mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2025-03-13 05:32:10 +00:00
Merge branch 'master' into multiview
This commit is contained in:
commit
ffc5546f0c
22 changed files with 183 additions and 62 deletions
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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]);
|
||||
|
|
|
@ -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]);
|
||||
}
|
||||
|
|
|
@ -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];
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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];
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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 )
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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 );
|
||||
}
|
||||
|
||||
|
@ -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 ) {
|
||||
|
|
|
@ -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 );
|
||||
}
|
||||
|
||||
|
@ -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 ) {
|
||||
|
|
|
@ -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 ) {
|
||||
|
|
|
@ -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 );
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue