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https://github.com/DrBeef/Raze.git
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git-svn-id: https://svn.eduke32.com/eduke32@1316 1a8010ca-5511-0410-912e-c29ae57300e0
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22a7ec1b3b
commit
3d7a6a3572
9 changed files with 180 additions and 167 deletions
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@ -149,7 +149,7 @@ typedef struct s_prprogrambit {
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} _prprogrambit;
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// LIGHTS
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#define PR_MAXLIGHTS 256
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#define PR_MAXLIGHTS 128
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#define SHADOW_DEPTH_OFFSET 30
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#define PR_MAXLIGHTPRIORITY 3
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@ -5733,8 +5733,8 @@ void uninitengine(void)
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Bfree(tsprite);
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if (spriteext != NULL)
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Bfree(spriteext);
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// if (spritesmooth != NULL)
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// Bfree(spritesmooth);
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if (spritesmooth != NULL)
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Bfree(spritesmooth);
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#endif
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}
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@ -4530,7 +4530,8 @@ void G_DrawRooms(int32_t snum,int32_t smoothratio)
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}
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#ifdef POLYMER
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if (getrendermode() == 4) {
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if (getrendermode() == 4)
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{
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polymer_setanimatesprites(G_DoSpriteAnimations, ud.camerax,ud.cameray,ud.cameraang,smoothratio);
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}
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#endif
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@ -7362,11 +7363,12 @@ PALONLY:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case LIGHTSWITCH2__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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framelights[framelightcount & (PR_MAXLIGHTS-1)].radius = 0;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].sector = t->sectnum;
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@ -7400,11 +7402,12 @@ PALONLY:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case LIGHTSWITCH2__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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framelights[framelightcount & (PR_MAXLIGHTS-1)].radius = 0;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].sector = t->sectnum;
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@ -8186,11 +8189,11 @@ static void G_ShowScores(void)
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if (playerswhenstarted > 1 && (GametypeFlags[ud.coop]&GAMETYPE_SCORESHEET))
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{
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/*
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/*
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rotatesprite(160<<16,34<<16,65536L,0,INGAMEDUKETHREEDEE,0,0,10,0,0,xdim-1,ydim-1);
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if (PLUTOPAK) // JBF 20030804
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rotatesprite((260)<<16,36<<16,65536L,0,PLUTOPAKSPRITE+2,0,0,2+8,0,0,xdim-1,ydim-1);
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*/
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*/
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gametext(160,SCORESHEETOFFSET+58+2,"MULTIPLAYER TOTALS",0,2+8+16);
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gametext(160,SCORESHEETOFFSET+58+10,MapInfo[(ud.volume_number*MAXLEVELS)+ud.last_level-1].name,0,2+8+16);
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@ -10978,17 +10981,17 @@ void app_main(int32_t argc,const char **argv)
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glusetexcache = glusetexcachecompression = -1;
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#endif
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/*
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#ifdef _WIN32
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/*
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#ifdef _WIN32
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ud.config.CheckForUpdates = -1;
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#endif
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*/
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#endif
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*/
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i = CONFIG_ReadSetup();
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if (getenv("DUKE3DGRP")) duke3dgrp = getenv("DUKE3DGRP");
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#ifdef _WIN32
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/*
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/*
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if (ud.config.CheckForUpdates == -1)
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{
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i=wm_ynbox("Automatic Update Notifications",
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@ -10996,7 +10999,7 @@ void app_main(int32_t argc,const char **argv)
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ud.config.CheckForUpdates = 0;
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if (i) ud.config.CheckForUpdates = 1;
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}
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*/
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*/
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// initprintf("build %d\n",(uint8_t)atoi(BUILDDATE));
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@ -758,26 +758,26 @@ cvar_t cvars[] =
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{ "r_projectionhack", "r_projectionhack: enable/disable projection hack", (void*)&glprojectionhacks, CVAR_INT, 0, 0, 2 },
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# ifdef POLYMER
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// polymer cvars
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{ "pr_lighting", "pr_lighting: enable/disable dynamic lights", (void*)&pr_lighting, CVAR_BOOL, 0, 0, 1 },
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{ "pr_normalmapping", "pr_normalmapping: enable/disable virtual displacement mapping", (void*)&pr_normalmapping, CVAR_BOOL, 0, 0, 1 },
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{ "pr_specularmapping", "pr_specularmapping: enable/disable specular mapping", (void*)&pr_specularmapping, CVAR_BOOL, 0, 0, 1 },
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{ "pr_shadows", "pr_shadows: enable/disable dynamic shadows", (void*)&pr_shadows, CVAR_BOOL, 0, 0, 1 },
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{ "pr_shadowcount", "pr_shadowcount: maximal amount of shadow emitting lights on screen - you need to restart the renderer for it to take effect", (void*)&pr_shadowcount, CVAR_INT, 0, 0, 64 },
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{ "pr_shadowdetail", "pr_shadowdetail: sets the shadow map resolution - you need to restart the renderer for it to take effect", (void*)&pr_shadowdetail, CVAR_INT, 0, 0, 5 },
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{ "pr_maxlightpasses", "pr_maxlightpasses: the maximal amount of lights a single object can by affected by", (void*)&pr_maxlightpasses, CVAR_INT, 0, 0, 512 },
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{ "pr_maxlightpriority", "pr_maxlightpriority: lowering that value removes less meaningful lights from the scene", (void*)&pr_maxlightpriority, CVAR_INT, 0, 0, PR_MAXLIGHTPRIORITY },
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{ "pr_fov", "pr_fov: sets the field of vision in build angle", (void*)&pr_fov, CVAR_INT, 0, 0, 1023},
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{ "pr_billboardingmode", "pr_billboardingmode: face sprite display method. 0: classic mode; 1: polymost mode", (void*)&pr_billboardingmode, CVAR_INT, 0, 0, 1 },
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{ "pr_verbosity", "pr_verbosity: verbosity level of the polymer renderer", (void*)&pr_verbosity, CVAR_INT, 0, 0, 3 },
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{ "pr_wireframe", "pr_wireframe: toggles wireframe mode", (void*)&pr_wireframe, CVAR_INT, 0, 0, 1 },
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{ "pr_vbos", "pr_vbos: contols Vertex Buffer Object usage. 0: no VBOs. 1: VBOs for map data. 2: VBOs for model data.", (void*)&pr_vbos, CVAR_INT, 0, 0, 2 },
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{ "pr_gpusmoothing", "pr_gpusmoothing: toggles model animation interpolation", (void*)&pr_gpusmoothing, CVAR_INT, 0, 0, 1 },
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{ "pr_overrideparallax", "pr_overrideparallax: overrides parallax mapping scale and bias values with values from the pr_parallaxscale and pr_parallaxbias cvars; use it to fine-tune DEF tokens", (void*)&pr_overrideparallax, CVAR_BOOL, 0, 0, 1 },
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{ "pr_parallaxscale", "pr_parallaxscale: overriden parallax mapping offset scale", (void*)&pr_parallaxscale, CVAR_FLOAT, 0, -10, 10 },
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{ "pr_parallaxbias", "pr_parallaxbias: overriden parallax mapping offset bias", (void*)&pr_parallaxbias, CVAR_FLOAT, 0, -10, 10 },
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{ "pr_overridespecular", "pr_overridespecular: overrides specular material power and factor values with values from the pr_specularpower and pr_specularfactor cvars; use it to fine-tune DEF tokens", (void*)&pr_overridespecular, CVAR_BOOL, 0, 0, 1 },
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{ "pr_specularpower", "pr_specularpower: overriden specular material power", (void*)&pr_specularpower, CVAR_FLOAT, 0, -10, 1000 },
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{ "pr_specularfactor", "pr_specularfactor: overriden specular material factor", (void*)&pr_specularfactor, CVAR_FLOAT, 0, -10, 1000 },
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{ "r_pr_lighting", "r_pr_lighting: enable/disable dynamic lights", (void*)&pr_lighting, CVAR_BOOL, 0, 0, 1 },
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{ "r_pr_normalmapping", "r_pr_normalmapping: enable/disable virtual displacement mapping", (void*)&pr_normalmapping, CVAR_BOOL, 0, 0, 1 },
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{ "r_pr_specularmapping", "r_pr_specularmapping: enable/disable specular mapping", (void*)&pr_specularmapping, CVAR_BOOL, 0, 0, 1 },
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{ "r_pr_shadows", "r_pr_shadows: enable/disable dynamic shadows", (void*)&pr_shadows, CVAR_BOOL, 0, 0, 1 },
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{ "r_pr_shadowcount", "r_pr_shadowcount: maximal amount of shadow emitting lights on screen - you need to restart the renderer for it to take effect", (void*)&pr_shadowcount, CVAR_INT, 0, 0, 64 },
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{ "r_pr_shadowdetail", "r_pr_shadowdetail: sets the shadow map resolution - you need to restart the renderer for it to take effect", (void*)&pr_shadowdetail, CVAR_INT, 0, 0, 5 },
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{ "r_pr_maxlightpasses", "r_pr_maxlightpasses: the maximal amount of lights a single object can by affected by", (void*)&pr_maxlightpasses, CVAR_INT, 0, 0, 512 },
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{ "r_pr_maxlightpriority", "r_pr_maxlightpriority: lowering that value removes less meaningful lights from the scene", (void*)&pr_maxlightpriority, CVAR_INT, 0, 0, PR_MAXLIGHTPRIORITY },
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{ "r_pr_fov", "r_pr_fov: sets the field of vision in build angle", (void*)&pr_fov, CVAR_INT, 0, 0, 1023},
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{ "r_pr_billboardingmode", "r_pr_billboardingmode: face sprite display method. 0: classic mode; 1: polymost mode", (void*)&pr_billboardingmode, CVAR_INT, 0, 0, 1 },
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{ "r_pr_verbosity", "r_pr_verbosity: verbosity level of the polymer renderer", (void*)&pr_verbosity, CVAR_INT, 0, 0, 3 },
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{ "r_pr_wireframe", "r_pr_wireframe: toggles wireframe mode", (void*)&pr_wireframe, CVAR_INT, 0, 0, 1 },
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{ "r_pr_vbos", "r_pr_vbos: contols Vertex Buffer Object usage. 0: no VBOs. 1: VBOs for map data. 2: VBOs for model data.", (void*)&pr_vbos, CVAR_INT, 0, 0, 2 },
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{ "r_pr_gpusmoothing", "r_pr_gpusmoothing: toggles model animation interpolation", (void*)&pr_gpusmoothing, CVAR_INT, 0, 0, 1 },
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{ "r_pr_overrideparallax", "r_pr_overrideparallax: overrides parallax mapping scale and bias values with values from the pr_parallaxscale and pr_parallaxbias cvars; use it to fine-tune DEF tokens", (void*)&pr_overrideparallax, CVAR_BOOL, 0, 0, 1 },
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{ "r_pr_parallaxscale", "r_pr_parallaxscale: overriden parallax mapping offset scale", (void*)&pr_parallaxscale, CVAR_FLOAT, 0, -10, 10 },
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{ "r_pr_parallaxbias", "r_pr_parallaxbias: overriden parallax mapping offset bias", (void*)&pr_parallaxbias, CVAR_FLOAT, 0, -10, 10 },
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{ "r_pr_overridespecular", "r_pr_overridespecular: overrides specular material power and factor values with values from the pr_specularpower and pr_specularfactor cvars; use it to fine-tune DEF tokens", (void*)&pr_overridespecular, CVAR_BOOL, 0, 0, 1 },
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{ "r_pr_specularpower", "r_pr_specularpower: overriden specular material power", (void*)&pr_specularpower, CVAR_FLOAT, 0, -10, 1000 },
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{ "r_pr_specularfactor", "r_pr_specularfactor: overriden specular material factor", (void*)&pr_specularfactor, CVAR_FLOAT, 0, -10, 1000 },
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#endif
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#endif
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{ "r_drawweapon", "r_drawweapon: enable/disable weapon drawing", (void*)&ud.drawweapon, CVAR_INT, 0, 0, 2 },
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@ -345,6 +345,14 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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}
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}
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switch (DynamicTileMap[atwith])
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{
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case FIRELASER__STATIC:
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case SHOTGUN__STATIC:
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case SHOTSPARK1__STATIC:
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case CHAINGUN__STATIC:
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case RPG__STATIC:
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case MORTER__STATIC:
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G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
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s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 4096, 255+(80<<8),0);
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@ -368,6 +376,8 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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if (gamelightcount < PR_MAXLIGHTS)
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gamelightcount++;
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break;
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}
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}
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if (A_CheckSpriteTileFlags(atwith,SPRITE_PROJECTILE))
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@ -234,7 +234,7 @@ int32_t S_PlaySoundXYZ(int32_t num, int32_t i, const vec3_t *pos)
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if (sndist < 0) sndist = 0;
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if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
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sndist += sndist>>5;
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/*
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/*
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switch (num)
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{
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case PIPEBOMB_EXPLODE:
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@ -246,7 +246,7 @@ int32_t S_PlaySoundXYZ(int32_t num, int32_t i, const vec3_t *pos)
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pitch -= 1024;
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break;
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default:
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*/
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*/
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if (cursectnum > -1 && sector[cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
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pitch = -768;
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if (sndist > 31444 && PN != MUSICANDSFX)
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@ -478,7 +478,7 @@ void S_Pan3D(void)
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if (PN == MUSICANDSFX && SLT < 999)
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g_numEnvSoundsPlaying++;
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/*
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/*
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switch (j)
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{
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case PIPEBOMB_EXPLODE:
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@ -487,7 +487,7 @@ void S_Pan3D(void)
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if (sndist > (6144)) sndist = (6144);
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break;
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default:
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*/
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*/
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if (sndist > 31444 && PN != MUSICANDSFX)
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{
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S_StopSound(j);
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