batch->mesh = &meshl;
return;
}
}
}
batch->meshes = 0;
Con_Printf("Broken model surfaces mid-frame\n");
return;
}
void R_GAlias_GenerateBatches(entity_t *e, batch_t **batches)
{
galiasinfo_t *inf;
model_t *clmodel;
shader_t *shader, *regshader;
batch_t *b;
int surfnum;
shadersort_t sort;
texnums_t *skin;
if ((r_refdef.externalview || r_refdef.recurse) && e->flags & RF_WEAPONMODEL)
return;
clmodel = e->model;
/*switch model if we're the player model, and the player skin says a new model*/
{
extern int cl_playerindex;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (e->playerindex >= 0 && e->model == cl.model_precache[cl_playerindex])
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
clmodel = cl.players[e->playerindex].model;
if (!clmodel || clmodel->type != mod_alias)
clmodel = e->model; //oops, never mind
}
}
if (!(e->flags & RF_WEAPONMODEL)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef SKELETALMODELS
&& !e->framestate.bonestate
#endif
)
{
if (R_CullEntityBox (e, clmodel->mins, clmodel->maxs))
return;
#ifdef RTLIGHTS
if (BE_LightCullModel(e->origin, clmodel))
return;
}
else
{
if (BE_LightCullModel(r_origin, clmodel))
return;
#endif
}
if (clmodel->tainted)
{
if (!ruleset_allow_modified_eyes.ival && !strcmp(clmodel->name, "progs/eyes.mdl"))
return;
}
inf = Mod_Extradata (clmodel);
for(surfnum=0; inf; inf=inf->nextsurf, surfnum++)
{
regshader = GL_ChooseSkin(inf, clmodel, surfnum, e, &skin);
if (!regshader)
continue;
skin = skin?skin:&regshader->defaulttextures;
shader = e->forcedshader?e->forcedshader:regshader;
if (shader)
{
b = BE_GetTempBatch();
if (!b)
break;
b->buildmeshes = R_GAlias_DrawBatch;
b->ent = e;
#ifdef Q3BSPS
b->fog = CM_FogForOrigin(e->origin);
#endif
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = skin;
b->texture = NULL;
b->shader = shader;
b->lightmap[0] = -1;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->surf_first = surfnum;
b->flags = 0;
sort = shader->sort;
if (e->flags & RF_FORCECOLOURMOD)
b->flags |= BEF_FORCECOLOURMOD;
if (e->flags & RF_ADDITIVE)
{
b->flags |= BEF_FORCEADDITIVE;
if (sort < SHADER_SORT_ADDITIVE)
sort = SHADER_SORT_ADDITIVE;
}
if (e->flags & RF_TRANSLUCENT)
{
b->flags |= BEF_FORCETRANSPARENT;
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
sort = SHADER_SORT_BLEND;
}
else if (e->drawflags & DRF_TRANSLUCENT)
{
b->flags |= BEF_FORCETRANSPARENT;
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
sort = SHADER_SORT_BLEND;
e->shaderRGBAf[3] = r_wateralpha.value;
}
if (e->flags & RF_NODEPTHTEST)
{
b->flags |= BEF_FORCENODEPTH;
if (sort < SHADER_SORT_NEAREST)
sort = SHADER_SORT_NEAREST;
}
if (e->flags & RF_NOSHADOW)
b->flags |= BEF_NOSHADOWS;
b->vbo = NULL;
b->next = batches[sort];
batches[sort] = b;
}
}
}
#if 0
void R_Sprite_GenerateBatches(entity_t *e, batch_t **batches)
{
galiasinfo_t *inf;
model_t *clmodel;
shader_t *shader;
batch_t *b;
int surfnum;
texnums_t *skin;
if (r_refdef.externalview && e->flags & Q2RF_WEAPONMODEL)
return;
clmodel = e->model;
if (!(e->flags & Q2RF_WEAPONMODEL))
{
if (R_CullEntityBox (e, clmodel->mins, clmodel->maxs))
return;
#ifdef RTLIGHTS
if (BE_LightCullModel(e->origin, clmodel))
return;
}
else
{
if (BE_LightCullModel(r_origin, clmodel))
return;
#endif
}
if (clmodel->tainted)
{
if (!ruleset_allow_modified_eyes.ival && !strcmp(clmodel->name, "progs/eyes.mdl"))
return;
}
inf = RMod_Extradata (clmodel);
if (!e->model || e->forcedshader)
{
//fixme
return;
}
else
{
frame = R_GetSpriteFrame (e);
psprite = e->model->cache.data;
sprtype = psprite->type;
shader = frame->shader;
}
if (shader)
{
b = BE_GetTempBatch();
if (!b)
break;
b->buildmeshes = R_Sprite_DrawBatch;
b->ent = e;
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = frame-;
b->texture = NULL;
b->shader = frame->shader;
b->lightmap = -1;
b->surf_first = surfnum;
b->flags = 0;
b->vbo = NULL;
b->next = batches[shader->sort];
batches[shader->sort] = b;
}
}
#endif
//returns the rotated offset of the two points in result
void RotateLightVector(const vec3_t *axis, const vec3_t origin, const vec3_t lightpoint, vec3_t result)
{
vec3_t offs;
offs[0] = lightpoint[0] - origin[0];
offs[1] = lightpoint[1] - origin[1];
offs[2] = lightpoint[2] - origin[2];
result[0] = DotProduct (offs, axis[0]);
result[1] = DotProduct (offs, axis[1]);
result[2] = DotProduct (offs, axis[2]);
}
#if defined(RTLIGHTS)
/*
static void GL_LightMesh (mesh_t *mesh, vec3_t lightpos, vec3_t colours, float radius)
{
vec3_t dir;
int i;
float dot, d, f, a;
vecV_t *xyz = mesh->xyz_array;
vec3_t *normals = mesh->normals_array;
vec4_t *out = mesh->colors4f_array;
if (!out)
return; //urm..
if (normals)
{
for (i = 0; i < mesh->numvertexes; i++)
{
VectorSubtract(lightpos, xyz[i], dir);
dot = DotProduct(dir, normals[i]);
if (dot > 0)
{
d = DotProduct(dir, dir)/radius;
a = 1/d;
if (a>0)
{
a *= dot/sqrt(d);
f = a*colours[0];
out[i][0] = f;
f = a*colours[1];
out[i][1] = f;
f = a*colours[2];
out[i][2] = f;
}
else
{
out[i][0] = 0;
out[i][1] = 0;
out[i][2] = 0;
}
}
else
{
out[i][0] = 0;
out[i][1] = 0;
out[i][2] = 0;
}
out[i][3] = 1;
}
}
else
{
for (i = 0; i < mesh->numvertexes; i++)
{
VectorSubtract(lightpos, xyz[i], dir);
out[i][0] = colours[0];
out[i][1] = colours[1];
out[i][2] = colours[2];
out[i][3] = 1;
}
}
}
*/
//courtesy of DP
static void R_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
{
float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
// 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
// 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
// 6 multiply, 9 subtract
VectorSubtract(v1, v0, v10);
VectorSubtract(v2, v0, v20);
normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
// 12 multiply, 10 subtract
tc10[1] = tc1[1] - tc0[1];
tc20[1] = tc2[1] - tc0[1];
svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
tc10[0] = tc1[0] - tc0[0];
tc20[0] = tc2[0] - tc0[0];
tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
// 12 multiply, 4 add, 6 subtract
f = DotProduct(svector3f, normal3f);
svector3f[0] -= f * normal3f[0];
svector3f[1] -= f * normal3f[1];
svector3f[2] -= f * normal3f[2];
f = DotProduct(tvector3f, normal3f);
tvector3f[0] -= f * normal3f[0];
tvector3f[1] -= f * normal3f[1];
tvector3f[2] -= f * normal3f[2];
// if texture is mapped the wrong way (counterclockwise), the tangents
// have to be flipped, this is detected by calculating a normal from the
// two tangents, and seeing if it is opposite the surface normal
// 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
CrossProduct(tvector3f, svector3f, tangentcross);
if (DotProduct(tangentcross, normal3f) < 0)
{
VectorNegate(svector3f, svector3f);
VectorNegate(tvector3f, tvector3f);
}
}
//courtesy of DP
void R_AliasGenerateTextureVectors(mesh_t *mesh, float *normal3f, float *svector3f, float *tvector3f)
{
int i;
float sdir[3], tdir[3], normal[3], *v;
index_t *e;
float *vertex3f = (float*)mesh->xyz_array;
float *texcoord2f = (float*)mesh->st_array;
// clear the vectors
// if (svector3f)
memset(svector3f, 0, mesh->numvertexes * sizeof(float[3]));
// if (tvector3f)
memset(tvector3f, 0, mesh->numvertexes * sizeof(float[3]));
// if (normal3f)
memset(normal3f, 0, mesh->numvertexes * sizeof(float[3]));
// process each vertex of each triangle and accumulate the results
for (e = mesh->indexes; e < mesh->indexes+mesh->numindexes; e += 3)
{
R_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
// if (!areaweighting)
// {
// VectorNormalize(sdir);
// VectorNormalize(tdir);
// VectorNormalize(normal);
// }
// if (svector3f)
for (i = 0;i < 3;i++)
VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
// if (tvector3f)
for (i = 0;i < 3;i++)
VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
// if (normal3f)
for (i = 0;i < 3;i++)
VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
}
// now we could divide the vectors by the number of averaged values on
// each vertex... but instead normalize them
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (svector3f)
for (i = 0, v = svector3f;i < mesh->numvertexes;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (tvector3f)
for (i = 0, v = tvector3f;i < mesh->numvertexes;i++, v += 3)
VectorNormalize(v);
// 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
if (normal3f)
for (i = 0, v = normal3f;i < mesh->numvertexes;i++, v += 3)
VectorNormalize(v);
}
void R_AliasGenerateVertexLightDirs(mesh_t *mesh, vec3_t lightdir, vec3_t *results, vec3_t *normal3f, vec3_t *svector3f, vec3_t *tvector3f)
{
int i;
R_AliasGenerateTextureVectors(mesh, (float*)normal3f, (float*)svector3f, (float*)tvector3f);
for (i = 0; i < mesh->numvertexes; i++)
{
results[i][0] = -DotProduct(lightdir, tvector3f[i]);
results[i][1] = -DotProduct(lightdir, svector3f[i]);
results[i][2] = -DotProduct(lightdir, normal3f[i]);
}
}
//FIXME: Be less agressive.
//This function will have to be called twice (for geforce cards), with the same data, so do the building once and rendering twice.
void R_DrawGAliasShadowVolume(entity_t *e, vec3_t lightpos, float radius)
{
model_t *clmodel = e->model;
galiasinfo_t *inf;
mesh_t mesh;
vec3_t lightorg;
int surfnum = 0;
if (clmodel->engineflags & (MDLF_FLAME | MDLF_BOLT))
return;
if (r_noaliasshadows.ival)
return;
// if (e->shaderRGBAf[3] < 0.5)
// return;
RotateLightVector((void *)e->axis, e->origin, lightpos, lightorg);
if (Length(lightorg) > radius + clmodel->radius)
return;
BE_SelectEntity(e);
inf = Mod_Extradata (clmodel);
while(inf)
{
if (inf->ofs_trineighbours)
{
Alias_GAliasBuildMesh(&mesh, NULL, inf, surfnum, e, false);
R_CalcFacing(&mesh, lightorg);
R_ProjectShadowVolume(&mesh, lightorg);
R_DrawShadowVolume(&mesh);
}
inf = inf->nextsurf;
surfnum++;
}
}
#endif
#if 0
static int R_FindTriangleWithEdge ( index_t *indexes, int numtris, index_t start, index_t end, int ignore)
{
int i;
int match, count;
count = 0;
match = -1;
for (i = 0; i < numtris; i++, indexes += 3)
{
if ( (indexes[0] == start && indexes[1] == end)
|| (indexes[1] == start && indexes[2] == end)
|| (indexes[2] == start && indexes[0] == end) ) {
if (i != ignore)
match = i;
count++;
} else if ( (indexes[1] == start && indexes[0] == end)
|| (indexes[2] == start && indexes[1] == end)
|| (indexes[0] == start && indexes[2] == end) ) {
count++;
}
}
// detect edges shared by three triangles and make them seams
if (count > 2)
match = -1;
return match;
}
#endif
#if 0
static void R_BuildTriangleNeighbours ( int *neighbours, index_t *indexes, int numtris )
{
int i, *n;
index_t *index;
for (i = 0, index = indexes, n = neighbours; i < numtris; i++, index += 3, n += 3)
{
n[0] = R_FindTriangleWithEdge (indexes, numtris, index[1], index[0], i);
n[1] = R_FindTriangleWithEdge (indexes, numtris, index[2], index[1], i);
n[2] = R_FindTriangleWithEdge (indexes, numtris, index[0], index[2], i);
}
}
#endif
#if 0
void GL_GenerateNormals(float *orgs, float *normals, int *indicies, int numtris, int numverts)
{
vec3_t d1, d2;
vec3_t norm;
int t, i, v1, v2, v3;
int tricounts[MD2MAX_VERTS];
vec3_t combined[MD2MAX_VERTS];
int triremap[MD2MAX_VERTS];
if (numverts > MD2MAX_VERTS)
return; //not an issue, you just loose the normals.
memset(triremap, 0, numverts*sizeof(triremap[0]));
v2=0;
for (i = 0; i < numverts; i++) //weld points
{
for (v1 = 0; v1 < v2; v1++)
{
if (orgs[i*3+0] == combined[v1][0] &&
orgs[i*3+1] == combined[v1][1] &&
orgs[i*3+2] == combined[v1][2])
{
triremap[i] = v1;
break;
}
}
if (v1 == v2)
{
combined[v1][0] = orgs[i*3+0];
combined[v1][1] = orgs[i*3+1];
combined[v1][2] = orgs[i*3+2];
v2++;
triremap[i] = v1;
}
}
memset(tricounts, 0, v2*sizeof(tricounts[0]));
memset(combined, 0, v2*sizeof(*combined));
for (t = 0; t < numtris; t++)
{
v1 = triremap[indicies[t*3]];
v2 = triremap[indicies[t*3+1]];
v3 = triremap[indicies[t*3+2]];
VectorSubtract((orgs+v2*3), (orgs+v1*3), d1);
VectorSubtract((orgs+v3*3), (orgs+v1*3), d2);
CrossProduct(d1, d2, norm);
VectorNormalize(norm);
VectorAdd(norm, combined[v1], combined[v1]);
VectorAdd(norm, combined[v2], combined[v2]);
VectorAdd(norm, combined[v3], combined[v3]);
tricounts[v1]++;
tricounts[v2]++;
tricounts[v3]++;
}
for (i = 0; i < numverts; i++)
{
if (tricounts[triremap[i]])
{
VectorScale(combined[triremap[i]], 1.0f/tricounts[triremap[i]], normals+i*3);
}
}
}
#endif
#endif
#ifdef Q3CLIENT
//q3 lightning gun
static void R_DB_LightningBeam(batch_t *batch)
{
entity_t *e = batch->ent;
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
static vecV_t points[4];
static vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
static vec4_t colors[4];
static mesh_t mesh;
static mesh_t *meshptr = &mesh;
if (batch->ent == &r_worldentity)
{
mesh.numindexes = 0;
mesh.numindexes = 0;
return;
}
scale *= -10;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
/*this is actually meant to be 4 separate quads at 45 degrees from each other*/
Vector4Copy(e->shaderRGBAf, colors[0]);
Vector4Copy(e->shaderRGBAf, colors[1]);
Vector4Copy(e->shaderRGBAf, colors[2]);
Vector4Copy(e->shaderRGBAf, colors[3]);
batch->ent = &r_worldentity;
batch->mesh = &meshptr;
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4f_array[0] = (vec4_t*)colors;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
}
//q3 railgun beam
static void R_DB_RailgunBeam(batch_t *batch)
{
entity_t *e = batch->ent;
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
static mesh_t mesh;
static mesh_t *meshptr = &mesh;
static vecV_t points[4];
static vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
static vec4_t colors[4];
if (batch->ent == &r_worldentity)
{
mesh.numindexes = 0;
mesh.numindexes = 0;
return;
}
if (!e->forcedshader)
return;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
Vector4Copy(e->shaderRGBAf, colors[0]);
Vector4Copy(e->shaderRGBAf, colors[1]);
Vector4Copy(e->shaderRGBAf, colors[2]);
Vector4Copy(e->shaderRGBAf, colors[3]);
batch->ent = &r_worldentity;
batch->mesh = &meshptr;
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4f_array[0] = (vec4_t*)colors;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
}
#endif
static void R_DB_Sprite(batch_t *batch)
{
entity_t *e = batch->ent;
vec3_t point;
mspriteframe_t *frame, genframe;
vec3_t spraxis[3];
msprite_t *psprite;
vec3_t sprorigin;
unsigned int sprtype;
static vec2_t texcoords[4]={{0, 1},{0,0},{1,0},{1,1}};
static index_t indexes[6] = {0, 1, 2, 0, 2, 3};
static vecV_t vertcoords[4];
static avec4_t colours[4];
static mesh_t mesh;
static mesh_t *meshptr = &mesh;
if (batch->ent == &r_worldentity)
{
mesh.numindexes = 0;
mesh.numindexes = 0;
return;
}
if (e->flags & RF_WEAPONMODEL && r_refdef.playerview->viewentity > 0)
{
sprorigin[0] = r_refdef.playerview->vw_origin[0];
sprorigin[1] = r_refdef.playerview->vw_origin[1];
sprorigin[2] = r_refdef.playerview->vw_origin[2];
VectorMA(sprorigin, e->origin[0], r_refdef.playerview->vw_axis[0], sprorigin);
VectorMA(sprorigin, e->origin[1], r_refdef.playerview->vw_axis[1], sprorigin);
VectorMA(sprorigin, e->origin[2], r_refdef.playerview->vw_axis[2], sprorigin);
VectorMA(sprorigin, 12, vpn, sprorigin);
batch->flags |= BEF_FORCENODEPTH;
}
else
VectorCopy(e->origin, sprorigin);
if (!e->model || e->forcedshader)
{
genframe.shader = e->forcedshader;
genframe.up = genframe.left = -1;
genframe.down = genframe.right = 1;
sprtype = SPR_VP_PARALLEL;
frame = &genframe;
}
else
{
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = e->model->meshinfo;
sprtype = psprite->type;
}
if (!frame->shader)
return;
switch(sprtype)
{
case SPR_ORIENTED:
// bullet marks on walls
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
{
vec3_t ea[3];
AngleVectors (e->angles, ea[0], ea[1], ea[2]);
Matrix3_Multiply(ea, r_refdef.playerview->vw_axis, spraxis);
}
else
AngleVectors (e->angles, spraxis[0], spraxis[1], spraxis[2]);
break;
case SPR_FACING_UPRIGHT:
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
spraxis[1][0] = sprorigin[1] - r_origin[1];
spraxis[1][1] = -(sprorigin[0] - r_origin[0]);
spraxis[1][2] = 0;
VectorNormalize (spraxis[1]);
break;
case SPR_VP_PARALLEL_UPRIGHT:
spraxis[2][0] = 0;spraxis[2][1] = 0;spraxis[2][2]=1;
VectorCopy (vright, spraxis[1]);
break;
default:
case SPR_VP_PARALLEL:
//normal sprite
VectorCopy(vup, spraxis[2]);
VectorCopy(vright, spraxis[1]);
break;
}
spraxis[2][0]*=e->scale;
spraxis[2][1]*=e->scale;
spraxis[2][2]*=e->scale;
spraxis[1][0]*=e->scale;
spraxis[1][1]*=e->scale;
spraxis[1][2]*=e->scale;
if (e->shaderRGBAf[0] != 0 || e->shaderRGBAf[1] != 0 || e->shaderRGBAf[2] != 0 || (batch->flags & BEF_FORCECOLOURMOD))
{
if (e->shaderRGBAf[0] > 1)
e->shaderRGBAf[0] = 1;
if (e->shaderRGBAf[1] > 1)
e->shaderRGBAf[1] = 1;
if (e->shaderRGBAf[2] > 1)
e->shaderRGBAf[2] = 1;
}
else
{
e->shaderRGBAf[0] = 1;
e->shaderRGBAf[1] = 1;
e->shaderRGBAf[2] = 1;
}
Vector4Copy(e->shaderRGBAf, colours[0]);
Vector4Copy(e->shaderRGBAf, colours[1]);
Vector4Copy(e->shaderRGBAf, colours[2]);
Vector4Copy(e->shaderRGBAf, colours[3]);
VectorSubtract(sprorigin, e->origin, sprorigin);
if (!e->scale)
e->scale = 1;
VectorSet(e->axis[0], 1/e->scale, 0, 0);
VectorSet(e->axis[1], 0, 1/e->scale, 0);
VectorSet(e->axis[2], 0, 0, 1/e->scale);
VectorMA (sprorigin, frame->down, spraxis[2], point);
VectorMA (point, frame->left, spraxis[1], vertcoords[0]);
VectorMA (sprorigin, frame->up, spraxis[2], point);
VectorMA (point, frame->left, spraxis[1], vertcoords[1]);
VectorMA (sprorigin, frame->up, spraxis[2], point);
VectorMA (point, frame->right, spraxis[1], vertcoords[2]);
VectorMA (sprorigin, frame->down, spraxis[2], point);
VectorMA (point, frame->right, spraxis[1], vertcoords[3]);
batch->mesh = &meshptr;
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = vertcoords;
mesh.indexes = indexes;
mesh.numindexes = sizeof(indexes)/sizeof(indexes[0]);
mesh.colors4f_array[0] = colours;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
mesh.istrifan = true;
}
static void R_Sprite_GenerateBatch(entity_t *e, batch_t **batches, void (*drawfunc)(batch_t *batch))
{
extern cvar_t gl_blendsprites;
shader_t *shader = NULL;
batch_t *b;
shadersort_t sort;
if (!e->model || e->model->type != mod_sprite || e->forcedshader)
{
shader = e->forcedshader;
if (!shader)
shader = R_RegisterShader("q2beam", SUF_NONE,
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
}
else
{
// don't even bother culling, because it's just a single
// polygon without a surface cache
shader = R_GetSpriteFrame(e)->shader;
}
if (!shader)
return;
b = BE_GetTempBatch();
if (!b)
return;
b->flags = 0;
sort = shader->sort;
if (e->flags & RF_ADDITIVE)
{
b->flags |= BEF_FORCEADDITIVE;
if (sort < SHADER_SORT_ADDITIVE)
sort = SHADER_SORT_ADDITIVE;
}
if (e->flags & RF_TRANSLUCENT || (gl_blendsprites.ival && drawfunc == R_DB_Sprite))
{
b->flags |= BEF_FORCETRANSPARENT;
if (SHADER_SORT_PORTAL < sort && sort < SHADER_SORT_BLEND)
sort = SHADER_SORT_BLEND;
}
if (e->flags & RF_NODEPTHTEST)
{
b->flags |= BEF_FORCENODEPTH;
if (sort < SHADER_SORT_BANNER)
sort = SHADER_SORT_BANNER;
}
b->buildmeshes = drawfunc;
b->ent = e;
#ifdef Q3BSPS
b->fog = CM_FogForOrigin(e->origin);
#endif
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = &shader->defaulttextures;
b->texture = NULL;
b->shader = shader;
b->lightmap[0] = -1;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->surf_first = 0;
b->flags |= BEF_NODLIGHT|BEF_NOSHADOWS;
b->vbo = NULL;
b->next = batches[sort];
batches[sort] = b;
}
static void R_DB_Poly(batch_t *batch)
{
static mesh_t mesh;
static mesh_t *meshptr = &mesh;
unsigned int i = batch->surf_first;
batch->mesh = &meshptr;
mesh.xyz_array = cl_strisvertv + cl_stris[i].firstvert;
mesh.st_array = cl_strisvertt + cl_stris[i].firstvert;
mesh.colors4f_array[0] = cl_strisvertc + cl_stris[i].firstvert;
mesh.indexes = cl_strisidx + cl_stris[i].firstidx;
mesh.numindexes = cl_stris[i].numidx;
mesh.numvertexes = cl_stris[i].numvert;
}
void BE_GenPolyBatches(batch_t **batches)
{
shader_t *shader = NULL;
batch_t *b;
unsigned int i = cl_numstris;
while (i-- > 0)
{
if (!cl_stris[i].numidx)
continue;
b = BE_GetTempBatch();
if (!b)
return;
shader = cl_stris[i].shader;
b->buildmeshes = R_DB_Poly;
b->ent = &r_worldentity;
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = &shader->defaulttextures;
b->texture = NULL;
b->shader = shader;
b->lightmap[0] = -1;
b->lightmap[1] = -1;
b->lightmap[2] = -1;
b->lightmap[3] = -1;
b->surf_first = i;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
b->flags = BEF_NODLIGHT|BEF_NOSHADOWS | cl_stris[i].flags;
b->vbo = 0;
b->next = batches[shader->sort];
batches[shader->sort] = b;
}
}
void R_HalfLife_GenerateBatches(entity_t *e, batch_t **batches);
void BE_GenModelBatches(batch_t **batches, const dlight_t *dl, unsigned int bemode)
{
int i;
entity_t *ent;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
unsigned int orig_numstris = cl_numstris;
unsigned int orig_numvisedicts = cl_numvisedicts;
/*clear the batch list*/
for (i = 0; i < SHADER_SORT_COUNT; i++)
batches[i] = NULL;
#if defined(TERRAIN)
if (cl.worldmodel && cl.worldmodel->terrain && !(r_refdef.flags & RDF_NOWORLDMODEL))
Terr_DrawTerrainModel(batches, &r_worldentity);
#endif
if (!r_drawentities.ival)
return;
if (bemode == BEM_STANDARD)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifndef CLIENTONLY
SV_AddDebugPolygons();
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#endif
//the alias cache is a backend thing that provides support for multiple entities using the same skeleton.
//thus it needs to be cleared so that it won't reuse the cache over multiple frames.
Alias_FlushCache();
}
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
ent = &cl_visedicts[i];
if (!r_refdef.externalview && (ent->flags & RF_EXTERNALMODEL))
continue;
if (bemode == BEM_STENCIL || bemode == BEM_DEPTHONLY)
{
if (ent->flags & (RF_NOSHADOW | RF_ADDITIVE | RF_NODEPTHTEST | RF_TRANSLUCENT)) //noshadow often isn't enough for legacy content.
continue;
if (ent->keynum == dl->key && ent->keynum) //shadows are not cast from the entity that owns the light. it is expected to be inside.
continue;
if (ent->model && ent->model->engineflags & MDLF_FLAME)
continue;
}
switch(ent->rtype)
{
case RT_MODEL:
default:
if (!ent->model)
continue;
if (ent->model->needload)
{
if (!Mod_LoadModel(ent->model, MLV_WARN))
continue;
}
if (cl.lerpents && (cls.allow_anyparticles)) //allowed or static
{
if (gl_part_flame.value)
{
if (ent->model->engineflags & MDLF_ENGULPHS)
continue;
}
}
if (ent->model->engineflags & MDLF_NOTREPLACEMENTS)
{
if (ent->model->fromgame != fg_quake || ent->model->type != mod_alias)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!ruleset_allow_sensitive_texture_replacements.value)
continue;
}
switch(ent->model->type)
{
case mod_brush:
if (r_drawentities.ival == 2 || !lightmap)
continue;
Surf_GenBrushBatches(batches, ent);
break;
case mod_alias:
if (r_drawentities.ival == 3)
continue;
R_GAlias_GenerateBatches(ent, batches);
break;
case mod_sprite:
R_Sprite_GenerateBatch(ent, batches, R_DB_Sprite);
break;
case mod_halflife:
#ifdef HALFLIFEMODELS
R_HalfLife_GenerateBatches(ent, batches);
#endif
break;
// warning: enumeration value <20>mod_*<2A> not handled in switch
case mod_dummy:
case mod_heightmap:
break;
}
break;
case RT_SPRITE:
R_Sprite_GenerateBatch(ent, batches, R_DB_Sprite);
break;
#ifdef Q3CLIENT
case RT_BEAM:
case RT_RAIL_RINGS:
case RT_LIGHTNING:
R_Sprite_GenerateBatch(ent, batches, R_DB_LightningBeam);
continue;
case RT_RAIL_CORE:
R_Sprite_GenerateBatch(ent, batches, R_DB_RailgunBeam);
continue;
#endif
case RT_POLY:
/*not implemented*/
break;
case RT_PORTALSURFACE:
/*nothing*/
break;
}
}
if (cl_numstris)
BE_GenPolyBatches(batches);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_numstris = orig_numstris;
cl_numvisedicts = orig_numvisedicts;
}
#endif // defined(GLQUAKE)