mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 20:51:31 +00:00
Rename gl_stereo* to gl1_stereo*.
This commit is contained in:
parent
70ca5b2ade
commit
74ac58eb5a
10 changed files with 56 additions and 54 deletions
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@ -79,9 +79,9 @@ cvar_t *hand;
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cvar_t *gender;
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cvar_t *gender_auto;
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cvar_t *gl_stereo;
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cvar_t *gl_stereo_separation;
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cvar_t *gl_stereo_convergence;
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cvar_t *gl1_stereo;
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cvar_t *gl1_stereo_separation;
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cvar_t *gl1_stereo_convergence;
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cvar_t *cl_vwep;
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@ -508,9 +508,9 @@ CL_InitLocal(void)
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cl_timeout = Cvar_Get("cl_timeout", "120", 0);
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cl_paused = Cvar_Get("paused", "0", 0);
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gl_stereo = Cvar_Get( "gl_stereo", "0", CVAR_ARCHIVE );
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gl_stereo_separation = Cvar_Get( "gl_stereo_separation", "1", CVAR_ARCHIVE );
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gl_stereo_convergence = Cvar_Get( "gl_stereo_convergence", "1.4", CVAR_ARCHIVE );
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gl1_stereo = Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
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gl1_stereo_separation = Cvar_Get( "gl1_stereo_separation", "1", CVAR_ARCHIVE );
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gl1_stereo_convergence = Cvar_Get( "gl1_stereo_convergence", "1.4", CVAR_ARCHIVE );
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rcon_client_password = Cvar_Get("rcon_password", "", 0);
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rcon_address = Cvar_Get("rcon_address", "", 0);
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@ -1518,11 +1518,11 @@ SCR_UpdateScreen(void)
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return; /* not initialized yet */
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}
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if ( gl_stereo->value )
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if ( gl1_stereo->value )
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{
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numframes = 2;
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separation[0] = -gl_stereo_separation->value / 2;
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separation[1] = +gl_stereo_separation->value / 2;
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separation[0] = -gl1_stereo_separation->value / 2;
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separation[1] = +gl1_stereo_separation->value / 2;
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}
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else
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{
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@ -584,7 +584,7 @@ V_RenderView(float stereo_separation)
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qsort(cl.refdef.entities, cl.refdef.num_entities,
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sizeof(cl.refdef.entities[0]), (int (*)(const void *, const void *))
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entitycmpfnc);
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} else if (cl.frame.valid && cl_paused->value && gl_stereo->value) {
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} else if (cl.frame.valid && cl_paused->value && gl1_stereo->value) {
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// We need to adjust the refdef in stereo mode when paused.
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vec3_t tmp;
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CL_CalcViewValues();
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@ -255,9 +255,9 @@ extern client_static_t cls;
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extern int num_power_sounds;
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/* cvars */
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extern cvar_t *gl_stereo_separation;
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extern cvar_t *gl_stereo_convergence;
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extern cvar_t *gl_stereo;
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extern cvar_t *gl1_stereo_separation;
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extern cvar_t *gl1_stereo_convergence;
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extern cvar_t *gl1_stereo;
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extern cvar_t *cl_gun;
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extern cvar_t *cl_add_blend;
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extern cvar_t *cl_add_lights;
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@ -197,7 +197,7 @@ extern cvar_t *gl_nolerp_list;
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extern cvar_t *gl_lightmap;
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extern cvar_t *gl_shadows;
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extern cvar_t *gl_stencilshadow;
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extern cvar_t *gl1_stencilshadow;
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extern cvar_t *gl1_dynamic;
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extern cvar_t *gl_nobind;
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extern cvar_t *gl1_round_down;
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@ -95,7 +95,7 @@ cvar_t *gl1_pointparameters;
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cvar_t *gl_drawbuffer;
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cvar_t *gl_lightmap;
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cvar_t *gl_shadows;
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cvar_t *gl_stencilshadow;
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cvar_t *gl1_stencilshadow;
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cvar_t *r_mode;
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cvar_t *r_customwidth;
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@ -131,10 +131,10 @@ cvar_t *gl_msaa_samples;
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cvar_t *vid_fullscreen;
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cvar_t *vid_gamma;
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cvar_t *gl_stereo;
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cvar_t *gl_stereo_separation;
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cvar_t *gl_stereo_anaglyph_colors;
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cvar_t *gl_stereo_convergence;
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cvar_t *gl1_stereo;
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cvar_t *gl1_stereo_separation;
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cvar_t *gl1_stereo_anaglyph_colors;
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cvar_t *gl1_stereo_convergence;
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refimport_t ri;
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@ -750,8 +750,8 @@ R_MYgluPerspective(GLdouble fovy, GLdouble aspect,
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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xmin += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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xmax += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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xmin += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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xmax += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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@ -897,7 +897,7 @@ R_Clear(void)
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}
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/* stencilbuffer shadows */
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if (gl_shadows->value && have_stencil && gl_stencilshadow->value)
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if (gl_shadows->value && have_stencil && gl1_stencilshadow->value)
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{
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glClearStencil(1);
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glClear(GL_STENCIL_BUFFER_BIT);
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@ -963,12 +963,12 @@ 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(gl_stereo_anaglyph_colors->string) == 2) {
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if (strlen(gl1_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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for (eye = 0; eye < 2; ++eye) {
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colour = 0;
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switch (toupper(gl_stereo_anaglyph_colors->string[eye])) {
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switch (toupper(gl1_stereo_anaglyph_colors->string[eye])) {
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case 'B': ++colour; // 001 Blue
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case 'G': ++colour; // 010 Green
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case 'C': ++colour; // 011 Cyan
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@ -1222,7 +1222,7 @@ R_Register(void)
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r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
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gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
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gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
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gl_stencilshadow = ri.Cvar_Get("gl_stencilshadow", "0", CVAR_ARCHIVE);
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gl1_stencilshadow = ri.Cvar_Get("gl1_stencilshadow", "0", CVAR_ARCHIVE);
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gl1_dynamic = ri.Cvar_Get("gl1_dynamic", "1", 0);
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gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
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gl1_round_down = ri.Cvar_Get("gl1_round_down", "1", 0);
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@ -1263,10 +1263,10 @@ R_Register(void)
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/* don't bilerp characters and crosshairs */
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gl_nolerp_list = ri.Cvar_Get("gl_nolerp_list", "pics/conchars.pcx pics/ch1.pcx pics/ch2.pcx pics/ch3.pcx", 0);
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gl_stereo = ri.Cvar_Get( "gl_stereo", "0", CVAR_ARCHIVE );
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gl_stereo_separation = ri.Cvar_Get( "gl_stereo_separation", "-0.4", CVAR_ARCHIVE );
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gl_stereo_anaglyph_colors = ri.Cvar_Get( "gl_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
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gl_stereo_convergence = ri.Cvar_Get( "gl_stereo_convergence", "1", CVAR_ARCHIVE );
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gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
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gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
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gl1_stereo_anaglyph_colors = ri.Cvar_Get( "gl1_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
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gl1_stereo_convergence = ri.Cvar_Get( "gl1_stereo_convergence", "1", CVAR_ARCHIVE );
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ri.Cmd_AddCommand("imagelist", R_ImageList_f);
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ri.Cmd_AddCommand("screenshot", R_ScreenShot);
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@ -1419,7 +1419,7 @@ RI_Init()
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/* set our "safe" mode */
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gl_state.prev_mode = 4;
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gl_state.stereo_mode = gl_stereo->value;
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gl_state.stereo_mode = gl1_stereo->value;
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/* create the window and set up the context */
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if (!R_SetMode())
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@ -1605,11 +1605,11 @@ RI_BeginFrame(float camera_separation)
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vid_fullscreen->modified = true;
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}
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// force a vid_restart if gl_stereo has been modified.
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if ( gl_state.stereo_mode != gl_stereo->value ) {
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// force a vid_restart if gl1_stereo has been modified.
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if ( gl_state.stereo_mode != gl1_stereo->value ) {
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// If we've gone from one mode to another with the same special buffer requirements there's no need to restart.
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if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl_stereo->value ) ) {
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gl_state.stereo_mode = gl_stereo->value;
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if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl1_stereo->value ) ) {
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gl_state.stereo_mode = gl1_stereo->value;
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}
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else
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{
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@ -266,7 +266,7 @@ R_DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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height = -lheight + 0.1f;
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/* stencilbuffer shadows */
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if (have_stencil && gl_stencilshadow->value)
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if (have_stencil && gl1_stencilshadow->value)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1, 2);
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@ -324,7 +324,7 @@ R_DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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}
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/* stencilbuffer shadows */
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if (have_stencil && gl_stencilshadow->value)
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if (have_stencil && gl1_stencilshadow->value)
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{
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glDisable(GL_STENCIL_TEST);
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}
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@ -122,8 +122,6 @@ cvar_t *r_fullbright;
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cvar_t *r_modulate;
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cvar_t *gl_lightmap;
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cvar_t *gl_shadows;
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// no gl_stencilshadows, always use stencil (if available)
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cvar_t *gl3_debugcontext;
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// Yaw-Pitch-Roll
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@ -266,7 +264,6 @@ GL3_Register(void)
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//r_mode = ri.Cvar_Get("r_mode", "4", CVAR_ARCHIVE);
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//gl_lightmap = ri.Cvar_Get("gl_lightmap", "0", 0);
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//gl_shadows = ri.Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
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//gl_stencilshadow = ri.Cvar_Get("gl_stencilshadow", "0", CVAR_ARCHIVE);
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//gl_nobind = ri.Cvar_Get("gl_nobind", "0", 0);
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gl_showtris = ri.Cvar_Get("gl_showtris", "0", 0);
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gl_showbbox = Cvar_Get("gl_showbbox", "0", 0);
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@ -300,10 +297,10 @@ GL3_Register(void)
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//gl_retexturing = ri.Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
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gl_stereo = ri.Cvar_Get( "gl_stereo", "0", CVAR_ARCHIVE );
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gl_stereo_separation = ri.Cvar_Get( "gl_stereo_separation", "-0.4", CVAR_ARCHIVE );
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gl_stereo_anaglyph_colors = ri.Cvar_Get( "gl_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
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gl_stereo_convergence = ri.Cvar_Get( "gl_stereo_convergence", "1", CVAR_ARCHIVE );
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gl1_stereo = ri.Cvar_Get( "gl1_stereo", "0", CVAR_ARCHIVE );
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gl1_stereo_separation = ri.Cvar_Get( "gl1_stereo_separation", "-0.4", CVAR_ARCHIVE );
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gl1_stereo_anaglyph_colors = ri.Cvar_Get( "gl1_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
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gl1_stereo_convergence = ri.Cvar_Get( "gl1_stereo_convergence", "1", CVAR_ARCHIVE );
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#endif // 0
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ri.Cmd_AddCommand("imagelist", GL3_ImageList_f);
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@ -467,7 +464,7 @@ GL3_Init(void)
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/* set our "safe" mode */
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gl3state.prev_mode = 4;
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//gl_state.stereo_mode = gl_stereo->value;
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//gl_state.stereo_mode = gl1_stereo->value;
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/* create the window and set up the context */
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if (!GL3_SetMode())
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@ -1183,8 +1180,8 @@ GL3_MYgluPerspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zF
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right = top * aspect;
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// TODO: stereo stuff
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// left += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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// right += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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// left += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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// right += - gl1_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
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// the following emulates glFrustum(left, right, bottom, top, zNear, zFar)
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// see https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/glFrustum.xml
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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(gl_stereo_anaglyph_colors->string) == 2) {
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if (strlen(gl1_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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for (eye = 0; eye < 2; ++eye) {
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colour = 0;
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switch (toupper(gl_stereo_anaglyph_colors->string[eye])) {
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switch (toupper(gl1_stereo_anaglyph_colors->string[eye])) {
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case 'B': ++colour; // 001 Blue
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case 'G': ++colour; // 010 Green
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case 'C': ++colour; // 011 Cyan
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@ -1611,11 +1608,11 @@ GL3_BeginFrame(float camera_separation)
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#if 0 // TODO: stereo stuff
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gl_state.camera_separation = camera_separation;
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// force a vid_restart if gl_stereo has been modified.
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if ( gl_state.stereo_mode != gl_stereo->value ) {
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// force a vid_restart if gl1_stereo has been modified.
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if ( gl_state.stereo_mode != gl1_stereo->value ) {
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// If we've gone from one mode to another with the same special buffer requirements there's no need to restart.
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if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl_stereo->value ) ) {
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gl_state.stereo_mode = gl_stereo->value;
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if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl1_stereo->value ) ) {
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gl_state.stereo_mode = gl1_stereo->value;
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}
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else
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{
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@ -71,7 +71,12 @@ replacement_t replacements[] = {
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{"gl_pointparameters", "gl1_pointparameters"},
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{"gl_polyblend", "gl1_polyblend"},
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{"gl_round_down", "gl1_round_down"},
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{"gl_saturatelightning", "gl1_saturatelightning"}
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{"gl_saturatelightning", "gl1_saturatelightning"},
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{"gl_stencilshadows", "gl1_stencilshadows"},
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{"gl_stereo", "gl1_stereo"},
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{"gl_stereo_separation", "gl1_stereo_separation"},
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{"gl_stereo_anaglyph_colors", "gl1_stereo_anaglyph_colors"},
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{"gl_stereo_convergence", "gl1_stereo_convergence"}
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};
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@ -163,7 +163,7 @@ Graphics (GL1 only):
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for water), `2` (scale by factor 2) and `3` (scale by factor 3).
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Applied in realtime, does not need `vid_restart`.
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* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
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* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
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look a bit better (no flickering) by using the stencil buffer.
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(This is always done in GL3, so not configurable there)
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