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https://github.com/DrBeef/ioq3quest.git
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Merge pull request #44 from petr666/feature/separate-shadow-config
Implemented separate setting for player and opponents shadows
This commit is contained in:
commit
ba6adfad95
14 changed files with 141 additions and 33 deletions
Binary file not shown.
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@ -1122,6 +1122,7 @@ extern vmCvar_t cg_bobroll;
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extern vmCvar_t cg_weaponbob;
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extern vmCvar_t cg_weaponbob;
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extern vmCvar_t cg_swingSpeed;
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extern vmCvar_t cg_swingSpeed;
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extern vmCvar_t cg_shadows;
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extern vmCvar_t cg_shadows;
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extern vmCvar_t cg_playerShadow;
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extern vmCvar_t cg_gibs;
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extern vmCvar_t cg_gibs;
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extern vmCvar_t cg_megagibs;
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extern vmCvar_t cg_megagibs;
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extern vmCvar_t cg_drawTimer;
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extern vmCvar_t cg_drawTimer;
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@ -106,6 +106,7 @@ vmCvar_t cg_bobroll;
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vmCvar_t cg_weaponbob;
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vmCvar_t cg_weaponbob;
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vmCvar_t cg_swingSpeed;
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vmCvar_t cg_swingSpeed;
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vmCvar_t cg_shadows;
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vmCvar_t cg_shadows;
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vmCvar_t cg_playerShadow;
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vmCvar_t cg_gibs;
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vmCvar_t cg_gibs;
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vmCvar_t cg_megagibs;
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vmCvar_t cg_megagibs;
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vmCvar_t cg_drawTimer;
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vmCvar_t cg_drawTimer;
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@ -228,6 +229,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
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{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
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{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
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{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
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{ &cg_playerShadow, "cg_playerShadow", "1", CVAR_ARCHIVE },
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{ &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
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{ &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
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{ &cg_megagibs, "cg_megagibs", "0", CVAR_ARCHIVE },
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{ &cg_megagibs, "cg_megagibs", "0", CVAR_ARCHIVE },
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{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
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{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
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@ -2071,7 +2071,9 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
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*shadowPlane = 0;
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*shadowPlane = 0;
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if ( cg_shadows.integer == 0 ) {
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qboolean clientPlayer = cent->currentState.number == cg.snap->ps.clientNum;
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if ( (clientPlayer && cg_playerShadow.integer == 0) || (!clientPlayer && cg_shadows.integer == 0) ) {
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return qfalse;
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return qfalse;
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}
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}
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@ -2080,6 +2082,11 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
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return qfalse;
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return qfalse;
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}
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}
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// no shadow if VR player is dead
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if ( clientPlayer && ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) ) {
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return qfalse;
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}
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// send a trace down from the player to the ground
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// send a trace down from the player to the ground
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VectorCopy( cent->lerpOrigin, end );
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VectorCopy( cent->lerpOrigin, end );
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end[2] -= SHADOW_DISTANCE;
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end[2] -= SHADOW_DISTANCE;
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@ -2093,7 +2100,8 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
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*shadowPlane = trace.endpos[2] + 1;
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*shadowPlane = trace.endpos[2] + 1;
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if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
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// no mark for stencil or projection shadows
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if ( (clientPlayer && cg_playerShadow.integer != 1) || (!clientPlayer && cg_shadows.integer != 1) ) {
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return qtrue;
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return qtrue;
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}
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}
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@ -2101,11 +2109,11 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
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alpha = 1.0 - trace.fraction;
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alpha = 1.0 - trace.fraction;
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// hack / FPE - bogus planes?
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// hack / FPE - bogus planes?
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//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
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//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
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// add the mark as a temporary, so it goes directly to the renderer
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// add the mark as a temporary, so it goes directly to the renderer
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// without taking a spot in the cg_marks array
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// without taking a spot in the cg_marks array
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CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
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CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
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cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
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cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
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return qtrue;
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return qtrue;
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@ -2125,7 +2133,9 @@ static void CG_PlayerSplash( centity_t *cent ) {
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int contents;
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int contents;
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polyVert_t verts[4];
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polyVert_t verts[4];
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if ( !cg_shadows.integer ) {
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qboolean clientPlayer = cent->currentState.number == cg.snap->ps.clientNum;
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if ( (clientPlayer && !cg_playerShadow.integer) || (!clientPlayer && !cg_shadows.integer) ) {
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return;
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return;
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}
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}
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@ -2391,7 +2401,9 @@ void CG_Player( centity_t *cent ) {
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// add a water splash if partially in and out of water
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// add a water splash if partially in and out of water
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CG_PlayerSplash( cent );
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CG_PlayerSplash( cent );
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if ( cg_shadows.integer == 3 && shadow ) {
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qboolean clientPlayer = cent->currentState.number == cg.snap->ps.clientNum;
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if ( shadow && ( (clientPlayer && cg_playerShadow.integer == 3) || (!clientPlayer && cg_shadows.integer == 3) ) ) {
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renderfx |= RF_SHADOW_PLANE;
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renderfx |= RF_SHADOW_PLANE;
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}
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}
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renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
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renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
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@ -252,10 +252,11 @@ GRAPHICS OPTIONS MENU
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#define ID_DYNAMICLIGHTS 112
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#define ID_DYNAMICLIGHTS 112
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#define ID_SYNCEVERYFRAME 113
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#define ID_SYNCEVERYFRAME 113
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#define ID_SHADOWS 114
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#define ID_SHADOWS 114
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#define ID_GAMMA 115
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#define ID_PLAYERSHADOW 115
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#define ID_GAMMA 116
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#define NUM_REFRESHRATE 4
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#define NUM_REFRESHRATE 4
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#define NUM_SHADOWS 2
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#define NUM_SHADOWS 3
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typedef struct {
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typedef struct {
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menuframework_s menu;
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menuframework_s menu;
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@ -286,6 +287,7 @@ typedef struct {
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menuradiobutton_s dynamiclights;
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menuradiobutton_s dynamiclights;
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menuradiobutton_s synceveryframe;
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menuradiobutton_s synceveryframe;
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menulist_s shadows;
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menulist_s shadows;
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menulist_s playershadow;
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menuslider_s gamma;
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menuslider_s gamma;
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menubitmap_s apply;
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menubitmap_s apply;
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@ -308,6 +310,7 @@ typedef struct
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qboolean dynamiclights;
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qboolean dynamiclights;
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qboolean synceveryframe;
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qboolean synceveryframe;
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int shadows;
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int shadows;
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int playershadow;
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float gamma;
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float gamma;
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} InitialVideoOptions_s;
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} InitialVideoOptions_s;
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@ -501,6 +504,7 @@ static void GraphicsOptions_GetInitialVideo( void )
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s_ivo.dynamiclights = s_graphicsoptions.dynamiclights.curvalue;
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s_ivo.dynamiclights = s_graphicsoptions.dynamiclights.curvalue;
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s_ivo.synceveryframe = s_graphicsoptions.synceveryframe.curvalue;
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s_ivo.synceveryframe = s_graphicsoptions.synceveryframe.curvalue;
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s_ivo.shadows = s_graphicsoptions.refreshrate.curvalue;
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s_ivo.shadows = s_graphicsoptions.refreshrate.curvalue;
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s_ivo.playershadow = s_graphicsoptions.playershadow.curvalue;
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s_ivo.gamma = s_graphicsoptions.gamma.curvalue;
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s_ivo.gamma = s_graphicsoptions.gamma.curvalue;
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}
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}
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@ -836,8 +840,11 @@ static void GraphicsOptions_Event( void* ptr, int event ) {
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int shadows;
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int shadows;
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switch (s_graphicsoptions.shadows.curvalue) {
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switch (s_graphicsoptions.shadows.curvalue) {
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case 0:
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case 0:
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shadows = 1;
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shadows = 0;
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break;
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break;
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case 1:
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shadows = 1;
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break;
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default:
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default:
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shadows = 3;
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shadows = 3;
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break;
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break;
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@ -846,6 +853,23 @@ static void GraphicsOptions_Event( void* ptr, int event ) {
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}
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}
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break;
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break;
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case ID_PLAYERSHADOW: {
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int shadow;
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switch (s_graphicsoptions.playershadow.curvalue) {
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case 0:
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shadow = 0;
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break;
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case 1:
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shadow = 1;
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break;
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default:
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shadow = 3;
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break;
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}
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trap_Cvar_SetValue("cg_playerShadow", shadow);
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}
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break;
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case ID_GAMMA:
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case ID_GAMMA:
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trap_Cvar_SetValue( "r_gamma", s_graphicsoptions.gamma.curvalue );
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trap_Cvar_SetValue( "r_gamma", s_graphicsoptions.gamma.curvalue );
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break;
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break;
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@ -1046,12 +1070,28 @@ static void GraphicsOptions_SetMenuItems( void )
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switch ( (int) trap_Cvar_VariableValue( "cg_shadows" ) )
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switch ( (int) trap_Cvar_VariableValue( "cg_shadows" ) )
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{
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{
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case 1:
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case 0:
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s_graphicsoptions.shadows.curvalue = 0;
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s_graphicsoptions.shadows.curvalue = 0;
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break;
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break;
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default:
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case 1:
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s_graphicsoptions.shadows.curvalue = 1;
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s_graphicsoptions.shadows.curvalue = 1;
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break;
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break;
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default:
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s_graphicsoptions.shadows.curvalue = 2;
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break;
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}
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switch ( (int) trap_Cvar_VariableValue( "cg_playerShadow" ) )
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{
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case 0:
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s_graphicsoptions.playershadow.curvalue = 0;
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break;
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case 1:
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s_graphicsoptions.playershadow.curvalue = 1;
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break;
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default:
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s_graphicsoptions.playershadow.curvalue = 2;
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break;
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}
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}
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s_graphicsoptions.dynamiclights.curvalue = trap_Cvar_VariableValue( "r_dynamiclight" ) != 0;
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s_graphicsoptions.dynamiclights.curvalue = trap_Cvar_VariableValue( "r_dynamiclight" ) != 0;
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@ -1137,6 +1177,7 @@ void GraphicsOptions_MenuInit( void )
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};
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};
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static const char *s_shadows[] =
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static const char *s_shadows[] =
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{
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{
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"None",
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"Low",
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"Low",
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"High",
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"High",
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NULL
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NULL
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@ -1219,7 +1260,7 @@ void GraphicsOptions_MenuInit( void )
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s_graphicsoptions.network.style = UI_RIGHT;
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s_graphicsoptions.network.style = UI_RIGHT;
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s_graphicsoptions.network.color = color_red;
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s_graphicsoptions.network.color = color_red;
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y = 254 - 4 * (BIGCHAR_HEIGHT + 2);
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y = 254 - 5 * (BIGCHAR_HEIGHT + 2);
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// s_graphicsoptions.list.generic.type = MTYPE_SPINCONTROL;
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// s_graphicsoptions.list.generic.type = MTYPE_SPINCONTROL;
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// s_graphicsoptions.list.generic.name = "Graphics Settings:";
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// s_graphicsoptions.list.generic.name = "Graphics Settings:";
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// s_graphicsoptions.list.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
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// s_graphicsoptions.list.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
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@ -1342,7 +1383,7 @@ void GraphicsOptions_MenuInit( void )
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// references "cg_shadows"
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// references "cg_shadows"
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s_graphicsoptions.shadows.generic.type = MTYPE_SPINCONTROL;
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s_graphicsoptions.shadows.generic.type = MTYPE_SPINCONTROL;
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s_graphicsoptions.shadows.generic.name = "Shadow Detail:";
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s_graphicsoptions.shadows.generic.name = "Opponent Shadows:";
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s_graphicsoptions.shadows.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
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s_graphicsoptions.shadows.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
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s_graphicsoptions.shadows.generic.x = 400;
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s_graphicsoptions.shadows.generic.x = 400;
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s_graphicsoptions.shadows.generic.y = y;
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s_graphicsoptions.shadows.generic.y = y;
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@ -1352,6 +1393,18 @@ void GraphicsOptions_MenuInit( void )
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s_graphicsoptions.shadows.numitems = NUM_SHADOWS;
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s_graphicsoptions.shadows.numitems = NUM_SHADOWS;
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y += BIGCHAR_HEIGHT+2;
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y += BIGCHAR_HEIGHT+2;
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// references "cg_playerShadow"
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s_graphicsoptions.playershadow.generic.type = MTYPE_SPINCONTROL;
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s_graphicsoptions.playershadow.generic.name = "Player Shadow:";
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s_graphicsoptions.playershadow.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
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s_graphicsoptions.playershadow.generic.x = 400;
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s_graphicsoptions.playershadow.generic.y = y;
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s_graphicsoptions.playershadow.itemnames = s_shadows;
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s_graphicsoptions.playershadow.generic.callback = GraphicsOptions_Event;
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s_graphicsoptions.playershadow.generic.id = ID_PLAYERSHADOW;
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s_graphicsoptions.playershadow.numitems = NUM_SHADOWS;
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y += BIGCHAR_HEIGHT+2;
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// references/modifies "r_lodBias" & "subdivisions"
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// references/modifies "r_lodBias" & "subdivisions"
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s_graphicsoptions.geometry.generic.type = MTYPE_SPINCONTROL;
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s_graphicsoptions.geometry.generic.type = MTYPE_SPINCONTROL;
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s_graphicsoptions.geometry.generic.name = "Geometric Detail:";
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s_graphicsoptions.geometry.generic.name = "Geometric Detail:";
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@ -1443,6 +1496,7 @@ void GraphicsOptions_MenuInit( void )
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.lighting );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.lighting );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.dynamiclights );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.dynamiclights );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.shadows );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.shadows );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.playershadow );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.geometry );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.geometry );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.tq );
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Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.tq );
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// Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.texturebits );
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// Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.texturebits );
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@ -243,7 +243,7 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
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}
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}
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// set up lighting
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// set up lighting
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if ( !personalModel || r_shadows->integer > 1 )
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if ( !personalModel || r_shadows->integer > 1 || r_playerShadow->integer > 1)
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{
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{
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R_SetupEntityLighting( &tr.refdef, ent );
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R_SetupEntityLighting( &tr.refdef, ent );
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}
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}
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@ -292,7 +292,7 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
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}
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}
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// projection shadows work fine with personal models
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// projection shadows work fine with personal models
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if ( r_shadows->integer == 3
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if ( (r_shadows->integer == 3 || r_playerShadow->integer == 3)
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&& fogNum == 0
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&& fogNum == 0
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& (ent->e.renderfx & RF_SHADOW_PLANE )
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&& shader->sort == SS_OPAQUE )
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&& shader->sort == SS_OPAQUE )
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@ -181,6 +181,7 @@ cvar_t *r_lightmap;
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cvar_t *r_vertexLight;
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cvar_t *r_vertexLight;
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cvar_t *r_uiFullScreen;
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cvar_t *r_uiFullScreen;
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cvar_t *r_shadows;
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cvar_t *r_shadows;
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cvar_t *r_playerShadow;
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cvar_t *r_flares;
|
cvar_t *r_flares;
|
||||||
cvar_t *r_mode;
|
cvar_t *r_mode;
|
||||||
cvar_t *r_nobind;
|
cvar_t *r_nobind;
|
||||||
|
@ -1377,6 +1378,7 @@ void R_Register( void )
|
||||||
r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
|
r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
|
||||||
r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
|
r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
|
||||||
r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
|
r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
|
||||||
|
r_playerShadow = ri.Cvar_Get( "cg_playerShadow", "1", 0);
|
||||||
|
|
||||||
r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE);
|
r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE);
|
||||||
|
|
||||||
|
|
|
@ -1748,7 +1748,8 @@ extern cvar_t *r_showsky; // forces sky in front of all surfaces
|
||||||
extern cvar_t *r_shownormals; // draws wireframe normals
|
extern cvar_t *r_shownormals; // draws wireframe normals
|
||||||
extern cvar_t *r_clear; // force screen clear every frame
|
extern cvar_t *r_clear; // force screen clear every frame
|
||||||
|
|
||||||
extern cvar_t *r_shadows; // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
|
extern cvar_t *r_shadows; // controls global shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
|
||||||
|
extern cvar_t *r_playerShadow; // controls player shadow: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
|
||||||
extern cvar_t *r_flares; // light flares
|
extern cvar_t *r_flares; // light flares
|
||||||
|
|
||||||
extern cvar_t *r_intensity;
|
extern cvar_t *r_intensity;
|
||||||
|
|
|
@ -350,7 +350,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
||||||
//
|
//
|
||||||
// set up lighting now that we know we aren't culled
|
// set up lighting now that we know we aren't culled
|
||||||
//
|
//
|
||||||
if ( !personalModel || r_shadows->integer > 1 ) {
|
if ( !personalModel || r_shadows->integer > 1 || r_playerShadow->integer > 1) {
|
||||||
R_SetupEntityLighting( &tr.refdef, ent );
|
R_SetupEntityLighting( &tr.refdef, ent );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -400,7 +400,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
||||||
|
|
||||||
// stencil shadows can't do personal models unless I polyhedron clip
|
// stencil shadows can't do personal models unless I polyhedron clip
|
||||||
if ( !personalModel
|
if ( !personalModel
|
||||||
&& r_shadows->integer == 2
|
&& r_shadows->integer == 2
|
||||||
&& fogNum == 0
|
&& fogNum == 0
|
||||||
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
||||||
&& shader->sort == SS_OPAQUE ) {
|
&& shader->sort == SS_OPAQUE ) {
|
||||||
|
@ -408,7 +408,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// projection shadows work fine with personal models
|
// projection shadows work fine with personal models
|
||||||
if ( r_shadows->integer == 3
|
if ( (r_shadows->integer == 3 || r_playerShadow->integer == 3)
|
||||||
&& fogNum == 0
|
&& fogNum == 0
|
||||||
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
||||||
&& shader->sort == SS_OPAQUE ) {
|
&& shader->sort == SS_OPAQUE ) {
|
||||||
|
|
|
@ -1276,7 +1276,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
|
||||||
//
|
//
|
||||||
// set up lighting now that we know we aren't culled
|
// set up lighting now that we know we aren't culled
|
||||||
//
|
//
|
||||||
if ( !personalModel || r_shadows->integer > 1 ) {
|
if ( !personalModel || r_shadows->integer > 1 || r_playerShadow->integer > 1) {
|
||||||
R_SetupEntityLighting( &tr.refdef, ent );
|
R_SetupEntityLighting( &tr.refdef, ent );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1317,7 +1317,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
|
||||||
|
|
||||||
// stencil shadows can't do personal models unless I polyhedron clip
|
// stencil shadows can't do personal models unless I polyhedron clip
|
||||||
if ( !personalModel
|
if ( !personalModel
|
||||||
&& r_shadows->integer == 2
|
&& r_shadows->integer == 2
|
||||||
&& fogNum == 0
|
&& fogNum == 0
|
||||||
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
|
||||||
&& shader->sort == SS_OPAQUE ) {
|
&& shader->sort == SS_OPAQUE ) {
|
||||||
|
@ -1325,7 +1325,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// projection shadows work fine with personal models
|
// projection shadows work fine with personal models
|
||||||
if ( r_shadows->integer == 3
|
if ( (r_shadows->integer == 3 || r_playerShadow->integer == 3)
|
||||||
&& fogNum == 0
|
&& fogNum == 0
|
||||||
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
&& (ent->e.renderfx & RF_SHADOW_PLANE )
|
||||||
&& shader->sort == SS_OPAQUE ) {
|
&& shader->sort == SS_OPAQUE ) {
|
||||||
|
|
|
@ -252,7 +252,7 @@ overlap and double darken.
|
||||||
void RB_ShadowFinish( void ) {
|
void RB_ShadowFinish( void ) {
|
||||||
// FIXME: implement this
|
// FIXME: implement this
|
||||||
#if 0
|
#if 0
|
||||||
if ( r_shadows->integer != 2 ) {
|
if ( r_shadows->integer != 2 || r_playerShadow->integer != 2) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if ( glConfig.stencilBits < 4 ) {
|
if ( glConfig.stencilBits < 4 ) {
|
||||||
|
|
|
@ -3102,6 +3102,7 @@ static void UI_Update(const char *name) {
|
||||||
trap_Cvar_SetValue( "r_fastSky", 0 );
|
trap_Cvar_SetValue( "r_fastSky", 0 );
|
||||||
trap_Cvar_SetValue( "r_inGameVideo", 1 );
|
trap_Cvar_SetValue( "r_inGameVideo", 1 );
|
||||||
trap_Cvar_SetValue( "cg_shadows", 1 );
|
trap_Cvar_SetValue( "cg_shadows", 1 );
|
||||||
|
trap_Cvar_SetValue( "cg_playerShadow", 1 );
|
||||||
trap_Cvar_SetValue( "cg_brassTime", 2500 );
|
trap_Cvar_SetValue( "cg_brassTime", 2500 );
|
||||||
trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
|
trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
|
||||||
break;
|
break;
|
||||||
|
@ -3122,6 +3123,7 @@ static void UI_Update(const char *name) {
|
||||||
trap_Cvar_SetValue( "cg_brassTime", 2500 );
|
trap_Cvar_SetValue( "cg_brassTime", 2500 );
|
||||||
trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
|
trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
|
||||||
trap_Cvar_SetValue( "cg_shadows", 0 );
|
trap_Cvar_SetValue( "cg_shadows", 0 );
|
||||||
|
trap_Cvar_SetValue( "cg_playerShadow", 0 );
|
||||||
break;
|
break;
|
||||||
case 2: // fast
|
case 2: // fast
|
||||||
trap_Cvar_SetValue( "r_fullScreen", 1 );
|
trap_Cvar_SetValue( "r_fullScreen", 1 );
|
||||||
|
@ -3136,6 +3138,7 @@ static void UI_Update(const char *name) {
|
||||||
trap_Cvar_Set( "ui_videomode", "640x480" );
|
trap_Cvar_Set( "ui_videomode", "640x480" );
|
||||||
trap_Cvar_SetValue( "r_texturebits", 0 );
|
trap_Cvar_SetValue( "r_texturebits", 0 );
|
||||||
trap_Cvar_SetValue( "cg_shadows", 0 );
|
trap_Cvar_SetValue( "cg_shadows", 0 );
|
||||||
|
trap_Cvar_SetValue( "cg_playerShadow", 0 );
|
||||||
trap_Cvar_SetValue( "r_fastSky", 1 );
|
trap_Cvar_SetValue( "r_fastSky", 1 );
|
||||||
trap_Cvar_SetValue( "r_inGameVideo", 0 );
|
trap_Cvar_SetValue( "r_inGameVideo", 0 );
|
||||||
trap_Cvar_SetValue( "cg_brassTime", 0 );
|
trap_Cvar_SetValue( "cg_brassTime", 0 );
|
||||||
|
@ -3154,6 +3157,7 @@ static void UI_Update(const char *name) {
|
||||||
trap_Cvar_SetValue( "r_picmip", 2 );
|
trap_Cvar_SetValue( "r_picmip", 2 );
|
||||||
trap_Cvar_SetValue( "r_texturebits", 16 );
|
trap_Cvar_SetValue( "r_texturebits", 16 );
|
||||||
trap_Cvar_SetValue( "cg_shadows", 0 );
|
trap_Cvar_SetValue( "cg_shadows", 0 );
|
||||||
|
trap_Cvar_SetValue( "cg_playerShadow", 0 );
|
||||||
trap_Cvar_SetValue( "cg_brassTime", 0 );
|
trap_Cvar_SetValue( "cg_brassTime", 0 );
|
||||||
trap_Cvar_SetValue( "r_fastSky", 1 );
|
trap_Cvar_SetValue( "r_fastSky", 1 );
|
||||||
trap_Cvar_SetValue( "r_inGameVideo", 0 );
|
trap_Cvar_SetValue( "r_inGameVideo", 0 );
|
||||||
|
|
|
@ -295,9 +295,9 @@ itemDef {
|
||||||
name graphics
|
name graphics
|
||||||
group grpSystem
|
group grpSystem
|
||||||
type ITEM_TYPE_MULTI
|
type ITEM_TYPE_MULTI
|
||||||
text "Shadow Detail:"
|
text "Opponent Shadows:"
|
||||||
cvar "cg_shadows"
|
cvar "cg_shadows"
|
||||||
cvarFloatList { "Low" 1 "High" 3 }
|
cvarFloatList { "None" 0 "Low" 1 "High" 3 }
|
||||||
rect 0 150 306 20
|
rect 0 150 306 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 133
|
textalignx 133
|
||||||
|
@ -307,6 +307,22 @@ itemDef {
|
||||||
visible 0
|
visible 0
|
||||||
}
|
}
|
||||||
|
|
||||||
|
itemDef {
|
||||||
|
name graphics
|
||||||
|
group grpSystem
|
||||||
|
type ITEM_TYPE_MULTI
|
||||||
|
text "Player Shadow:"
|
||||||
|
cvar "cg_playerShadow"
|
||||||
|
cvarFloatList { "None" 0 "Low" 1 "High" 3 }
|
||||||
|
rect 0 170 306 20
|
||||||
|
textalign ITEM_ALIGN_RIGHT
|
||||||
|
textalignx 133
|
||||||
|
textaligny 17
|
||||||
|
textscale .25
|
||||||
|
forecolor 1 1 1 1
|
||||||
|
visible 0
|
||||||
|
}
|
||||||
|
|
||||||
itemDef {
|
itemDef {
|
||||||
name graphics
|
name graphics
|
||||||
group grpSystem
|
group grpSystem
|
||||||
|
@ -314,7 +330,7 @@ itemDef {
|
||||||
text "Geometric Detail:"
|
text "Geometric Detail:"
|
||||||
cvar "r_lodbias"
|
cvar "r_lodbias"
|
||||||
cvarFloatList { "High" -1 "Medium" 1 "Low" 2 }
|
cvarFloatList { "High" -1 "Medium" 1 "Low" 2 }
|
||||||
rect 0 170 256 20
|
rect 0 190 256 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 133
|
textalignx 133
|
||||||
textaligny 17
|
textaligny 17
|
||||||
|
@ -331,7 +347,7 @@ itemDef {
|
||||||
text "Texture Detail:"
|
text "Texture Detail:"
|
||||||
cvar "r_picmip"
|
cvar "r_picmip"
|
||||||
cvarFloatList { "Low" 2 "Normal" 1 "High" 0 }
|
cvarFloatList { "Low" 2 "Normal" 1 "High" 0 }
|
||||||
rect 0 190 256 20
|
rect 0 210 256 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 133
|
textalignx 133
|
||||||
textaligny 17
|
textaligny 17
|
||||||
|
@ -380,7 +396,7 @@ itemDef {
|
||||||
type ITEM_TYPE_YESNO
|
type ITEM_TYPE_YESNO
|
||||||
text "Compress Textures:"
|
text "Compress Textures:"
|
||||||
cvar "r_ext_compressed_textures"
|
cvar "r_ext_compressed_textures"
|
||||||
rect 0 210 256 20
|
rect 0 230 256 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 133
|
textalignx 133
|
||||||
textaligny 17
|
textaligny 17
|
||||||
|
|
|
@ -198,9 +198,9 @@ itemDef {
|
||||||
name graphics
|
name graphics
|
||||||
group grpSystem
|
group grpSystem
|
||||||
type ITEM_TYPE_MULTI
|
type ITEM_TYPE_MULTI
|
||||||
text "Shadow Detail:"
|
text "Opponent Shadows:"
|
||||||
cvar "cg_shadows"
|
cvar "cg_shadows"
|
||||||
cvarFloatList { "Low" 1 "High" 3 }
|
cvarFloatList { "None" 0 "Low" 1 "High" 3 }
|
||||||
rect 99 167 256 20
|
rect 99 167 256 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 128
|
textalignx 128
|
||||||
|
@ -210,6 +210,22 @@ itemDef {
|
||||||
visible 0
|
visible 0
|
||||||
}
|
}
|
||||||
|
|
||||||
|
itemDef {
|
||||||
|
name graphics
|
||||||
|
group grpSystem
|
||||||
|
type ITEM_TYPE_MULTI
|
||||||
|
text "Player Shadow:"
|
||||||
|
cvar "cg_playerShadow"
|
||||||
|
cvarFloatList { "None" 0 "Low" 1 "High" 3 }
|
||||||
|
rect 99 192 256 20
|
||||||
|
textalign ITEM_ALIGN_RIGHT
|
||||||
|
textalignx 128
|
||||||
|
textaligny 20
|
||||||
|
textscale .333
|
||||||
|
forecolor 1 1 1 1
|
||||||
|
visible 0
|
||||||
|
}
|
||||||
|
|
||||||
itemDef {
|
itemDef {
|
||||||
name graphics
|
name graphics
|
||||||
group grpSystem
|
group grpSystem
|
||||||
|
@ -217,7 +233,7 @@ itemDef {
|
||||||
text "Geometric Detail:"
|
text "Geometric Detail:"
|
||||||
cvar "r_lodbias"
|
cvar "r_lodbias"
|
||||||
cvarFloatList { "High" -1 "Medium" 1 "Low" 2 }
|
cvarFloatList { "High" -1 "Medium" 1 "Low" 2 }
|
||||||
rect 99 192 256 20
|
rect 99 217 256 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 128
|
textalignx 128
|
||||||
textaligny 20
|
textaligny 20
|
||||||
|
@ -234,7 +250,7 @@ itemDef {
|
||||||
text "Texture Detail:"
|
text "Texture Detail:"
|
||||||
cvar "r_picmip"
|
cvar "r_picmip"
|
||||||
cvarFloatList { "Low" 2 "Normal" 1 "High" 0 }
|
cvarFloatList { "Low" 2 "Normal" 1 "High" 0 }
|
||||||
rect 99 217 256 20
|
rect 99 242 256 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 128
|
textalignx 128
|
||||||
textaligny 20
|
textaligny 20
|
||||||
|
@ -283,7 +299,7 @@ itemDef {
|
||||||
type ITEM_TYPE_YESNO
|
type ITEM_TYPE_YESNO
|
||||||
text "Compress Textures:"
|
text "Compress Textures:"
|
||||||
cvar "r_ext_compressed_textures"
|
cvar "r_ext_compressed_textures"
|
||||||
rect 99 242 256 20
|
rect 99 267 256 20
|
||||||
textalign ITEM_ALIGN_RIGHT
|
textalign ITEM_ALIGN_RIGHT
|
||||||
textalignx 128
|
textalignx 128
|
||||||
textaligny 20
|
textaligny 20
|
||||||
|
|
Loading…
Reference in a new issue