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https://git.code.sf.net/p/quake/newtree
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source/vid_glx.c:
#if 0 the signal code. wouldn't compile otherwise, but not game to nuke it just yet include/win32/version.h: buggered if I know. fscking configure/cvs :) include/glquake.h: remove size declarations from bubble_sintable and bubble_costable source/gl_part.c source/gl_rlight.c: 32 segments in a circle now instead of 16 and change the pointer math to cope source/gl_warp.c: nothing much. just almost double my fps. (hint: the above tables)
This commit is contained in:
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29ef95a9b5
commit
b25d03c602
5 changed files with 20 additions and 19 deletions
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@ -297,7 +297,7 @@ void R_RotateForEntity (entity_t *e);
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// gl_rlight.c
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// gl_rlight.c
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//
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//
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extern float bubble_sintable[17], bubble_costable[17];
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extern float bubble_sintable[], bubble_costable[];
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extern float v_blend[4];
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extern float v_blend[4];
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
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void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
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@ -781,8 +781,8 @@ R_DrawFire (fire_t *f)
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glVertex3fv (vec);
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glVertex3fv (vec);
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glVertex3fv (vec2);
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glVertex3fv (vec2);
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b_sin++;
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b_sin+=2;
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b_cos++;
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b_cos+=2;
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}
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}
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glEnd ();
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glEnd ();
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}
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}
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@ -106,7 +106,7 @@ void AddLightBlend (float r, float g, float b, float a2)
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//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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//Con_Printf("AddLightBlend(): %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
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}
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}
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float bubble_sintable[17], bubble_costable[17];
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float bubble_sintable[33], bubble_costable[33];
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void R_InitBubble() {
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void R_InitBubble() {
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float a;
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float a;
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@ -116,9 +116,9 @@ void R_InitBubble() {
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bub_sin = bubble_sintable;
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bub_sin = bubble_sintable;
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bub_cos = bubble_costable;
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bub_cos = bubble_costable;
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for (i=16 ; i>=0 ; i--)
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for (i=32 ; i>=0 ; i--)
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{
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{
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a = i/16.0 * M_PI*2;
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a = i/32.0 * M_PI*2;
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*bub_sin++ = sin(a);
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*bub_sin++ = sin(a);
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*bub_cos++ = cos(a);
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*bub_cos++ = cos(a);
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}
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}
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@ -157,8 +157,8 @@ void R_RenderDlight (dlight_t *light)
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for (j=0 ; j<3 ; j++)
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for (j=0 ; j<3 ; j++)
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v[j] = light->origin[j] + (vright[j]*(*bub_cos) +
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v[j] = light->origin[j] + (vright[j]*(*bub_cos) +
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+ vup[j]*(*bub_sin)) * rad;
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+ vup[j]*(*bub_sin)) * rad;
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bub_sin++;
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bub_sin+=2;
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bub_cos++;
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bub_cos+=2;
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glVertex3fv (v);
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glVertex3fv (v);
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}
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}
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glEnd ();
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glEnd ();
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@ -677,21 +677,22 @@ vec3_t domescale;
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void
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void
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R_DrawSkyLayer (float s)
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R_DrawSkyLayer (float s)
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{
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{
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float a, b, x, y, a1x, a1y, a2x, a2y;
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int a, b;
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float x, y, a1x, a1y, a2x, a2y;
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vec3_t v;
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vec3_t v;
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for (a = 0; a < 1; a += (1.0 / 32.0))
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for (a = 0; a < 32; a++)
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{
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{
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a1x = cos(a * M_PI * 2);
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a1x = bubble_costable[a];
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a1y = -sin(a * M_PI * 2);
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a1y = -bubble_sintable[a];
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a2x = cos((a+(1.0/32.0)) * M_PI * 2);
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a2x = bubble_costable[a+1];
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a2y = -sin((a+(1.0/32.0)) * M_PI * 2);
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a2y = -bubble_sintable[a+1];
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glBegin (GL_TRIANGLE_STRIP);
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glBegin (GL_TRIANGLE_STRIP);
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for (b = 0; b <= 1; b += (1.0 / 32.0))
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for (b = 0; b <= 32; b++)
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{
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{
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x = cos(b * M_PI * 2);
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x = bubble_costable[b];
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y = -sin(b * M_PI * 2);
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y = -bubble_sintable[b];
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v[0] = a1x*x * domescale[0];
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v[0] = a1x*x * domescale[0];
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v[1] = a1y*x * domescale[1];
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v[1] = a1y*x * domescale[1];
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@ -183,7 +183,7 @@ VID_Shutdown(void)
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#endif
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#endif
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x11_close_display();
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x11_close_display();
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}
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}
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#if 0
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static void
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static void
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signal_handler(int sig)
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signal_handler(int sig)
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{
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{
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@ -206,7 +206,7 @@ InitSig(void)
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signal(SIGSEGV, signal_handler);
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signal(SIGSEGV, signal_handler);
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signal(SIGTERM, signal_handler);
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signal(SIGTERM, signal_handler);
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}
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}
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#endif
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void VID_ShiftPalette(unsigned char *p)
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void VID_ShiftPalette(unsigned char *p)
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{
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{
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VID_SetPalette(p);
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VID_SetPalette(p);
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