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Change to culling logic to fix issue with inverted weapons/hands
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parent
ffecbc8be4
commit
f66fe62907
3 changed files with 11 additions and 32 deletions
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@ -127,7 +127,7 @@ void GL_SelectTexture( int unit )
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** GL_Cull
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*/
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void GL_Cull( int cullType ) {
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if ( glState.faceCulling == cullType ) {
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if ( glState.faceCulling == cullType && !backEnd.overrideCullFace) {
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return;
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}
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glState.faceCulling = cullType;
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@ -135,9 +135,10 @@ void GL_Cull( int cullType ) {
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return;
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}
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if ( cullType == CT_TWO_SIDED )
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if ( cullType == CT_TWO_SIDED || backEnd.overrideCullFace)
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{
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qglDisable( GL_CULL_FACE );
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glState.faceCulling = CT_TWO_SIDED;
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}
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else
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{
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@ -648,7 +649,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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int entityNum, oldEntityNum;
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int dlighted, oldDlighted;
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int depthRange, oldDepthRange;
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int isVRViewModel, oldIsVRViewModel;
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int i;
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drawSurf_t *drawSurf;
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unsigned int oldSort;
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@ -674,14 +674,11 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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oldShader = NULL;
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oldFogNum = -1;
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oldDepthRange = qfalse;
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isVRViewModel = qfalse;
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oldIsVRViewModel = qfalse;
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oldDlighted = qfalse;
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oldSort = (unsigned int) -1;
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depthRange = qfalse;
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GLint oldFaceCullMode;
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GLboolean oldFaceCullEnabled;
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backEnd.overrideCullFace = qfalse;
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backEnd.pc.c_surfaces += numDrawSurfs;
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@ -758,6 +755,10 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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}
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}
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if (backEnd.currentEntity->e.renderfx & RF_VRVIEWMODEL) {
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backEnd.overrideCullFace = qtrue;
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}
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if (shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
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|| ( entityNum != oldEntityNum && !shader->entityMergable ) )
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{
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@ -774,6 +775,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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oldShader = shader;
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oldFogNum = fogNum;
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oldDlighted = dlighted;
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backEnd.overrideCullFace = qfalse;
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}
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//
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@ -781,7 +783,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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//
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if ( entityNum != oldEntityNum ) {
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depthRange = qfalse;
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isVRViewModel = qfalse;
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if ( entityNum != REFENTITYNUM_WORLD ) {
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backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
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@ -803,10 +804,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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// hack the depth range to prevent view model from poking into walls
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depthRange = qtrue;
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}
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if (backEnd.currentEntity->e.renderfx & RF_VRVIEWMODEL) {
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isVRViewModel = qtrue;
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}
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} else {
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backEnd.currentEntity = &tr.worldEntity;
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backEnd.refdef.floatTime = originalTime;
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@ -838,25 +835,6 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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oldDepthRange = depthRange;
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}
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if (isVRViewModel != oldIsVRViewModel) {
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if (isVRViewModel) {
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qglGetBooleanv(GL_CULL_FACE, &oldFaceCullEnabled);
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qglGetIntegerv(GL_CULL_FACE_MODE, &oldFaceCullMode);
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//Draw all faces on weapons
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qglDisable(GL_CULL_FACE);
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} else{
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if (!oldFaceCullEnabled)
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{
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qglDisable(GL_CULL_FACE);
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} else{
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qglEnable(GL_CULL_FACE);
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}
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qglCullFace( oldFaceCullMode );
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}
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oldIsVRViewModel = isVRViewModel;
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}
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oldEntityNum = entityNum;
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}
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@ -936,6 +936,7 @@ typedef struct {
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orientationr_t ori;
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backEndCounters_t pc;
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qboolean isHyperspace;
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qboolean overrideCullFace; //If true then forcibly set face drawing to both sides - used for VR weapon/hand models
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trRefEntity_t *currentEntity;
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qboolean skyRenderedThisView; // flag for drawing sun
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@ -2069,7 +2069,7 @@ void RB_StageIteratorGeneric( void )
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//
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// set face culling appropriately
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//
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GL_Cull( input->shader->cullType );
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GL_Cull(input->shader->cullType);
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// set polygon offset if necessary
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if ( input->shader->polygonOffset )
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