Merge branch 'master' into multiview

This commit is contained in:
Simon 2022-04-02 23:36:00 +01:00
commit ffc5546f0c
22 changed files with 183 additions and 62 deletions

View file

@ -2853,9 +2853,9 @@ void CG_DrawActive( void ) {
cg.refdef.vieworg[2] += (vr->hmdposition[1] + heightOffset) * worldscale;
}
if (!cgs.localServer)
if (vr->use_fake_6dof)
{
//If connected to a remote server, allow some amount of faked positional tracking
//If running multiplayer, allow some amount of faked positional tracking
if (cg.snap->ps.stats[STAT_HEALTH] > 0 &&
//Don't use fake positional if following another player - this is handled in the
//VR third person code

View file

@ -1124,6 +1124,7 @@ extern vmCvar_t cg_bobroll;
extern vmCvar_t cg_weaponbob;
extern vmCvar_t cg_swingSpeed;
extern vmCvar_t cg_shadows;
extern vmCvar_t cg_playerShadow;
extern vmCvar_t cg_gibs;
extern vmCvar_t cg_megagibs;
extern vmCvar_t cg_drawTimer;

View file

@ -106,6 +106,7 @@ vmCvar_t cg_bobroll;
vmCvar_t cg_weaponbob;
vmCvar_t cg_swingSpeed;
vmCvar_t cg_shadows;
vmCvar_t cg_playerShadow;
vmCvar_t cg_gibs;
vmCvar_t cg_megagibs;
vmCvar_t cg_drawTimer;
@ -228,6 +229,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_playerShadow, "cg_playerShadow", "1", CVAR_ARCHIVE },
{ &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
{ &cg_megagibs, "cg_megagibs", "0", CVAR_ARCHIVE },
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
@ -1977,6 +1979,13 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
const char *serverinfo = CG_ConfigString( CS_SERVERINFO );
vr->no_crosshair = (strcasestr(serverinfo, "nocrosshair") != NULL || strcasestr(serverinfo, "no crosshair") != NULL);
vr->local_server = cgs.localServer;
#ifdef MISSIONPACK
vr->single_player = trap_Cvar_VariableValue("ui_singlePlayerActive");
#else
vr->single_player = trap_Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER;
#endif
vr->use_fake_6dof = !vr->single_player;
}
/*

View file

@ -2071,7 +2071,9 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
*shadowPlane = 0;
if ( cg_shadows.integer == 0 ) {
qboolean clientPlayer = cent->currentState.number == cg.snap->ps.clientNum;
if ( (clientPlayer && cg_playerShadow.integer == 0) || (!clientPlayer && cg_shadows.integer == 0) ) {
return qfalse;
}
@ -2080,6 +2082,11 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
return qfalse;
}
// no shadow if VR player is dead
if ( clientPlayer && ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) ) {
return qfalse;
}
// send a trace down from the player to the ground
VectorCopy( cent->lerpOrigin, end );
end[2] -= SHADOW_DISTANCE;
@ -2093,7 +2100,8 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
*shadowPlane = trace.endpos[2] + 1;
if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
// no mark for stencil or projection shadows
if ( (clientPlayer && cg_playerShadow.integer != 1) || (!clientPlayer && cg_shadows.integer != 1) ) {
return qtrue;
}
@ -2101,11 +2109,11 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
alpha = 1.0 - trace.fraction;
// hack / FPE - bogus planes?
//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
return qtrue;
@ -2125,7 +2133,9 @@ static void CG_PlayerSplash( centity_t *cent ) {
int contents;
polyVert_t verts[4];
if ( !cg_shadows.integer ) {
qboolean clientPlayer = cent->currentState.number == cg.snap->ps.clientNum;
if ( (clientPlayer && !cg_playerShadow.integer) || (!clientPlayer && !cg_shadows.integer) ) {
return;
}
@ -2391,7 +2401,9 @@ void CG_Player( centity_t *cent ) {
// add a water splash if partially in and out of water
CG_PlayerSplash( cent );
if ( cg_shadows.integer == 3 && shadow ) {
qboolean clientPlayer = cent->currentState.number == cg.snap->ps.clientNum;
if ( shadow && ( (clientPlayer && cg_playerShadow.integer == 3) || (!clientPlayer && cg_shadows.integer == 3) ) ) {
renderfx |= RF_SHADOW_PLANE;
}
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all

View file

@ -745,7 +745,7 @@ static int CG_CalcViewValues( ) {
VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin);
}
if (!cgs.localServer)// && cg.stereoView == STEREO_LEFT)
if (vr->use_fake_6dof && !vr->virtual_screen)
{
vec3_t weaponorigin, weaponangles;
CG_CalculateVRWeaponPosition(weaponorigin, weaponangles);
@ -807,7 +807,7 @@ static int CG_CalcViewValues( ) {
}
// position eye relative to origin
if (!cgs.localServer)
if (vr->use_fake_6dof && !vr->virtual_screen)
{
if (vr->weapon_zoomed) {
//If we are zoomed, then we use the refdefViewANgles (which are the weapon angles)

View file

@ -231,9 +231,9 @@ void CG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
VectorSet(vrSpace, in[2], in[0], in[1] );
vec2_t r;
if (!cgs.localServer)
if (vr->use_fake_6dof)
{
//We are connected to a multiplayer server, so make the appropriate adjustment to the view
//We are running multiplayer, so make the appropriate adjustment to the view
//angles as we send orientation to the server that includes the weapon angles
float deltaYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]);
if (cg.snap->ps.pm_flags & PMF_FOLLOW)
@ -262,7 +262,7 @@ void CG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
static void CG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles )
{
if (!cgs.localServer)
if (vr->use_fake_6dof)
{
//Use absolute position for the faked 6DoF for multiplayer
vec3_t offset;
@ -274,7 +274,7 @@ static void CG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset
}
else
{
//Local server - true 6DoF offset from HMD
//Singleplayer - true 6DoF offset from HMD
vec3_t offset;
VectorCopy(in_offset, offset);
offset[1] = 0; // up/down is index 1 in this case
@ -284,7 +284,7 @@ static void CG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset
}
VectorCopy(in_orientation, angles);
if ( !cgs.localServer )
if ( vr->use_fake_6dof )
{
//Calculate the offhand angles from "first principles"
float deltaYaw = SHORT2ANGLE(cg.predictedPlayerState.delta_angles[YAW]);

View file

@ -599,12 +599,10 @@ void CL_FinishMove( usercmd_t *cmd ) {
vr.clientNum = cl.snap.ps.clientNum;
//If we are running with a remote non-vr server, then the best we can do is pass the angles from the weapon
//and adjust the move values accordingly, to "fake" a 3DoF weapon but keeping the movement correct
if ( !com_sv_running || !com_sv_running->integer )
//If we are running multiplayer, pass the angles from the weapon and adjust the move values accordingly,
// to "fake" a 3DoF weapon but keeping the movement correct (necessary with a remote non-vr server)
if ( vr.use_fake_6dof )
{
vr.local_server = qfalse;
//Realign in playspace
if (--vr.realign == 0)
{
@ -633,10 +631,6 @@ void CL_FinishMove( usercmd_t *cmd ) {
cmd->forwardmove = out[1];
}
else {
//Record client number - local server uses this to know we can use absolute angles
//rather than deltas
vr.local_server = qtrue;
for (i = 0; i < 3; i++) {
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
}

View file

@ -50,7 +50,7 @@ extern vr_clientinfo_t *vr;
float PM_GetFrictionCoefficient( void ) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && vr->local_server) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && !vr->use_fake_6dof) {
return 10.0f;
} else {
return 6.0f;
@ -58,7 +58,7 @@ float PM_GetFrictionCoefficient( void ) {
}
float PM_GetAccelerationCoefficient( void ) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && vr->local_server) {
if (vr != NULL && vr->clientNum == pm->ps->clientNum && !vr->use_fake_6dof) {
return 1000.0f;
} else {
return 10.0f;
@ -1828,14 +1828,14 @@ void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
// circularly clamp the angles with deltas
for (i=0 ; i<3 ; i++) {
if (vr != NULL && vr->clientNum == ps->clientNum && vr->local_server)
if (vr != NULL && vr->clientNum == ps->clientNum && !vr->use_fake_6dof)
{
//Client is the VR player on the "local" server
//Client is the VR player in the singleplayer game
temp = cmd->angles[i] + (i == YAW ? ps->delta_angles[i] : 0);
}
else
{
//Client is either a BOT or a remote/connected player, or
//Client is either a BOT or we are running multiplayer, or
//the vr player playing on a remote server (since this is shared code by game and cgame)
temp = cmd->angles[i] + ps->delta_angles[i];
}

View file

@ -519,6 +519,13 @@ void G_InitGame( int levelTime, int randomSeed, int restart ) {
char serverinfo[MAX_INFO_STRING];
trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );
vr->no_crosshair = (strcasestr(serverinfo, "nocrosshair") != NULL || strcasestr(serverinfo, "no crosshair") != NULL);
vr->local_server = qtrue;
#ifdef MISSIONPACK
vr->single_player = trap_Cvar_VariableValue("ui_singlePlayerActive");
#else
vr->single_player = trap_Cvar_VariableValue( "g_gametype" ) == GT_SINGLE_PLAYER;
#endif
vr->use_fake_6dof = !vr->single_player;
}

View file

@ -109,7 +109,8 @@ qboolean CheckGauntletAttack( gentity_t *ent ) {
vec3_t angles;
if ( !( ent->r.svFlags & SVF_BOT ) &&
vr != NULL &&
(ent->client->ps.clientNum == vr->clientNum))
(ent->client->ps.clientNum == vr->clientNum) &&
!vr->use_fake_6dof)
{
VectorCopy(vr->weaponangles, angles);
angles[YAW] += ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW];
@ -817,7 +818,8 @@ set muzzle location relative to pivoting eye
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
if ( ( ent->r.svFlags & SVF_BOT ) ||
//Can't use the vr_clientinfo if this isn't the vr client
vr == NULL || (ent->client->ps.clientNum != vr->clientNum))
vr == NULL || (ent->client->ps.clientNum != vr->clientNum) ||
vr->use_fake_6dof)
{
VectorCopy( ent->s.pos.trBase, muzzlePoint );
muzzlePoint[2] += ent->client->ps.viewheight;
@ -881,7 +883,8 @@ void FireWeapon( gentity_t *ent ) {
vec3_t viewang;
if ( !( ent->r.svFlags & SVF_BOT ) &&
vr != NULL &&
(ent->client->ps.clientNum == vr->clientNum))
(ent->client->ps.clientNum == vr->clientNum) &&
!vr->use_fake_6dof)
{
VectorCopy(vr->weaponangles, viewang);
viewang[YAW] += ent->client->ps.viewangles[YAW] - vr->hmdorientation[YAW];

View file

@ -252,10 +252,11 @@ GRAPHICS OPTIONS MENU
#define ID_DYNAMICLIGHTS 112
#define ID_SYNCEVERYFRAME 113
#define ID_SHADOWS 114
#define ID_GAMMA 115
#define ID_PLAYERSHADOW 115
#define ID_GAMMA 116
#define NUM_REFRESHRATE 4
#define NUM_SHADOWS 2
#define NUM_SHADOWS 3
typedef struct {
menuframework_s menu;
@ -286,6 +287,7 @@ typedef struct {
menuradiobutton_s dynamiclights;
menuradiobutton_s synceveryframe;
menulist_s shadows;
menulist_s playershadow;
menuslider_s gamma;
menubitmap_s apply;
@ -308,6 +310,7 @@ typedef struct
qboolean dynamiclights;
qboolean synceveryframe;
int shadows;
int playershadow;
float gamma;
} InitialVideoOptions_s;
@ -501,6 +504,7 @@ static void GraphicsOptions_GetInitialVideo( void )
s_ivo.dynamiclights = s_graphicsoptions.dynamiclights.curvalue;
s_ivo.synceveryframe = s_graphicsoptions.synceveryframe.curvalue;
s_ivo.shadows = s_graphicsoptions.refreshrate.curvalue;
s_ivo.playershadow = s_graphicsoptions.playershadow.curvalue;
s_ivo.gamma = s_graphicsoptions.gamma.curvalue;
}
@ -836,8 +840,11 @@ static void GraphicsOptions_Event( void* ptr, int event ) {
int shadows;
switch (s_graphicsoptions.shadows.curvalue) {
case 0:
shadows = 1;
shadows = 0;
break;
case 1:
shadows = 1;
break;
default:
shadows = 3;
break;
@ -846,6 +853,23 @@ static void GraphicsOptions_Event( void* ptr, int event ) {
}
break;
case ID_PLAYERSHADOW: {
int shadow;
switch (s_graphicsoptions.playershadow.curvalue) {
case 0:
shadow = 0;
break;
case 1:
shadow = 1;
break;
default:
shadow = 3;
break;
}
trap_Cvar_SetValue("cg_playerShadow", shadow);
}
break;
case ID_GAMMA:
trap_Cvar_SetValue( "r_gamma", s_graphicsoptions.gamma.curvalue );
break;
@ -1046,12 +1070,28 @@ static void GraphicsOptions_SetMenuItems( void )
switch ( (int) trap_Cvar_VariableValue( "cg_shadows" ) )
{
case 1:
case 0:
s_graphicsoptions.shadows.curvalue = 0;
break;
default:
case 1:
s_graphicsoptions.shadows.curvalue = 1;
break;
default:
s_graphicsoptions.shadows.curvalue = 2;
break;
}
switch ( (int) trap_Cvar_VariableValue( "cg_playerShadow" ) )
{
case 0:
s_graphicsoptions.playershadow.curvalue = 0;
break;
case 1:
s_graphicsoptions.playershadow.curvalue = 1;
break;
default:
s_graphicsoptions.playershadow.curvalue = 2;
break;
}
s_graphicsoptions.dynamiclights.curvalue = trap_Cvar_VariableValue( "r_dynamiclight" ) != 0;
@ -1137,6 +1177,7 @@ void GraphicsOptions_MenuInit( void )
};
static const char *s_shadows[] =
{
"None",
"Low",
"High",
NULL
@ -1219,7 +1260,7 @@ void GraphicsOptions_MenuInit( void )
s_graphicsoptions.network.style = UI_RIGHT;
s_graphicsoptions.network.color = color_red;
y = 254 - 4 * (BIGCHAR_HEIGHT + 2);
y = 254 - 5 * (BIGCHAR_HEIGHT + 2);
// s_graphicsoptions.list.generic.type = MTYPE_SPINCONTROL;
// s_graphicsoptions.list.generic.name = "Graphics Settings:";
// s_graphicsoptions.list.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
@ -1342,7 +1383,7 @@ void GraphicsOptions_MenuInit( void )
// references "cg_shadows"
s_graphicsoptions.shadows.generic.type = MTYPE_SPINCONTROL;
s_graphicsoptions.shadows.generic.name = "Shadow Detail:";
s_graphicsoptions.shadows.generic.name = "Opponent Shadows:";
s_graphicsoptions.shadows.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
s_graphicsoptions.shadows.generic.x = 400;
s_graphicsoptions.shadows.generic.y = y;
@ -1352,6 +1393,18 @@ void GraphicsOptions_MenuInit( void )
s_graphicsoptions.shadows.numitems = NUM_SHADOWS;
y += BIGCHAR_HEIGHT+2;
// references "cg_playerShadow"
s_graphicsoptions.playershadow.generic.type = MTYPE_SPINCONTROL;
s_graphicsoptions.playershadow.generic.name = "Player Shadow:";
s_graphicsoptions.playershadow.generic.flags = QMF_PULSEIFFOCUS|QMF_SMALLFONT;
s_graphicsoptions.playershadow.generic.x = 400;
s_graphicsoptions.playershadow.generic.y = y;
s_graphicsoptions.playershadow.itemnames = s_shadows;
s_graphicsoptions.playershadow.generic.callback = GraphicsOptions_Event;
s_graphicsoptions.playershadow.generic.id = ID_PLAYERSHADOW;
s_graphicsoptions.playershadow.numitems = NUM_SHADOWS;
y += BIGCHAR_HEIGHT+2;
// references/modifies "r_lodBias" & "subdivisions"
s_graphicsoptions.geometry.generic.type = MTYPE_SPINCONTROL;
s_graphicsoptions.geometry.generic.name = "Geometric Detail:";
@ -1443,6 +1496,7 @@ void GraphicsOptions_MenuInit( void )
Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.lighting );
Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.dynamiclights );
Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.shadows );
Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.playershadow );
Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.geometry );
Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.tq );
// Menu_AddItem( &s_graphicsoptions.menu, ( void * ) &s_graphicsoptions.texturebits );

View file

@ -243,7 +243,7 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
}
// set up lighting
if ( !personalModel || r_shadows->integer > 1 )
if ( !personalModel || r_shadows->integer > 1 || r_playerShadow->integer > 1)
{
R_SetupEntityLighting( &tr.refdef, ent );
}
@ -292,7 +292,7 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
}
// projection shadows work fine with personal models
if ( r_shadows->integer == 3
if ( (r_shadows->integer == 3 || r_playerShadow->integer == 3)
&& fogNum == 0
&& (ent->e.renderfx & RF_SHADOW_PLANE )
&& shader->sort == SS_OPAQUE )

View file

@ -181,6 +181,7 @@ cvar_t *r_lightmap;
cvar_t *r_vertexLight;
cvar_t *r_uiFullScreen;
cvar_t *r_shadows;
cvar_t *r_playerShadow;
cvar_t *r_flares;
cvar_t *r_mode;
cvar_t *r_nobind;
@ -1377,6 +1378,7 @@ void R_Register( void )
r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
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);

View file

@ -1758,7 +1758,8 @@ extern cvar_t *r_showsky; // forces sky in front of all surfaces
extern cvar_t *r_shownormals; // draws wireframe normals
extern cvar_t *r_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_intensity;

View file

@ -350,7 +350,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
//
// 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 );
}
@ -400,7 +400,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
// stencil shadows can't do personal models unless I polyhedron clip
if ( !personalModel
&& r_shadows->integer == 2
&& r_shadows->integer == 2
&& fogNum == 0
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
&& shader->sort == SS_OPAQUE ) {
@ -408,7 +408,7 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
}
// projection shadows work fine with personal models
if ( r_shadows->integer == 3
if ( (r_shadows->integer == 3 || r_playerShadow->integer == 3)
&& fogNum == 0
&& (ent->e.renderfx & RF_SHADOW_PLANE )
&& shader->sort == SS_OPAQUE ) {

View file

@ -1276,7 +1276,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
//
// 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 );
}
@ -1317,7 +1317,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
// stencil shadows can't do personal models unless I polyhedron clip
if ( !personalModel
&& r_shadows->integer == 2
&& r_shadows->integer == 2
&& fogNum == 0
&& !(ent->e.renderfx & ( RF_NOSHADOW | RF_DEPTHHACK ) )
&& shader->sort == SS_OPAQUE ) {
@ -1325,7 +1325,7 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
}
// projection shadows work fine with personal models
if ( r_shadows->integer == 3
if ( (r_shadows->integer == 3 || r_playerShadow->integer == 3)
&& fogNum == 0
&& (ent->e.renderfx & RF_SHADOW_PLANE )
&& shader->sort == SS_OPAQUE ) {

View file

@ -252,7 +252,7 @@ overlap and double darken.
void RB_ShadowFinish( void ) {
// FIXME: implement this
#if 0
if ( r_shadows->integer != 2 ) {
if ( r_shadows->integer != 2 || r_playerShadow->integer != 2) {
return;
}
if ( glConfig.stencilBits < 4 ) {

View file

@ -3102,6 +3102,7 @@ static void UI_Update(const char *name) {
trap_Cvar_SetValue( "r_fastSky", 0 );
trap_Cvar_SetValue( "r_inGameVideo", 1 );
trap_Cvar_SetValue( "cg_shadows", 1 );
trap_Cvar_SetValue( "cg_playerShadow", 1 );
trap_Cvar_SetValue( "cg_brassTime", 2500 );
trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
break;
@ -3122,6 +3123,7 @@ static void UI_Update(const char *name) {
trap_Cvar_SetValue( "cg_brassTime", 2500 );
trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
trap_Cvar_SetValue( "cg_shadows", 0 );
trap_Cvar_SetValue( "cg_playerShadow", 0 );
break;
case 2: // fast
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_SetValue( "r_texturebits", 0 );
trap_Cvar_SetValue( "cg_shadows", 0 );
trap_Cvar_SetValue( "cg_playerShadow", 0 );
trap_Cvar_SetValue( "r_fastSky", 1 );
trap_Cvar_SetValue( "r_inGameVideo", 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_texturebits", 16 );
trap_Cvar_SetValue( "cg_shadows", 0 );
trap_Cvar_SetValue( "cg_playerShadow", 0 );
trap_Cvar_SetValue( "cg_brassTime", 0 );
trap_Cvar_SetValue( "r_fastSky", 1 );
trap_Cvar_SetValue( "r_inGameVideo", 0 );

View file

@ -18,7 +18,9 @@ typedef struct {
float weapon_zoomLevel;
qboolean right_handed;
qboolean virtual_screen;
qboolean local_server; // used in bg_pmove.c
qboolean local_server;
qboolean single_player;
qboolean use_fake_6dof;
vrFollowMode_t follow_mode;
qboolean weapon_select;
qboolean weapon_select_autoclose;

View file

@ -531,9 +531,9 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
VectorClear(positional);
vec2_t joystick;
if ( !com_sv_running || !com_sv_running->integer )
if ( vr.use_fake_6dof )
{
//multiplayer server
//multiplayer game
if (!vr_directionMode->integer) {
//HMD Based
rotateAboutOrigin(joystickX, joystickY, vr.hmdorientation[YAW], joystick);

View file

@ -295,9 +295,9 @@ itemDef {
name graphics
group grpSystem
type ITEM_TYPE_MULTI
text "Shadow Detail:"
text "Opponent Shadows:"
cvar "cg_shadows"
cvarFloatList { "Low" 1 "High" 3 }
cvarFloatList { "None" 0 "Low" 1 "High" 3 }
rect 0 150 306 20
textalign ITEM_ALIGN_RIGHT
textalignx 133
@ -307,6 +307,22 @@ itemDef {
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 {
name graphics
group grpSystem
@ -314,7 +330,7 @@ itemDef {
text "Geometric Detail:"
cvar "r_lodbias"
cvarFloatList { "High" -1 "Medium" 1 "Low" 2 }
rect 0 170 256 20
rect 0 190 256 20
textalign ITEM_ALIGN_RIGHT
textalignx 133
textaligny 17
@ -331,7 +347,7 @@ itemDef {
text "Texture Detail:"
cvar "r_picmip"
cvarFloatList { "Low" 2 "Normal" 1 "High" 0 }
rect 0 190 256 20
rect 0 210 256 20
textalign ITEM_ALIGN_RIGHT
textalignx 133
textaligny 17
@ -380,7 +396,7 @@ itemDef {
type ITEM_TYPE_YESNO
text "Compress Textures:"
cvar "r_ext_compressed_textures"
rect 0 210 256 20
rect 0 230 256 20
textalign ITEM_ALIGN_RIGHT
textalignx 133
textaligny 17

View file

@ -198,9 +198,9 @@ itemDef {
name graphics
group grpSystem
type ITEM_TYPE_MULTI
text "Shadow Detail:"
text "Opponent Shadows:"
cvar "cg_shadows"
cvarFloatList { "Low" 1 "High" 3 }
cvarFloatList { "None" 0 "Low" 1 "High" 3 }
rect 99 167 256 20
textalign ITEM_ALIGN_RIGHT
textalignx 128
@ -210,6 +210,22 @@ itemDef {
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 {
name graphics
group grpSystem
@ -217,7 +233,7 @@ itemDef {
text "Geometric Detail:"
cvar "r_lodbias"
cvarFloatList { "High" -1 "Medium" 1 "Low" 2 }
rect 99 192 256 20
rect 99 217 256 20
textalign ITEM_ALIGN_RIGHT
textalignx 128
textaligny 20
@ -234,7 +250,7 @@ itemDef {
text "Texture Detail:"
cvar "r_picmip"
cvarFloatList { "Low" 2 "Normal" 1 "High" 0 }
rect 99 217 256 20
rect 99 242 256 20
textalign ITEM_ALIGN_RIGHT
textalignx 128
textaligny 20
@ -283,7 +299,7 @@ itemDef {
type ITEM_TYPE_YESNO
text "Compress Textures:"
cvar "r_ext_compressed_textures"
rect 99 242 256 20
rect 99 267 256 20
textalign ITEM_ALIGN_RIGHT
textalignx 128
textaligny 20