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https://git.code.sf.net/p/quake/quakeforge
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* taniwha mutters about end-runs (sorry, Grievre)
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24e5b1b543
commit
1c0735d0c9
4 changed files with 32 additions and 57 deletions
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@ -43,7 +43,6 @@ extern struct cvar_s *gl_tessellate;
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extern struct cvar_s *gl_texsort;
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extern struct cvar_s *gl_textures_bgra;
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extern struct cvar_s *gl_triplebuffer;
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extern struct cvar_s *gl_viewmodel_hack;
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extern struct cvar_s *r_aliasstats;
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extern struct cvar_s *r_aliastransadj;
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@ -65,11 +65,10 @@ static __attribute__ ((unused)) const char rcsid[] =
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "view.h"
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#include "varrays.h"
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typedef struct {
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vec3_t normal;
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vec3_t vert;
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vec3_t normal;
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} blended_vert_t;
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typedef struct {
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@ -101,11 +100,13 @@ GL_DrawAliasFrameTri (vert_order_t *vo)
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qfglBegin (GL_TRIANGLES);
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do {
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// texture coordinates come from the draw list
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qfglTexCoord2fv (tex_coord->st);
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tex_coord++;
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// normals and vertices come from the frame list
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qfglNormal3fv (verts->normal);
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qfglVertex3fv (verts->vert);
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tex_coord++;
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verts++;
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} while (count--);
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qfglEnd ();
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@ -536,29 +537,18 @@ R_DrawAliasModel (entity_t *e)
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for (l = r_dlights, lnum = 0; lnum < r_maxdlights; lnum++, l++) {
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if (l->die >= r_realtime) {
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// Argh, hax
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if (e == r_view_model) {
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VectorSubtract (l->origin, r_refdef.vieworg, dist);
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if ((d = DotProduct (dist, dist)) >
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((l->radius + 32) * (l->radius + 32))) {
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continue;
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}
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} else {
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VectorSubtract (l->origin, e->origin, dist);
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if ((d = DotProduct (dist, dist)) >
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((l->radius + radius) * (l->radius + radius))) {
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continue; // Out of range
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}
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}
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if (d < 512) { // Argh, more hax
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VectorMultAdd (emission, 2.0, l->color, emission);
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if (d < (radius * radius * 0.25)) { // Inside the model
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VectorMultAdd (emission, 1.5, l->color, emission);
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continue;
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}
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if (used_lights >= gl_max_lights) { // too many, use emission
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VectorMultAdd (emission, 2.0 * (1 - (d / (l->radius * l->radius))),
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VectorMultAdd (emission,
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1.5 * (1 - (d / (l->radius * l->radius))),
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l->color, emission);
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continue;
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}
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@ -574,20 +564,19 @@ R_DrawAliasModel (entity_t *e)
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qfglLightfv (gl_light, GL_AMBIENT, color);
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qfglLightfv (gl_light, GL_DIFFUSE, color);
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qfglLightfv (gl_light, GL_SPECULAR, color);
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qfglLightf (gl_light, GL_QUADRATIC_ATTENUATION, 2 / (l->radius * l->radius));
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qfglLightf (gl_light, GL_CONSTANT_ATTENUATION, 100 / l->radius);
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qfglLightf (gl_light, GL_QUADRATIC_ATTENUATION,
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5.0 / (l->radius * l->radius));
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used_lights++;
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}
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}
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VectorAdd (ambientcolor, emission, emission);
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d = max (emission[0], max (emission[1], emission[2]));
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if (d > 1.3) {
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VectorScale (emission, 1.3 / d, emission);
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} else if ((d = model->min_light - d) > 0) {
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emission[0] += d;
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emission[1] += d;
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emission[2] += d;
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if (d > 1.0) {
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VectorScale (emission, 1.0 / d, emission);
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} else if (d < model->min_light && !used_lights) {
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ambientcolor[2] = ambientcolor[1] =
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ambientcolor[0] = model->min_light;
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}
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qfglMaterialfv (GL_FRONT, GL_EMISSION, emission);
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@ -712,9 +701,8 @@ R_DrawAliasModel (entity_t *e)
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if (!tess)
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qfglDisable (GL_NORMALIZE);
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qfglDisable (GL_TEXTURE_2D);
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qfglDisable (GL_LIGHTING);
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qfglDisable (GL_TEXTURE_2D);
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qfglDepthMask (GL_FALSE);
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if (modelalpha < 1.0) {
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@ -333,16 +333,11 @@ R_DrawViewModel (void)
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|| !currententity->model)
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return;
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switch (gl_viewmodel_hack->int_val) {
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case 1: // sometimes buggy
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// hack the depth range to prevent view model from poking into walls
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qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
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break;
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case 2: // sometimes slow
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qfglClear (GL_DEPTH_BUFFER_BIT);
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break;
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}
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qfglEnable (GL_CULL_FACE);
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qfglEnable (GL_LIGHTING);
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qfglEnable (GL_NORMALIZE);
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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if (gl_mtex_active_tmus >= 2) {
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@ -529,6 +524,7 @@ R_SetupGL (void)
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qfglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
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// set drawing parms
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// qfglEnable (GL_CULL_FACE);
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qfglDisable (GL_ALPHA_TEST);
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qfglAlphaFunc (GL_GREATER, 0.5);
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qfglEnable (GL_DEPTH_TEST);
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@ -662,9 +658,9 @@ R_RenderView_ (void)
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// render normal view
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R_RenderScene ();
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R_DrawViewModel ();
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R_DrawWaterSurfaces ();
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R_DrawParticles ();
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R_DrawViewModel ();
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// render mirror view
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R_Mirror ();
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@ -119,7 +119,6 @@ cvar_t *gl_multitexture;
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cvar_t *gl_tessellate;
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cvar_t *gl_textures_bgra;
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cvar_t *gl_vaelements_max;
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cvar_t *gl_viewmodel_hack;
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cvar_t *gl_screenshot_byte_swap;
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cvar_t *vid_mode;
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cvar_t *vid_use8bit;
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@ -276,13 +275,6 @@ GL_Common_Init_Cvars (void)
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"Limit the vertex array size for buggy "
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"drivers. 0 (default) uses driver provided "
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"limit, -1 disables use of vertex arrays.");
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gl_viewmodel_hack = Cvar_Get ("gl_viewmodel_hack", "1", CVAR_ARCHIVE, NULL,
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"Depth buffer kludge to get weapon model to draw "
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"on top. 0 - don't kludge, weapon pokes through "
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"walls. 1 - fast method, some buggy drivers don't "
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"like it. 2 - slow method, should work with all "
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"drivers");
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}
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static void
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@ -453,7 +445,7 @@ CheckLights (void)
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for (i = 0; i < gl_max_lights; i++) {
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qfglEnable (GL_LIGHT0 + i);
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qfglLightf (GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 0.5);
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qfglLightf (GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, 0.25);
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qfglDisable (GL_LIGHT0 + i);
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}
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