Rename gl_stereo* to gl1_stereo*.

This commit is contained in:
Yamagi Burmeister 2018-01-09 14:51:59 +01:00
parent 70ca5b2ade
commit 74ac58eb5a
10 changed files with 56 additions and 54 deletions

View file

@ -79,9 +79,9 @@ cvar_t *hand;
cvar_t *gender;
cvar_t *gender_auto;
cvar_t *gl_stereo;
cvar_t *gl_stereo_separation;
cvar_t *gl_stereo_convergence;
cvar_t *gl1_stereo;
cvar_t *gl1_stereo_separation;
cvar_t *gl1_stereo_convergence;
cvar_t *cl_vwep;
@ -508,9 +508,9 @@ CL_InitLocal(void)
cl_timeout = Cvar_Get("cl_timeout", "120", 0);
cl_paused = Cvar_Get("paused", "0", 0);
gl_stereo = Cvar_Get( "gl_stereo", "0", CVAR_ARCHIVE );
gl_stereo_separation = Cvar_Get( "gl_stereo_separation", "1", CVAR_ARCHIVE );
gl_stereo_convergence = Cvar_Get( "gl_stereo_convergence", "1.4", CVAR_ARCHIVE );
gl1_stereo = Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
gl1_stereo_separation = Cvar_Get( "gl1_stereo_separation", "1", CVAR_ARCHIVE );
gl1_stereo_convergence = Cvar_Get( "gl1_stereo_convergence", "1.4", CVAR_ARCHIVE );
rcon_client_password = Cvar_Get("rcon_password", "", 0);
rcon_address = Cvar_Get("rcon_address", "", 0);

View file

@ -1518,11 +1518,11 @@ SCR_UpdateScreen(void)
return; /* not initialized yet */
}
if ( gl_stereo->value )
if ( gl1_stereo->value )
{
numframes = 2;
separation[0] = -gl_stereo_separation->value / 2;
separation[1] = +gl_stereo_separation->value / 2;
separation[0] = -gl1_stereo_separation->value / 2;
separation[1] = +gl1_stereo_separation->value / 2;
}
else
{

View file

@ -584,7 +584,7 @@ V_RenderView(float stereo_separation)
qsort(cl.refdef.entities, cl.refdef.num_entities,
sizeof(cl.refdef.entities[0]), (int (*)(const void *, const void *))
entitycmpfnc);
} else if (cl.frame.valid && cl_paused->value && gl_stereo->value) {
} else if (cl.frame.valid && cl_paused->value && gl1_stereo->value) {
// We need to adjust the refdef in stereo mode when paused.
vec3_t tmp;
CL_CalcViewValues();

View file

@ -255,9 +255,9 @@ extern client_static_t cls;
extern int num_power_sounds;
/* cvars */
extern cvar_t *gl_stereo_separation;
extern cvar_t *gl_stereo_convergence;
extern cvar_t *gl_stereo;
extern cvar_t *gl1_stereo_separation;
extern cvar_t *gl1_stereo_convergence;
extern cvar_t *gl1_stereo;
extern cvar_t *cl_gun;
extern cvar_t *cl_add_blend;
extern cvar_t *cl_add_lights;

View file

@ -197,7 +197,7 @@ extern cvar_t *gl_nolerp_list;
extern cvar_t *gl_lightmap;
extern cvar_t *gl_shadows;
extern cvar_t *gl_stencilshadow;
extern cvar_t *gl1_stencilshadow;
extern cvar_t *gl1_dynamic;
extern cvar_t *gl_nobind;
extern cvar_t *gl1_round_down;

View file

@ -95,7 +95,7 @@ cvar_t *gl1_pointparameters;
cvar_t *gl_drawbuffer;
cvar_t *gl_lightmap;
cvar_t *gl_shadows;
cvar_t *gl_stencilshadow;
cvar_t *gl1_stencilshadow;
cvar_t *r_mode;
cvar_t *r_customwidth;
@ -131,10 +131,10 @@ cvar_t *gl_msaa_samples;
cvar_t *vid_fullscreen;
cvar_t *vid_gamma;
cvar_t *gl_stereo;
cvar_t *gl_stereo_separation;
cvar_t *gl_stereo_anaglyph_colors;
cvar_t *gl_stereo_convergence;
cvar_t *gl1_stereo;
cvar_t *gl1_stereo_separation;
cvar_t *gl1_stereo_anaglyph_colors;
cvar_t *gl1_stereo_convergence;
refimport_t ri;
@ -750,8 +750,8 @@ R_MYgluPerspective(GLdouble fovy, GLdouble aspect,
xmin = ymin * aspect;
xmax = ymax * aspect;
xmin += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
xmax += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
xmin += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
xmax += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
@ -897,7 +897,7 @@ R_Clear(void)
}
/* stencilbuffer shadows */
if (gl_shadows->value && have_stencil && gl_stencilshadow->value)
if (gl_shadows->value && have_stencil && gl1_stencilshadow->value)
{
glClearStencil(1);
glClear(GL_STENCIL_BUFFER_BIT);
@ -963,12 +963,12 @@ R_RenderView(refdef_t *fd)
// Work out the colour for each eye.
int anaglyph_colours[] = { 0x4, 0x3 }; // Left = red, right = cyan.
if (strlen(gl_stereo_anaglyph_colors->string) == 2) {
if (strlen(gl1_stereo_anaglyph_colors->string) == 2) {
int eye, colour, missing_bits;
// Decode the colour name from its character.
for (eye = 0; eye < 2; ++eye) {
colour = 0;
switch (toupper(gl_stereo_anaglyph_colors->string[eye])) {
switch (toupper(gl1_stereo_anaglyph_colors->string[eye])) {
case 'B': ++colour; // 001 Blue
case 'G': ++colour; // 010 Green
case 'C': ++colour; // 011 Cyan
@ -1222,7 +1222,7 @@ R_Register(void)
r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
gl_stencilshadow = ri.Cvar_Get("gl_stencilshadow", "0", CVAR_ARCHIVE);
gl1_stencilshadow = ri.Cvar_Get("gl1_stencilshadow", "0", CVAR_ARCHIVE);
gl1_dynamic = ri.Cvar_Get("gl1_dynamic", "1", 0);
gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
gl1_round_down = ri.Cvar_Get("gl1_round_down", "1", 0);
@ -1263,10 +1263,10 @@ R_Register(void)
/* don't bilerp characters and crosshairs */
gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
gl_stereo = ri.Cvar_Get( "gl_stereo", "0", CVAR_ARCHIVE );
gl_stereo_separation = ri.Cvar_Get( "gl_stereo_separation", "-0.4", CVAR_ARCHIVE );
gl_stereo_anaglyph_colors = ri.Cvar_Get( "gl_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
gl_stereo_convergence = ri.Cvar_Get( "gl_stereo_convergence", "1", CVAR_ARCHIVE );
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
gl1_stereo_anaglyph_colors = ri.Cvar_Get( "gl1_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
gl1_stereo_convergence = ri.Cvar_Get( "gl1_stereo_convergence", "1", CVAR_ARCHIVE );
ri.Cmd_AddCommand("imagelist", R_ImageList_f);
ri.Cmd_AddCommand("screenshot", R_ScreenShot);
@ -1419,7 +1419,7 @@ RI_Init()
/* set our "safe" mode */
gl_state.prev_mode = 4;
gl_state.stereo_mode = gl_stereo->value;
gl_state.stereo_mode = gl1_stereo->value;
/* create the window and set up the context */
if (!R_SetMode())
@ -1605,11 +1605,11 @@ RI_BeginFrame(float camera_separation)
vid_fullscreen->modified = true;
}
// force a vid_restart if gl_stereo has been modified.
if ( gl_state.stereo_mode != gl_stereo->value ) {
// force a vid_restart if gl1_stereo has been modified.
if ( gl_state.stereo_mode != gl1_stereo->value ) {
// If we've gone from one mode to another with the same special buffer requirements there's no need to restart.
if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl_stereo->value ) ) {
gl_state.stereo_mode = gl_stereo->value;
if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl1_stereo->value ) ) {
gl_state.stereo_mode = gl1_stereo->value;
}
else
{

View file

@ -266,7 +266,7 @@ R_DrawAliasShadow(dmdl_t *paliashdr, int posenum)
height = -lheight + 0.1f;
/* stencilbuffer shadows */
if (have_stencil && gl_stencilshadow->value)
if (have_stencil && gl1_stencilshadow->value)
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, 2);
@ -324,7 +324,7 @@ R_DrawAliasShadow(dmdl_t *paliashdr, int posenum)
}
/* stencilbuffer shadows */
if (have_stencil && gl_stencilshadow->value)
if (have_stencil && gl1_stencilshadow->value)
{
glDisable(GL_STENCIL_TEST);
}

View file

@ -122,8 +122,6 @@ cvar_t *r_fullbright;
cvar_t *r_modulate;
cvar_t *gl_lightmap;
cvar_t *gl_shadows;
// no gl_stencilshadows, always use stencil (if available)
cvar_t *gl3_debugcontext;
// Yaw-Pitch-Roll
@ -266,7 +264,6 @@ GL3_Register(void)
//r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
//gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
//gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
//gl_stencilshadow = ri.Cvar_Get("gl_stencilshadow", "0", CVAR_ARCHIVE);
//gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
gl_showtris = ri.Cvar_Get("gl_showtris", "0", 0);
gl_showbbox = Cvar_Get("gl_showbbox", "0", 0);
@ -300,10 +297,10 @@ GL3_Register(void)
//gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
gl_stereo = ri.Cvar_Get( "gl_stereo", "0", CVAR_ARCHIVE );
gl_stereo_separation = ri.Cvar_Get( "gl_stereo_separation", "-0.4", CVAR_ARCHIVE );
gl_stereo_anaglyph_colors = ri.Cvar_Get( "gl_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
gl_stereo_convergence = ri.Cvar_Get( "gl_stereo_convergence", "1", CVAR_ARCHIVE );
gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
gl1_stereo_anaglyph_colors = ri.Cvar_Get( "gl1_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
gl1_stereo_convergence = ri.Cvar_Get( "gl1_stereo_convergence", "1", CVAR_ARCHIVE );
#endif // 0
ri.Cmd_AddCommand("imagelist", GL3_ImageList_f);
@ -467,7 +464,7 @@ GL3_Init(void)
/* set our "safe" mode */
gl3state.prev_mode = 4;
//gl_state.stereo_mode = gl_stereo->value;
//gl_state.stereo_mode = gl1_stereo->value;
/* create the window and set up the context */
if (!GL3_SetMode())
@ -1183,8 +1180,8 @@ GL3_MYgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zF
right = top * aspect;
// TODO: stereo stuff
// left += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
// right += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
// left += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
// right += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
// the following emulates glFrustum(left, right, bottom, top, zNear, zFar)
// see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml
@ -1306,12 +1303,12 @@ GL3_RenderView(refdef_t *fd)
// Work out the colour for each eye.
int anaglyph_colours[] = { 0x4, 0x3 }; // Left = red, right = cyan.
if (strlen(gl_stereo_anaglyph_colors->string) == 2) {
if (strlen(gl1_stereo_anaglyph_colors->string) == 2) {
int eye, colour, missing_bits;
// Decode the colour name from its character.
for (eye = 0; eye < 2; ++eye) {
colour = 0;
switch (toupper(gl_stereo_anaglyph_colors->string[eye])) {
switch (toupper(gl1_stereo_anaglyph_colors->string[eye])) {
case 'B': ++colour; // 001 Blue
case 'G': ++colour; // 010 Green
case 'C': ++colour; // 011 Cyan
@ -1611,11 +1608,11 @@ GL3_BeginFrame(float camera_separation)
#if 0 // TODO: stereo stuff
gl_state.camera_separation = camera_separation;
// force a vid_restart if gl_stereo has been modified.
if ( gl_state.stereo_mode != gl_stereo->value ) {
// force a vid_restart if gl1_stereo has been modified.
if ( gl_state.stereo_mode != gl1_stereo->value ) {
// If we've gone from one mode to another with the same special buffer requirements there's no need to restart.
if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl_stereo->value ) ) {
gl_state.stereo_mode = gl_stereo->value;
if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl1_stereo->value ) ) {
gl_state.stereo_mode = gl1_stereo->value;
}
else
{

View file

@ -71,7 +71,12 @@ replacement_t replacements[] = {
{"gl_pointparameters", "gl1_pointparameters"},
{"gl_polyblend", "gl1_polyblend"},
{"gl_round_down", "gl1_round_down"},
{"gl_saturatelightning", "gl1_saturatelightning"}
{"gl_saturatelightning", "gl1_saturatelightning"},
{"gl_stencilshadows", "gl1_stencilshadows"},
{"gl_stereo", "gl1_stereo"},
{"gl_stereo_separation", "gl1_stereo_separation"},
{"gl_stereo_anaglyph_colors", "gl1_stereo_anaglyph_colors"},
{"gl_stereo_convergence", "gl1_stereo_convergence"}
};

View file

@ -163,7 +163,7 @@ Graphics (GL1 only):
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
Applied in realtime, does not need `vid_restart`.
* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
look a bit better (no flickering) by using the stencil buffer.
(This is always done in GL3, so not configurable there)