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https://git.code.sf.net/p/quake/quakeforge
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[renderer] Move r_ambient and r_drawflat to client code
It makes more sense for these cvars to be under client control via r_refdef. Completely disabled in qw, and currently ignored in nq.
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5477352e93
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6 changed files with 12 additions and 15 deletions
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@ -208,6 +208,7 @@ typedef struct {
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vec4f_t viewrotation;
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int ambientlight;
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int drawflat;
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float fov_x, fov_y;
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} refdef_t;
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@ -48,12 +48,10 @@ extern struct cvar_s *gl_vector_light;
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extern struct cvar_s *r_aliasstats;
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extern struct cvar_s *r_aliastransadj;
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extern struct cvar_s *r_aliastransbase;
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extern struct cvar_s *r_ambient;
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extern struct cvar_s *r_clearcolor;
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extern struct cvar_s *r_dlight_lightmap;
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extern struct cvar_s *r_drawentities;
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extern struct cvar_s *r_drawexplosions;
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extern struct cvar_s *r_drawflat;
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extern struct cvar_s *r_drawviewmodel;
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extern struct cvar_s *r_dspeeds;
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extern struct cvar_s *r_dynamic;
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@ -53,13 +53,11 @@ cvar_t *d_mipscale;
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cvar_t *r_aliasstats;
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cvar_t *r_aliastransadj;
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cvar_t *r_aliastransbase;
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cvar_t *r_ambient;
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cvar_t *r_clearcolor;
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cvar_t *r_dlight_lightmap;
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cvar_t *r_dlight_max;
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cvar_t *r_drawentities;
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cvar_t *r_drawexplosions;
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cvar_t *r_drawflat;
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cvar_t *r_drawviewmodel;
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cvar_t *r_dspeeds;
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cvar_t *r_dynamic;
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@ -230,8 +228,6 @@ R_Init_Cvars (void)
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r_aliastransbase = Cvar_Get ("r_aliastransbase", "200", CVAR_NONE, NULL,
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"Determines how much of an alias model is "
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"clipped away and how much is viewable");
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r_ambient = Cvar_Get ("r_ambient", "0", CVAR_NONE, NULL,
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"Determines the ambient lighting for a level");
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r_clearcolor = Cvar_Get ("r_clearcolor", "2", CVAR_NONE, NULL,
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"This sets the color for areas outside of the "
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"current map");
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@ -245,8 +241,6 @@ R_Init_Cvars (void)
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"everything but the world)");
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r_drawexplosions = Cvar_Get ("r_drawexplosions", "1", CVAR_ARCHIVE, NULL,
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"Draw explosions.");
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r_drawflat = Cvar_Get ("r_drawflat", "0", CVAR_NONE, NULL,
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"Toggles the drawing of textures");
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r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, NULL,
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"Toggles view model drawing (your weapons)");
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r_dspeeds = Cvar_Get ("r_dspeeds", "0", CVAR_NONE, NULL,
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@ -158,7 +158,7 @@ D_DrawSurfaces (void)
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VectorCopy (transformed_modelorg, world_transformed_modelorg);
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// TODO: could preset a lot of this at mode set time
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if (r_drawflat->int_val) {
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if (r_refdef.drawflat) {
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for (s = &surfaces[1]; s < surface_p; s++) {
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if (!s->spans)
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continue;
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@ -194,10 +194,6 @@ R_SetupFrame (void)
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vrect_t vrect;
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float w, h;
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// don't allow cheats in multiplayer
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Cvar_SetValue (r_ambient, 0);
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Cvar_SetValue (r_drawflat, 0);
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if (r_numsurfs->int_val) {
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if ((surface_p - surfaces) > r_maxsurfsseen)
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r_maxsurfsseen = surface_p - surfaces;
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@ -217,8 +213,6 @@ R_SetupFrame (void)
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r_numallocatededges, r_maxedgesseen);
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}
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r_refdef.ambientlight = max (r_ambient->value, 0);
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R_CheckVariables ();
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R_AnimateLight ();
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@ -81,6 +81,9 @@ cvar_t *cl_nolerp;
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cvar_t *hud_fps;
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cvar_t *hud_time;
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static cvar_t *r_ambient;
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static cvar_t *r_drawflat;
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int fps_count;
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client_static_t cls;
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@ -182,6 +185,13 @@ CL_InitCvars (void)
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Cvar_MakeAlias ("show_fps", hud_fps);
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hud_time = Cvar_Get ("hud_time", "0", CVAR_ARCHIVE, NULL,
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"display the current time");
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//FIXME not hooked up (don't do anything), but should not work in
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//multi-player
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r_ambient = Cvar_Get ("r_ambient", "0", CVAR_NONE, NULL,
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"Determines the ambient lighting for a level");
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r_drawflat = Cvar_Get ("r_drawflat", "0", CVAR_NONE, NULL,
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"Toggles the drawing of textures");
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}
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void
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