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https://github.com/yquake2/yquake2remaster.git
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Use separate r_scale8bittextures for image scale
Rename {sw,gl}_retexturing variables to r_retexturing in code.
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c280c408b1
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11 changed files with 31 additions and 21 deletions
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@ -281,7 +281,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **r_retexturing**: If set to `1` (the default) and a retexturing pack
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is installed, the high resolution textures are used.
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If set to `2` and vulkan render is used, scale up all 8bit textures.
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* **r_scale8bittextures**: If set to `1`, scale up all 8bit textures.
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* **r_shadows**: Enables rendering of shadows. Quake IIs shadows are
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very simple and are prone to render errors.
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@ -939,7 +939,7 @@ R_LoadPic(char *name, byte *pic, int width, int realwidth,
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if (bits == 8)
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{
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// resize 8bit images only when we forced such logic
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if (gl_retexturing->value >= 2)
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if (r_scale8bittextures->value)
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{
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byte *image_converted = malloc(width * height * 4);
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scale2x(pic, image_converted, width, height);
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@ -1173,7 +1173,7 @@ R_FindImage(char *name, imagetype_t type)
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if (strcmp(ext, "pcx") == 0)
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{
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if (gl_retexturing->value)
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if (r_retexturing->value)
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{
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GetPCXInfo(name, &realwidth, &realheight);
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if(realwidth == 0)
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@ -1220,7 +1220,7 @@ R_FindImage(char *name, imagetype_t type)
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}
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else if (strcmp(ext, "wal") == 0 || strcmp(ext, "m8") == 0)
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{
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if (gl_retexturing->value)
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if (r_retexturing->value)
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{
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/* Get size of the original texture */
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if (strcmp(ext, "m8") == 0)
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@ -100,7 +100,8 @@ cvar_t *r_fixsurfsky;
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cvar_t *r_customwidth;
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cvar_t *r_customheight;
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cvar_t *gl_retexturing;
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cvar_t *r_retexturing;
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cvar_t *r_scale8bittextures;
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cvar_t *gl_nolerp_list;
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@ -1260,7 +1261,8 @@ R_Register(void)
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r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
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gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
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gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
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/* don't bilerp characters and crosshairs */
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gl_nolerp_list = ri.Cvar_Get("r_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
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@ -191,7 +191,8 @@ extern cvar_t *r_mode;
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extern cvar_t *r_customwidth;
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extern cvar_t *r_customheight;
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extern cvar_t *gl_retexturing;
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extern cvar_t *r_retexturing;
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extern cvar_t *r_scale8bittextures;
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extern cvar_t *gl_nolerp_list;
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@ -431,7 +431,7 @@ GL3_LoadPic(char *name, byte *pic, int width, int realwidth,
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if (bits == 8)
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{
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// resize 8bit images only when we forced such logic
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if (gl_retexturing->value >= 2)
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if (r_scale8bittextures->value)
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{
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byte *image_converted = malloc(width * height * 4);
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scale2x(pic, image_converted, width, height);
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@ -746,7 +746,7 @@ GL3_FindImage(char *name, imagetype_t type)
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if (strcmp(ext, "pcx") == 0)
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{
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if (gl_retexturing->value)
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if (r_retexturing->value)
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{
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GetPCXInfo(name, &realwidth, &realheight);
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if(realwidth == 0)
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@ -793,7 +793,7 @@ GL3_FindImage(char *name, imagetype_t type)
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}
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else if (strcmp(ext, "wal") == 0 || strcmp(ext, "m8") == 0)
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{
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if (gl_retexturing->value)
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if (r_retexturing->value)
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{
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/* Get size of the original texture */
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if (strcmp(ext, "m8") == 0)
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@ -79,7 +79,8 @@ const hmm_mat4 gl3_identityMat4 = {{
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cvar_t *gl_msaa_samples;
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cvar_t *r_vsync;
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cvar_t *gl_retexturing;
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cvar_t *r_retexturing;
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cvar_t *r_scale8bittextures;
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cvar_t *vid_fullscreen;
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cvar_t *r_mode;
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cvar_t *r_customwidth;
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@ -197,7 +198,8 @@ GL3_Register(void)
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gl_drawbuffer = ri.Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
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r_vsync = ri.Cvar_Get("r_vsync", "1", CVAR_ARCHIVE);
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gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
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gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
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gl3_debugcontext = ri.Cvar_Get("gl3_debugcontext", "0", 0);
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r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
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r_customwidth = ri.Cvar_Get("r_customwidth", "1024", CVAR_ARCHIVE);
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@ -299,7 +301,7 @@ GL3_Register(void)
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//r_customheight = ri.Cvar_Get("r_customheight", "768", CVAR_ARCHIVE);
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//gl_msaa_samples = ri.Cvar_Get ( "r_msaa_samples", "0", CVAR_ARCHIVE );
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//gl_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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//r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
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@ -480,7 +480,8 @@ extern void GL3_UpdateUBOLights(void);
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extern cvar_t *gl_msaa_samples;
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extern cvar_t *r_vsync;
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extern cvar_t *gl_retexturing;
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extern cvar_t *r_retexturing;
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extern cvar_t *r_scale8bittextures;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *r_mode;
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extern cvar_t *r_customwidth;
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@ -424,7 +424,8 @@ extern cvar_t *sw_stipplealpha;
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extern cvar_t *sw_surfcacheoverride;
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extern cvar_t *sw_waterwarp;
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extern cvar_t *sw_gunzposition;
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extern cvar_t *sw_retexturing;
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extern cvar_t *r_retexturing;
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extern cvar_t *r_scale8bittextures;
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extern cvar_t *r_fullbright;
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extern cvar_t *r_lefthand;
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@ -339,7 +339,7 @@ RE_Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data)
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// we have only one image size
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pic.mip_levels = 1;
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if (sw_retexturing->value)
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if (r_retexturing->value)
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{
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if (cols < (w / 3) || rows < (h / 3))
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{
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@ -373,7 +373,7 @@ RE_Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data)
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RE_Draw_StretchPicImplementation (x, y, w, h, &pic);
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if (sw_retexturing->value)
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if (r_retexturing->value)
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{
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free(image_scaled);
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}
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@ -581,7 +581,7 @@ R_LoadImage(char *name, const char* namewe, const char *ext, imagetype_t type)
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image_t *image = NULL;
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// with retexturing and not skin
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if (sw_retexturing->value)
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if (r_retexturing->value)
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{
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image = R_LoadHiColorImage(name, namewe, ext, type);
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}
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@ -598,7 +598,7 @@ R_LoadImage(char *name, const char* namewe, const char *ext, imagetype_t type)
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if (!pic)
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return NULL;
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if (sw_retexturing->value == 2 && type == it_pic)
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if (r_scale8bittextures->value && type == it_pic)
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{
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byte *scaled = NULL;
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int realwidth, realheight;
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@ -146,7 +146,8 @@ static cvar_t *sw_overbrightbits;
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cvar_t *sw_custom_particles;
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static cvar_t *sw_anisotropic;
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cvar_t *sw_texture_filtering;
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cvar_t *sw_retexturing;
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cvar_t *r_retexturing;
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cvar_t *r_scale8bittextures;
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cvar_t *sw_gunzposition;
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static cvar_t *sw_partialrefresh;
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@ -375,7 +376,8 @@ R_RegisterVariables (void)
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sw_custom_particles = ri.Cvar_Get("sw_custom_particles", "0", CVAR_ARCHIVE);
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sw_texture_filtering = ri.Cvar_Get("sw_texture_filtering", "0", CVAR_ARCHIVE);
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sw_anisotropic = ri.Cvar_Get("r_anisotropic", "0", CVAR_ARCHIVE);
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sw_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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r_retexturing = ri.Cvar_Get("r_retexturing", "1", CVAR_ARCHIVE);
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r_scale8bittextures = ri.Cvar_Get("r_scale8bittextures", "0", CVAR_ARCHIVE);
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sw_gunzposition = ri.Cvar_Get("sw_gunzposition", "8", CVAR_ARCHIVE);
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// On MacOS texture is cleaned up after render and code have to copy a whole
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