Merge remote-tracking branch 'yquake2/master'

This commit is contained in:
Denis Pauk 2024-01-07 14:51:26 +02:00
commit 9b3b4b44df
8 changed files with 109 additions and 64 deletions

View file

@ -147,7 +147,7 @@ endif
# Highest supported optimizations are -O2, higher levels
# will likely break this crappy code.
ifdef DEBUG
CFLAGS ?= -O0 -g -Wall -pipe
CFLAGS ?= -O0 -g -Wall -pipe -DDEBUG
ifdef ASAN
override CFLAGS += -fsanitize=address -DUSE_SANITIZER
endif

View file

@ -458,9 +458,8 @@ Set `0` by default.
* **gl1_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark. Possible
values are `0` (no overbright bits), `1` (more correct lighting for
water), `2` (scale by factor 2), `3` (scale lighting by 3 only for the
dynamic meshes, like enemies and items), and `4` (scale lighting of
everything by 4). Applied in realtime, does not need `vid_restart`.
liquids), `2` (scale lighting by factor 2), and `4` (scale by factor
4). Applied in realtime, does not need `vid_restart`.
* **gl1_particle_square**: If set to `1` particles are rendered as
squares.

View file

@ -220,8 +220,6 @@ enum QKEYS {
K_STICK_RIGHT,
K_SHOULDER_LEFT,
K_SHOULDER_RIGHT,
K_TRIG_LEFT,
K_TRIG_RIGHT,
K_DPAD_UP,
K_DPAD_DOWN,
K_DPAD_LEFT,
@ -231,11 +229,13 @@ enum QKEYS {
K_PADDLE_2,
K_PADDLE_3,
K_PADDLE_4,
K_TOUCHPAD,
K_TOUCHPAD, // SDL_CONTROLLER_BUTTON_MAX - 1
K_TRIG_LEFT, // buttons for triggers (axes)
K_TRIG_RIGHT,
// add other joystick/controller keys before this one
// and adjust it accordingly, also remember to add corresponding _ALT key below!
K_JOY_LAST_REGULAR = K_TOUCHPAD,
K_JOY_LAST_REGULAR = K_TRIG_RIGHT,
/* Can't be mapped to any action (=> not regular) */
K_JOY_BACK,
@ -252,8 +252,6 @@ enum QKEYS {
K_STICK_RIGHT_ALT,
K_SHOULDER_LEFT_ALT,
K_SHOULDER_RIGHT_ALT,
K_TRIG_LEFT_ALT,
K_TRIG_RIGHT_ALT,
K_DPAD_UP_ALT,
K_DPAD_DOWN_ALT,
K_DPAD_LEFT_ALT,
@ -264,6 +262,8 @@ enum QKEYS {
K_PADDLE_3_ALT,
K_PADDLE_4_ALT,
K_TOUCHPAD_ALT,
K_TRIG_LEFT_ALT,
K_TRIG_RIGHT_ALT,
K_LAST
};

View file

@ -78,7 +78,7 @@ typedef enum
// IN_Update() called at the beginning of a frame to the
// actual movement functions called at a later time.
static float mouse_x, mouse_y;
static int sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
static unsigned char sdl_back_button = SDL_CONTROLLER_BUTTON_BACK;
static int joystick_left_x, joystick_left_y, joystick_right_x, joystick_right_y;
static float gyro_yaw, gyro_pitch;
static qboolean mlooking;
@ -495,45 +495,6 @@ IN_TranslateScancodeToQ2Key(SDL_Scancode sc)
return 0;
}
static int
IN_TranslateGamepadBtnToQ2Key(int btn)
{
#define MY_BTN_CASE(X,Y) case SDL_CONTROLLER_BUTTON_ ## X : return K_ ## Y;
switch( btn )
{
// case SDL_CONTROLLER_BUTTON_A : return K_BTN_A;
MY_BTN_CASE(A,BTN_A)
MY_BTN_CASE(B,BTN_B)
MY_BTN_CASE(X,BTN_X)
MY_BTN_CASE(Y,BTN_Y)
MY_BTN_CASE(LEFTSHOULDER,SHOULDER_LEFT)
MY_BTN_CASE(RIGHTSHOULDER,SHOULDER_RIGHT)
MY_BTN_CASE(LEFTSTICK,STICK_LEFT)
MY_BTN_CASE(RIGHTSTICK,STICK_RIGHT)
MY_BTN_CASE(DPAD_UP,DPAD_UP)
MY_BTN_CASE(DPAD_DOWN,DPAD_DOWN)
MY_BTN_CASE(DPAD_LEFT,DPAD_LEFT)
MY_BTN_CASE(DPAD_RIGHT,DPAD_RIGHT)
#if SDL_VERSION_ATLEAST(2, 0, 14) // support for newer buttons
MY_BTN_CASE(PADDLE1,PADDLE_1)
MY_BTN_CASE(PADDLE2,PADDLE_2)
MY_BTN_CASE(PADDLE3,PADDLE_3)
MY_BTN_CASE(PADDLE4,PADDLE_4)
MY_BTN_CASE(MISC1,BTN_MISC1)
MY_BTN_CASE(TOUCHPAD,TOUCHPAD)
#endif
MY_BTN_CASE(BACK,BTN_BACK)
MY_BTN_CASE(GUIDE,BTN_GUIDE)
MY_BTN_CASE(START,BTN_START)
}
#undef MY_BTN_CASE
return 0;
}
static void IN_Controller_Init(qboolean notify_user);
static void IN_Controller_Shutdown(qboolean notify_user);
@ -763,20 +724,16 @@ IN_Update(void)
case SDL_CONTROLLERBUTTONDOWN:
{
qboolean down = (event.type == SDL_CONTROLLERBUTTONDOWN);
unsigned char btn = event.cbutton.button;
// Handle Back Button first, to override its original key
if (event.cbutton.button == sdl_back_button)
if (btn == sdl_back_button)
{
Key_Event(K_JOY_BACK, down, true);
break;
}
key = IN_TranslateGamepadBtnToQ2Key(event.cbutton.button);
if(key != 0)
{
Key_Event(key, down, true);
}
Key_Event(K_BTN_A + btn, down, true);
break;
}

View file

@ -589,7 +589,7 @@ VID_MenuInit(void)
s_gl1_overbrightbits_slider.generic.y = (y += 10);
s_gl1_overbrightbits_slider.cvar = "gl1_overbrightbits";
s_gl1_overbrightbits_slider.minvalue = 0;
s_gl1_overbrightbits_slider.maxvalue = 3;
s_gl1_overbrightbits_slider.maxvalue = 2;
s_gl1_overbrightbits_slider.slidestep = 1;
s_gl1_overbrightbits_slider.printformat = "%.0f";

View file

@ -1416,6 +1416,10 @@ RI_Init(void)
R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n");
#ifdef DEBUG
R_Printf(PRINT_ALL, "ref_gl1::R_Init() - DEBUG mode enabled\n");
#endif
GetPCXPalette(&colormap, d_8to24table);
GetPCXPalette24to8((byte *)d_8to24table, &gl_state.d_16to8table);
free(colormap);
@ -1630,15 +1634,22 @@ RI_BeginFrame(float camera_separation)
// Clamp overbrightbits
if (gl1_overbrightbits->modified)
{
if (gl1_overbrightbits->value < 0)
int obb_val = (int)gl1_overbrightbits->value;
if (obb_val < 0)
{
ri.Cvar_Set("gl1_overbrightbits", "0");
obb_val = 0;
}
else if (gl1_overbrightbits->value > 4)
else if (obb_val == 3)
{
ri.Cvar_Set("gl1_overbrightbits", "4");
obb_val = 2;
}
else if (obb_val > 4)
{
obb_val = 4;
}
ri.Cvar_SetValue("gl1_overbrightbits", obb_val);
gl1_overbrightbits->modified = false;
}
@ -2007,3 +2018,32 @@ Com_Error(int code, const char *fmt, ...)
ri.Sys_Error(code, "%s", text);
}
#ifdef DEBUG
void
glCheckError_(const char *file, const char *function, int line)
{
GLenum errorCode;
const char * msg;
#define MY_ERROR_CASE(X) case X : msg = #X; break;
while ((errorCode = glGetError()) != GL_NO_ERROR)
{
switch(errorCode)
{
MY_ERROR_CASE(GL_INVALID_ENUM);
MY_ERROR_CASE(GL_INVALID_VALUE);
MY_ERROR_CASE(GL_INVALID_OPERATION);
MY_ERROR_CASE(GL_STACK_OVERFLOW);
MY_ERROR_CASE(GL_STACK_UNDERFLOW);
MY_ERROR_CASE(GL_OUT_OF_MEMORY);
default: msg = "UNKNOWN";
}
R_Printf(PRINT_ALL, "glError: %s in %s (%s, %d)\n", msg, function, file, line);
}
#undef MY_ERROR_CASE
}
#endif

View file

@ -279,6 +279,55 @@ void R_TextureAlphaMode(char *string);
void R_TextureSolidMode(char *string);
int Scrap_AllocBlock(int w, int h, int *x, int *y);
#ifdef DEBUG
void glCheckError_(const char *file, const char *function, int line);
// Ideally, the following list should contain all OpenGL calls.
// Either way, errors are caught, since error flags are persisted until the next glGetError() call.
// So they show, even if the location of the error is inaccurate.
#define glDrawArrays(...) glDrawArrays(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glTexImage2D(...) glTexImage2D(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glTexSubImage2D(...) glTexSubImage2D(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glTexEnvf(...) glTexEnvf(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glTexEnvi(...) glTexEnvi(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glVertexPointer(...) glVertexPointer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glTexCoordPointer(...) glTexCoordPointer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glColorPointer(...) glColorPointer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glTexParameteri(...) glTexParameteri(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glBindTexture(...) glBindTexture(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glFrustum(...) glFrustum(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glTranslatef(...) glTranslatef(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glRotatef(...) glRotatef(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glScalef(...) glScalef(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glScissor(...) glScissor(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glBlendFunc(...) glBlendFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glDepthFunc(...) glDepthFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glDepthMask(...) glDepthMask(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glDepthRange(...) glDepthRange(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glEnable(...) glEnable(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glDisable(...) glDisable(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glEnableClientState(...) glEnableClientState(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glDisableClientState(...) glDisableClientState(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glPushMatrix(...) glPushMatrix(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glPopMatrix(...) glPopMatrix(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glMatrixMode(...) glMatrixMode(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glOrtho(...) glOrtho(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glColorMask(...) glColorMask(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glStencilOp(...) glStencilOp(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glStencilFunc(...) glStencilFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glDrawBuffer(...) glDrawBuffer(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glReadPixels(...) glReadPixels(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glClear(...) glClear(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glClearColor(...) glClearColor(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glClearStencil(...) glClearStencil(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glDeleteTextures(...) glDeleteTextures(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glFinish() glFinish(); glCheckError_(__FILE__, __func__, __LINE__)
#define glAlphaFunc(...) glAlphaFunc(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glHint(...) glHint(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glLoadIdentity() glLoadIdentity(); glCheckError_(__FILE__, __func__, __LINE__)
#define glBegin(...) glBegin(__VA_ARGS__); glCheckError_(__FILE__, __func__, __LINE__)
#define glEnd() glEnd(); glCheckError_(__FILE__, __func__, __LINE__)
#endif
/* GL extension emulation functions */
void R_DrawParticles2(int n,
const particle_t particles[],