Fix compiles without RTLIGHT. Update config_wastes.h

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6235 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Eukara 2022-04-23 20:10:18 +00:00
parent 34e9917d76
commit bc8895c5fa
4 changed files with 49 additions and 31 deletions

View file

@ -2999,8 +2999,9 @@ void Surf_DrawWorld (void)
{
r_dynamic.modified = false;
r_temporalscenecache.modified = false;
#ifdef RTLIGHT
Sh_CheckSettings(); //fiddle with r_dynamic vs r_shadow_realtime_dlight.
#endif
COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true);
while (webostates)
{
@ -3214,8 +3215,10 @@ void Surf_DrawWorld (void)
}
#endif
#ifdef RTLIGHT
if (r_shadow_realtime_dlight.ival || currentmodel->type != mod_brush || !(currentmodel->fromgame == fg_quake || currentmodel->fromgame == fg_halflife) || !currentmodel->funcs.MarkLights)
r_dynamic.ival = -1;
#endif
Surf_PushChains(currentmodel->batches);

View file

@ -1,22 +1,27 @@
/***
*
* Copyright (c) 2000-2019, Vera Visions. All rights reserved.
* Copyright (c) 2000-2022, Vera Visions. All rights reserved.
*
****/
/* branding defaults */
#define DISTRIBUTION "VTW"
#define DISTRIBUTIONLONG "Vera Visions"
#ifndef DEMO
#define FULLENGINENAME "The Wastes"
#define ENGINEWEBSITE "https://www.vera-visions.com/"
#define BRANDING_ICON "wastes.ico"
/* FS rebranding */
#define GAME_SHORTNAME "TW"
#define GAME_FULLNAME FULLENGINENAME
#define GAME_BASEGAMES "platform","wastes"
#define GAME_PROTOCOL "The-Wastes"
#else
#define FULLENGINENAME "The Wastes Demo"
#define GAME_SHORTNAME "TWDemo"
#define GAME_BASEGAMES "platform","demotw"
#define GAME_PROTOCOL "TW-Demo"
#endif
#define BRANDING_ICON "wastes.ico"
#define DISTRIBUTION "VTW"
#define DISTRIBUTIONLONG "Vera Visions"
#define GAME_FULLNAME FULLENGINENAME
#define GAME_DEFAULTPORT 23000
#define ENGINEWEBSITE "https://www.vera-visions.com/"
#ifndef GLQUAKE
#define GLQUAKE
@ -41,7 +46,6 @@
#define CSQC_DAT /* clientside qcvm */
#define MENU_DAT /* persistent qcvm */
#define PSET_SCRIPT /* scripts defining particles */
#define RTLIGHTS /* only way FTE does dlights on Q3BSP basically */
#define LOADERTHREAD /* multithreading related */
#define USEAREAGRID /* leave it on, improves performance */
#define AVAIL_DINPUT /* input for Windows */
@ -49,6 +53,16 @@
#define AVAIL_STBI /* avoid libpng/libjpeg dependancies */
#define ENGINE_ROUTING /* engine-side, fast routing */
#ifndef LEGACY_GPU
#define RTLIGHTS
#else
#undef RTLIGHTS
#endif
#undef D3D9QUAKE /* MICROS~1 trash */
#undef D3D11QUAKE /* MICROS~1 trash */
#undef D3D8QUAKE /* MICROS~1 trash */
/* uncompressed textures */
#define IMAGEFMT_BMP /* sprays */
#define IMAGEFMT_TGA
@ -56,10 +70,8 @@
/* compressed textures */
#define IMAGEFMT_KTX
#define DECOMPRESS_ETC2
#define DECOMPRESS_S3TC
#define DECOMPRESS_RGTC
#define DECOMPRESS_BPTC
#define DECOMPRESS_ASTC
#define DECOMPRESS_S3TC
/* To be able to comm with Frag-Net.com */
#define HAVE_PACKET
@ -89,25 +101,23 @@
#define TERRAIN
/* audio */
#define USEEFX
#undef AVAIL_OPENAL
#define MIXER_F32
#define HAVE_MIXER
#define AVAIL_OPENAL
#define AVAIL_OGGVORBIS
#define HAVE_OPUS
#define VOICECHAT
#define AVAIL_DSOUND
#undef AVAIL_XAUDIO2
#define AVAIL_WASAPI
/* Model formats, IQM/VVM and HLMDL for legacy maps */
#define INTERQUAKEMODELS
#define HALFLIFEMODELS
/* physics */
#undef USE_INTERNAL_ODE
#undef USE_INTERNAL_BULLET
#undef USERBE
#undef RAGDOLL
/* we don't need any of these */
#undef IMAGEFMT_PCX
#undef USE_INTERNAL_BULLET
#undef USE_INTERNAL_ODE
#undef PACKAGE_DOOMWAD
#undef DOOMWADS
#undef MAP_PROC
@ -126,9 +136,8 @@
#undef PSKMODELS
#undef MENU_NATIVECODE /* native menu replacing menuQC */
#undef MVD_RECORDING /* server can record MVDs. */
#undef D3D9QUAKE /* MICROS~1 trash */
#undef D3D11QUAKE /* MICROS~1 trash */
#undef D3D8QUAKE /* MICROS~1 trash */
#undef AVAIL_WASAPI /* windows advanced sound api */
#undef AVAIL_DSOUND /* MICROS~1 trash */
#undef BOTLIB_STATIC /* q3 botlib */
#undef AVAIL_XZDEC /* .xz decompression */
#undef HAVE_SPEEX /* .xz decompression */
@ -146,8 +155,6 @@
#undef QUAKEHUD /* support for drawing the vanilla hud */
#undef QWSKINS /* disabling this means no qw .pcx skins nor enemy/team skin/colour forcing */
#undef SVRANKING /* legacy server-side ranking system */
#undef USERBE /* required for physics */
#undef RAGDOLL /* ragdoll support. requires RBE support */
#define HUFFNETWORK /* crappy network compression. probably needs reseeding */
#undef SVCHAT /* ancient lame builtin to support NPC-style chat.. */
#undef VM_Q1 /* q1qvm implementation, to support ktx */
@ -169,12 +176,13 @@
#undef SIDEVIEWS
#undef MAX_SPLITS
#undef SUBSERVERS /* multi-map */
#undef HAVE_MIXER /* OpenAL only */
#undef VM_LUA /* lua game-logic */
#undef HLCLIENT /* regressed, unfinished*/
#undef HLSERVER /* regressed, unfinished */
#undef FTPSERVER
#undef HAVE_JUKEBO /* includes built-in jukebox */
#undef HAVE_MEDIA_DECODER /* can play cin/roq, more with plugins */
#define HAVE_MEDIA_DECODER /* can play cin/roq, more with plugins */
#undef HAVE_MEDIA_ENCODER /* capture/capturedemo work */
#undef HAVE_SPEECHTOTEXT /* Windows speech-to-text thing */
#undef SAVEDGAMES
@ -226,6 +234,10 @@
-DLINK_INTERNAL_BULLET
#endif
#ifdef USE_INTERNAL_ODE
-DODE_STATIC
#endif
/* disable static speex */
#ifdef HAVE_SPEEX
-DNO_SPEEX

View file

@ -560,11 +560,12 @@ static void Q3BSP_ClipDecalToNodes (fragmentdecal_t *dec, mnode_t *node)
{
surf = *msurf;
#ifdef RTLIGHTS
//only check each surface once. it can appear in multiple leafs.
if (surf->shadowframe == sh_shadowframe)
continue;
surf->shadowframe = sh_shadowframe;
#endif
Fragment_Mesh(dec, surf->mesh, surf->texinfo);
}
return;

View file

@ -1062,7 +1062,9 @@ void Sh_PreGenerateLights(void);
//Draws lights, called from the backend
void Sh_DrawLights(qbyte *vis);
void Sh_GenerateFakeShadows(void);
#ifdef RTLIGHTS
void Sh_CheckSettings(void);
#endif
void SH_FreeShadowMesh(struct shadowmesh_s *sm);
//frees all memory
void Sh_Shutdown(void);