mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 07:02:12 +00:00
remove gl_lightmap_shift, fix shader to match gl_overbright, es2/egl fixes
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3804 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
fc421a05bc
commit
8464020053
9 changed files with 147 additions and 138 deletions
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@ -58,10 +58,10 @@ extern cvar_t r_stainfadeammount;
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static int lightmap_shift;
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int Surf_LightmapShift (model_t *model)
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{
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extern cvar_t gl_overbright_all, gl_overbright, gl_lightmap_shift;
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extern cvar_t gl_overbright_all, gl_overbright;
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if (gl_overbright_all.ival || (model->engineflags & MDLF_NEEDOVERBRIGHT))
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lightmap_shift = bound(0, gl_lightmap_shift.ival + gl_overbright.ival, 2);
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lightmap_shift = bound(0, gl_overbright.ival, 2);
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else
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lightmap_shift = 0;
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return lightmap_shift;
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@ -236,9 +236,6 @@ cvar_t gl_font = CVARF ("gl_font", "",
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CVAR_RENDERERCALLBACK);
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cvar_t gl_lateswap = CVAR ("gl_lateswap", "0");
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cvar_t gl_lerpimages = CVAR ("gl_lerpimages", "1");
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cvar_t gl_lightmap_shift = CVARFC ("gl_lightmap_shift", "1",
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CVAR_ARCHIVE,
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Surf_RebuildLightmap_Callback);
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//cvar_t gl_lightmapmode = SCVARF("gl_lightmapmode", "",
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// CVAR_ARCHIVE);
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cvar_t gl_load24bit = SCVARF ("gl_load24bit", "1",
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@ -433,8 +430,6 @@ void GLRenderer_Init(void)
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Cvar_Register (&gl_blendsprites, GLRENDEREROPTIONS);
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Cvar_Register (&gl_lightmap_shift, GLRENDEREROPTIONS);
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Cvar_Register (&gl_menutint_shader, GLRENDEREROPTIONS);
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R_BloomRegister();
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@ -533,6 +533,8 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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if (!lib)
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return NULL;
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if (funcs)
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{
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for (i = 0; funcs[i].name; i++)
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{
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*funcs[i].funcptr = dlsym(lib, funcs[i].name);
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@ -544,10 +546,18 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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Sys_CloseLibrary((dllhandle_t*)lib);
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lib = NULL;
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}
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}
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return (dllhandle_t*)lib;
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}
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void *Sys_GetAddressForName(dllhandle_t *module, const char *exportname)
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{
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if (!module)
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return NULL;
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return dlsym(module, exportname);
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}
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// =======================================================================
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// Sleeps for microseconds
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// =======================================================================
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@ -366,6 +366,8 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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if (!lib)
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return NULL;
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if (funcs)
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{
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for (i = 0; funcs[i].name; i++)
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{
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*funcs[i].funcptr = dlsym(lib, funcs[i].name);
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@ -377,10 +379,18 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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Sys_CloseLibrary((dllhandle_t*)lib);
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lib = NULL;
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}
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}
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return (dllhandle_t*)lib;
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}
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void *Sys_GetAddressForName(dllhandle_t *module, const char *exportname)
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{
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if (!module)
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return NULL;
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return dlsym(module, exportname);
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}
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int main(int argc, char **argv)
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{
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double oldtime, newtime;
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@ -299,6 +299,8 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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if (!lib)
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return NULL;
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if (funcs)
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{
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for (i = 0; funcs[i].name; i++)
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{
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*funcs[i].funcptr = SDL_LoadFunction(lib, funcs[i].name);
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@ -310,9 +312,16 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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Sys_CloseLibrary((dllhandle_t*)lib);
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lib = NULL;
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}
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}
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return (dllhandle_t*)lib;
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}
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void *Sys_GetAddressForName(dllhandle_t *module, const char *exportname)
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{
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if (!module)
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return NULL;
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return SDL_LoadFunction((void *)module, exportname);
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}
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//Without these two we cannot run Q2 gamecode.
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dllhandle_t *q2gamedll;
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@ -944,6 +944,40 @@ struct sbuiltin_s
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"}\n"
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"#endif\n"
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},
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{QR_OPENGL/*ES*/, 100, "defaultwall",
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"!!cvarf gl_overbright\n"
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"#ifdef VERTEX_SHADER\n"
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"uniform mat4 m_modelview;\n"
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"uniform mat4 m_projection;\n"
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"attribute vec3 v_position;\n"
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"attribute vec2 v_texcoord;\n"
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"attribute vec2 v_lmcoord;\n"
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"varying vec2 tc, lm;\n"
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"void main (void)\n"
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"{\n"
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" tc = v_texcoord;\n"
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" lm = v_lmcoord;\n"
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" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\n"
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"}\n"
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"#endif\n"
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"#ifdef FRAGMENT_SHADER\n"
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"uniform sampler2D s_t0;\n" /*tex_diffuse*/
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"uniform sampler2D s_t1;\n" /*tex_lightmap*/
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//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
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//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
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//"uniform sampler2D s_t4;\n" /*tex_fullbright*/
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"varying mediump vec2 tc, lm;\n"
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"uniform mediump float cvar_gl_overbright;\n"
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"void main (void)\n"
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"{\n"
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" mediump float scale = exp2(floor(clamp(cvar_gl_overbright, 0.0, 2.0)));\n"
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" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * vec4(scale, scale, scale, 1);\n"
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"}\n"
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"#endif\n"
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},
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{QR_OPENGL, 110, "defaultwall",
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"!!cvarf gl_overbright\n"
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"#ifdef VERTEX_SHADER\n"
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@ -972,45 +1006,8 @@ struct sbuiltin_s
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"void main (void)\n"
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"{\n"
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" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * vec4(cvar_gl_overbright, cvar_gl_overbright, cvar_gl_overbright, 1);\n"
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"}\n"
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"#endif\n"
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},
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/*FIXME: this doesn't match the gl3 version*/
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{QR_OPENGL/*ES*/, 100, "defaultwall",
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"!!permu FULLBRIGHT\n"
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"#ifdef VERTEX_SHADER\n"
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"uniform mat4 m_modelview;\n"
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"uniform mat4 m_projection;\n"
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"attribute vec3 v_position;\n"
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"attribute vec2 v_texcoord;\n"
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"attribute vec2 v_lmcoord;\n"
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"varying vec2 tc, lm;\n"
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"void main (void)\n"
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"{\n"
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" tc = v_texcoord;\n"
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" lm = v_lmcoord;\n"
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" gl_Position = m_projection * m_modelview * vec4(v_position, 1.0);\n"
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"}\n"
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"#endif\n"
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"#ifdef FRAGMENT_SHADER\n"
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"uniform sampler2D s_t0;\n" /*tex_diffuse*/
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"uniform sampler2D s_t1;\n" /*tex_lightmap*/
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//"uniform sampler2D s_t2;\n" /*tex_normalmap*/
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//"uniform sampler2D s_t3;\n" /*tex_deluxmap*/
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"#ifdef FULLBRIGHT\n"
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"uniform sampler2D s_t4;\n" /*tex_fullbright*/
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"#endif\n"
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"varying mediump vec2 tc, lm;\n"
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"void main (void)\n"
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"{\n"
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" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm);\n"
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"#ifdef FULLBRIGHT\n"
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" gl_FragColor += texture2D(s_t4, tc);\n"
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"#endif\n"
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" float scale = exp2(floor(clamp(cvar_gl_overbright, 0.0, 2.0)));\n"
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" gl_FragColor = texture2D(s_t0, tc) * texture2D(s_t1, lm) * vec4(scale, scale, scale, 1);\n"
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"}\n"
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"#endif\n"
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},
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@ -1199,23 +1196,23 @@ struct sbuiltin_s
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"#endif\n"
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"varying mediump vec2 tc;\n"
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"varying lowp vec3 light;\n"
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"uniform vec4 e_colourident;\n"
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"uniform lowp vec4 e_colourident;\n"
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"void main (void)\n"
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"{\n"
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" vec4 col, sp;\n"
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" lowp vec4 col;\n"
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" col = texture2D(s_t0, tc);\n"
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"#ifdef UPPER\n"
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" vec4 uc = texture2D(s_t2, tc);\n"
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" lowp vec4 uc = texture2D(s_t2, tc);\n"
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" col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
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"#endif\n"
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"#ifdef LOWER\n"
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" vec4 lc = texture2D(s_t1, tc);\n"
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" lowp vec4 lc = texture2D(s_t1, tc);\n"
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" col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
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"#endif\n"
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" col.rgb *= light;\n"
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"#ifdef FULLBRIGHT\n"
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" vec4 fb = texture2D(s_t3, tc);\n"
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" lowp vec4 fb = texture2D(s_t3, tc);\n"
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" col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
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"#endif\n"
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" gl_FragColor = col * e_colourident;\n"
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@ -4,8 +4,8 @@ EGLContext eglctx = EGL_NO_CONTEXT;
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EGLDisplay egldpy = EGL_NO_DISPLAY;
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EGLSurface eglsurf = EGL_NO_SURFACE;
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static void *egllibrary;
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static void *eslibrary;
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static dllhandle_t egllibrary;
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static dllhandle_t eslibrary;
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static EGLint (*qeglGetError)(void);
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@ -26,10 +26,11 @@ static EGLContext (*qeglCreateContext)(EGLDisplay dpy, EGLConfig config, EGLCont
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static EGLBoolean (*qeglDestroyContext)(EGLDisplay dpy, EGLContext ctx);
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static void *(*qeglGetProcAddress) (char *name);
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/*
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static dllfunction_t qeglfuncs[] =
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{
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{(void*)&qeglGetError, "eglGetError"},
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{(void*)&qeglGetDisplay, "eglGetDisplay"},
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{(void*)&qeglInitialize, "eglInitialize"},
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{(void*)&qeglTerminate, "eglTerminate"},
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@ -49,7 +50,7 @@ static dllfunction_t qeglfuncs[] =
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{NULL}
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};
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*/
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void *EGL_Proc(char *f)
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{
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@ -66,9 +67,9 @@ void *EGL_Proc(char *f)
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if (qeglGetProcAddress)
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proc = qeglGetProcAddress(f);
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if (!proc)
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proc = dlsym(eslibrary, f);
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proc = Sys_GetAddressForName(eslibrary, f);
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if (!proc)
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proc = dlsym(egllibrary, f);
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proc = Sys_GetAddressForName(egllibrary, f);
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return proc;
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}
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@ -76,52 +77,28 @@ void *EGL_Proc(char *f)
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void EGL_UnloadLibrary(void)
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{
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if (egllibrary)
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dlclose(egllibrary);
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Sys_CloseLibrary(egllibrary);
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if (egllibrary == eslibrary)
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eslibrary = NULL;
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if (eslibrary)
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dlclose(eslibrary);
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Sys_CloseLibrary(eslibrary);
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eslibrary = egllibrary = NULL;
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}
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qboolean EGL_LoadLibrary(char *driver)
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{
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/* ignore driver for now */
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egllibrary = dlopen("libEGL.so", RTLD_LAZY);
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if (!egllibrary)
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return false;
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/*eslibrary = dlopen("GLESwrap.so", RTLD_LAZY);*/
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eslibrary = dlopen("libGLESv2.so", RTLD_LAZY);
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/* apps seem to load glesv2 first for dependency issues */
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eslibrary = Sys_LoadLibrary("libGLESv2", NULL);
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if (!eslibrary)
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return false;
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qeglGetError = dlsym(egllibrary, "eglGetError");
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qeglGetDisplay = dlsym(egllibrary, "eglGetDisplay");
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qeglInitialize = dlsym(egllibrary, "eglInitialize");
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qeglTerminate = dlsym(egllibrary, "eglTerminate");
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qeglGetConfigs = dlsym(egllibrary, "eglGetConfigs");
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qeglChooseConfig = dlsym(egllibrary, "eglChooseConfig");
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qeglCreateWindowSurface = dlsym(egllibrary, "eglCreateWindowSurface");
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qeglDestroySurface = dlsym(egllibrary, "eglDestroySurface");
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qeglQuerySurface = dlsym(egllibrary, "eglQuerySurface");
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qeglSwapBuffers = dlsym(egllibrary, "eglSwapBuffers");
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qeglMakeCurrent = dlsym(egllibrary, "eglMakeCurrent");
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qeglCreateContext = dlsym(egllibrary, "eglCreateContext");
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qeglDestroyContext = dlsym(egllibrary, "eglDestroyContext");
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qeglGetProcAddress = dlsym(egllibrary, "eglGetProcAddress");
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// TODO: properly unload on error
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if (!qeglGetError || !qeglGetDisplay || !qeglInitialize || !qeglTerminate || !qeglCreateWindowSurface ||
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!qeglDestroySurface || !qeglGetConfigs || !qeglChooseConfig || !qeglQuerySurface ||
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!qeglSwapBuffers || !qeglMakeCurrent || !qeglCreateContext || !qeglDestroyContext ||
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!qeglGetProcAddress)
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egllibrary = Sys_LoadLibrary("libEGL", qeglfuncs);
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if (!egllibrary)
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{
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/* TODO: some implementations combine EGL/GLESv2 into single library... */
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Sys_CloseLibrary(eslibrary);
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return false;
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}
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return true;
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}
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@ -794,6 +794,8 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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if (!lib)
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return NULL;
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if (funcs)
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{
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for (i = 0; funcs[i].name; i++)
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{
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*funcs[i].funcptr = dlsym(lib, funcs[i].name);
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@ -805,10 +807,16 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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Sys_CloseLibrary((dllhandle_t*)lib);
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lib = NULL;
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}
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}
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return (dllhandle_t*)lib;
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}
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void *Sys_GetAddressForName(dllhandle_t *module, const char *exportname)
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{
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if (!module)
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return NULL;
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return dlsym(module, exportname);
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}
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static void *game_library;
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@ -141,6 +141,8 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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if (!lib)
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return NULL;
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if (funcs)
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{
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for (i = 0; funcs[i].name; i++)
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{
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*funcs[i].funcptr = GetProcAddress(lib, funcs[i].name);
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@ -152,6 +154,7 @@ dllhandle_t *Sys_LoadLibrary(const char *name, dllfunction_t *funcs)
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Sys_CloseLibrary((dllhandle_t*)lib);
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lib = NULL;
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}
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}
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return (dllhandle_t*)lib;
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}
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