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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
minor cleanups
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parent
daa68ac7ce
commit
ee9ed0c395
5 changed files with 16 additions and 46 deletions
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@ -54,6 +54,13 @@ extern vec3_t vec3_origin;
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#define VectorIsZero(a) ((a)[0] == 0 && (a)[1] == 0 && (a)[2] == 0)
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#define VectorZero(a) ((a)[2] = (a)[1] = (a)[0] = 0);
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#define VectorBlend(v1,v2,b,v) \
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{ \
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(v)[0] = (v1)[0] * (1 - (b)) + (v2)[0] * (b); \
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(v)[1] = (v1)[1] * (1 - (b)) + (v2)[1] * (b); \
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(v)[2] = (v1)[2] * (1 - (b)) + (v2)[2] * (b); \
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}
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/*
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* VectorDistance, the distance between two points.
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* Yes, this is the same as sqrt(VectorSubtract then DotProduct),
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@ -322,7 +322,7 @@ GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
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if (gl_lerp_anim->int_val) {
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trivertx_t *verts1, *verts2;
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float blend, lerp;
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float blend;
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e->frame_interval = interval;
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@ -342,7 +342,6 @@ GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
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// wierd things start happening if blend passes 1
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if (r_paused || blend > 1)
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blend = 1;
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lerp = 1 - blend;
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verts1 = verts + e->pose1 * count;
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verts2 = verts + e->pose2 * count;
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@ -354,11 +353,9 @@ GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e)
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} else {
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for (i = 0, vo_v = vo->verts; i < count;
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i++, vo_v++, verts1++, verts2++) {
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vo_v->vert[0] = verts1->v[0] * lerp + verts2->v[0] * blend;
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vo_v->vert[1] = verts1->v[1] * lerp + verts2->v[1] * blend;
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vo_v->vert[2] = verts1->v[2] * lerp + verts2->v[2] * blend;
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VectorBlend (verts1->v, verts2->v, blend, vo_v->vert);
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vo_v->lightdot =
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shadedots[verts1->lightnormalindex] * lerp
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shadedots[verts1->lightnormalindex] * (1 - blend)
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+ shadedots[verts2->lightnormalindex] * blend;
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}
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lastposenum0 = e->pose1;
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@ -479,9 +476,7 @@ R_DrawAliasModel (entity_t *e, qboolean cull)
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VectorNormalize (shadevector);
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}
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shadecolor[0] = e->colormod[0] * 2.0 * shadelight;
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shadecolor[1] = e->colormod[1] * 2.0 * shadelight;
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shadecolor[2] = e->colormod[2] * 2.0 * shadelight;
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VectorScale (e->colormod, 2.0 * shadelight, shadecolor);
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modelalpha = e->alpha;
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// locate the proper data
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@ -30,39 +30,15 @@ static const char rcsid[] =
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/locs.h"
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#include "QF/mathlib.h"
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#include "QF/qargs.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sound.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rlight.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_screen.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_cvar.h"
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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 "QF/console.h"
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#include "QF/model.h"
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#include "QF/render.h"
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#include "r_shared.h"
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static mspriteframe_t *
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R_GetSpriteFrame (entity_t *currententity)
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@ -112,8 +112,6 @@ inline void
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R_SkyBoxPolyVec (vec5_t v)
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{
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// avoid interpolation seams
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// s = s * (254.0/256.0) + (1.0/256.0);
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// t = t * (254.0/256.0) + (1.0/256.0);
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qfglTexCoord2fv (v);
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qfglVertex3f (r_refdef.vieworg[0] + v[2], r_refdef.vieworg[1] + v[3],
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r_refdef.vieworg[2] + v[4]);
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@ -173,7 +171,6 @@ R_DrawSkyBox (void)
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qfglDisable (GL_DEPTH_TEST);
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qfglDepthMask (GL_FALSE);
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// qfglDepthRange (gldepthmax, gldepthmax);
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for (i = 0; i < 6; i++) {
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qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
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qfglBegin (GL_QUADS);
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@ -184,7 +181,6 @@ R_DrawSkyBox (void)
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qfglDepthMask (GL_TRUE);
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qfglEnable (GL_DEPTH_TEST);
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// qfglDepthRange (gldepthmin, gldepthmax);
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}
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vec3_t domescale;
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@ -240,7 +236,6 @@ R_DrawSkyDome (void)
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qfglDisable (GL_DEPTH_TEST);
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qfglDepthMask (GL_FALSE);
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// qfglDepthRange (gldepthmax, gldepthmax);
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qfglDisable (GL_BLEND);
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@ -267,7 +262,6 @@ R_DrawSkyDome (void)
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qfglDepthMask (GL_TRUE);
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qfglEnable (GL_DEPTH_TEST);
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// qfglDepthRange (gldepthmin, gldepthmax);
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}
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inline void
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@ -714,7 +714,6 @@ draw_skybox_sky_polys (msurface_t *sky_chain)
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{
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msurface_t *sc = sky_chain;
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// qfglDepthRange (gldepthmax, gldepthmax);
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qfglDepthMask (GL_FALSE);
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qfglDisable (GL_DEPTH_TEST);
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while (sc) {
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@ -728,7 +727,6 @@ draw_skybox_sky_polys (msurface_t *sky_chain)
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}
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qfglEnable (GL_DEPTH_TEST);
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qfglDepthMask (GL_TRUE);
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// qfglDepthRange (gldepthmin, gldepthmax);
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}
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static void
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