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https://github.com/yquake2/yquake2remaster.git
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Fix warnings with clang after the stereo merge
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parent
f6c596c1c5
commit
238ccb8adf
3 changed files with 45 additions and 41 deletions
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@ -631,7 +631,6 @@ V_Render3dCrosshair(void)
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{
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trace_t crosshair_trace;
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vec3_t end;
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vec_t *crosshair_pos;
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crosshair_3d = Cvar_Get("crosshair_3d", "0", CVAR_ARCHIVE);
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crosshair_3d_glow = Cvar_Get("crosshair_3d_glow", "0", CVAR_ARCHIVE);
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@ -400,6 +400,7 @@ void CL_RunParticles (void);
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void CL_RunDLights (void);
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void CL_RunLightStyles (void);
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void CL_CalcViewValues(void);
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void CL_AddEntities (void);
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void CL_AddDLights (void);
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void CL_AddTEnts (void);
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@ -846,6 +846,43 @@ R_Flash(void)
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R_PolyBlend();
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}
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void
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R_SetGL2D(void)
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{
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int x, w, y, h;
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/* set 2D virtual screen size */
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qboolean drawing_left_eye = gl_state.camera_separation < 0;
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qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
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qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
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x = 0;
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w = vid.width;
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y = 0;
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h = vid.height;
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if(stereo_split_lr) {
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w = w / 2;
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x = drawing_left_eye ? 0 : w;
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}
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if(stereo_split_tb) {
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h = h / 2;
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y = drawing_left_eye ? h : 0;
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}
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glViewport(x, y, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glColor4f(1, 1, 1, 1);
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}
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/*
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* r_newrefdef must be set before the first call
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*/
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@ -861,7 +898,7 @@ R_RenderView(refdef_t *fd)
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// Work out the colour for each eye.
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int anaglyph_colours[] = { 0x4, 0x3 }; // Left = red, right = cyan.
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if (strlen(cl_stereo_anaglyph_colors->string) == 2) {
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int eye, colour, missing_bits;
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// Decode the colour name from its character.
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@ -884,14 +921,14 @@ R_RenderView(refdef_t *fd)
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anaglyph_colours[eye] |= missing_bits;
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}
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}
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// Set the current colour.
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glColorMask(
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!!(anaglyph_colours[drawing_left_eye] & 0x4),
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!!(anaglyph_colours[drawing_left_eye] & 0x2),
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!!(anaglyph_colours[drawing_left_eye] & 0x1),
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GL_TRUE
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);
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);
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}
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break;
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case STEREO_MODE_ROW_INTERLEAVED:
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@ -955,6 +992,8 @@ R_RenderView(refdef_t *fd)
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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break;
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default:
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break;
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}
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}
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@ -1020,46 +1059,11 @@ R_RenderView(refdef_t *fd)
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case STEREO_MODE_PIXEL_INTERLEAVED:
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glDisable(GL_STENCIL_TEST);
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break;
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default:
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break;
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}
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}
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void
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R_SetGL2D(void)
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{
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int x, w, y, h;
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/* set 2D virtual screen size */
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qboolean drawing_left_eye = gl_state.camera_separation < 0;
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qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
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qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
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x = 0;
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w = vid.width;
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y = 0;
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h = vid.height;
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if(stereo_split_lr) {
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w = w / 2;
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x = drawing_left_eye ? 0 : w;
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}
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if(stereo_split_tb) {
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h = h / 2;
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y = drawing_left_eye ? h : 0;
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}
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glViewport(x, y, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glColor4f(1, 1, 1, 1);
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}
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enum opengl_special_buffer_modes GL_GetSpecialBufferModeForStereoMode(enum stereo_modes stereo_mode) {
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switch (stereo_mode) {
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case STEREO_MODE_NONE:
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