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GL3: rip out gl_flashblend
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commit
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4 changed files with 7 additions and 110 deletions
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@ -1,5 +1,6 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (C) 2016-2017 Daniel Gibson
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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@ -34,99 +35,6 @@ cplane_t *lightplane; /* used as shadow plane */
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vec3_t lightspot;
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static float s_blocklights[34 * 34 * 3];
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static void
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RenderDlight(dlight_t *light)
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{
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STUB_ONCE("TODO: Implement!");
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#if 0
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int i, j;
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float a;
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float rad;
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rad = light->intensity * 0.35;
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GLfloat vtx[3*18];
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GLfloat clr[4*18];
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unsigned int index_vtx = 4;
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unsigned int index_clr = 0;
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_COLOR_ARRAY );
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clr[index_clr++] = light->color [ 0 ] * 0.2;
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clr[index_clr++] = light->color [ 1 ] * 0.2;
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clr[index_clr++] = light->color [ 2 ] * 0.2;
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clr[index_clr++] = 1;
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for ( i = 0; i < 3; i++ )
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{
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vtx [ i ] = light->origin [ i ] - vpn [ i ] * rad;
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}
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for ( i = 16; i >= 0; i-- )
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{
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clr[index_clr++] = 0;
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clr[index_clr++] = 0;
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clr[index_clr++] = 0;
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clr[index_clr++] = 1;
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a = i / 16.0 * M_PI * 2;
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for ( j = 0; j < 3; j++ )
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{
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vtx[index_vtx++] = light->origin [ j ] + vright [ j ] * cos( a ) * rad
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+ vup [ j ] * sin( a ) * rad;
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}
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}
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glVertexPointer( 3, GL_FLOAT, 0, vtx );
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glColorPointer( 4, GL_FLOAT, 0, clr );
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glDrawArrays( GL_TRIANGLE_FAN, 0, 18 );
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_COLOR_ARRAY );
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#endif // 0
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}
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void
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GL3_RenderDlights(void)
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{
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STUB_ONCE("TODO: Implement!");
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#if 0
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int i;
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dlight_t *l;
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if (!gl_flashblend->value)
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{
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return;
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}
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/* because the count hasn't advanced yet for this frame */
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r_dlightframecount = r_framecount + 1;
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glDepthMask(0);
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glDisable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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l = r_newrefdef.dlights;
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for (i = 0; i < r_newrefdef.num_dlights; i++, l++)
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{
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RenderDlight(l);
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}
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glColor4f(1, 1, 1, 1);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(1);
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#endif // 0
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}
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void
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GL3_MarkLights(dlight_t *light, int bit, mnode_t *node)
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@ -197,11 +105,6 @@ GL3_PushDlights(void)
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int i;
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dlight_t *l;
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if (gl_flashblend->value)
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{
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return;
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}
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/* because the count hasn't advanced yet for this frame */
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r_dlightframecount = gl3_framecount + 1;
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@ -108,7 +108,6 @@ cvar_t *gl_finish;
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cvar_t *gl_cull;
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cvar_t *gl_zfix;
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cvar_t *gl_fullbright;
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cvar_t *gl_flashblend;
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cvar_t *gl_modulate;
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cvar_t *gl_lightmap;
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cvar_t *gl_shadows; // TODO: do we really need 2 cvars for shadows here?
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@ -222,7 +221,6 @@ GL3_Register(void)
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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_flashblend = ri.Cvar_Get("gl_flashblend", "0", 0);
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gl_modulate = ri.Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
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gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
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gl_clear = ri.Cvar_Get("gl_clear", "0", 0);
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@ -1403,7 +1401,8 @@ GL3_RenderView(refdef_t *fd)
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GL3_DrawEntitiesOnList();
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GL3_RenderDlights();
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// kick the silly gl_flashblend poly lights
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// GL3_RenderDlights();
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GL3_DrawParticles();
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@ -767,14 +767,11 @@ DrawInlineBModel(void)
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dlight_t *lt;
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/* calculate dynamic lighting for bmodel */
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if (!gl_flashblend->value)
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{
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lt = gl3_newrefdef.dlights;
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lt = gl3_newrefdef.dlights;
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for (k = 0; k < gl3_newrefdef.num_dlights; k++, lt++)
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{
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GL3_MarkLights(lt, 1 << k, currentmodel->nodes + currentmodel->firstnode);
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}
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for (k = 0; k < gl3_newrefdef.num_dlights; k++, lt++)
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{
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GL3_MarkLights(lt, 1 << k, currentmodel->nodes + currentmodel->firstnode);
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}
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psurf = ¤tmodel->surfaces[currentmodel->firstmodelsurface];
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@ -378,7 +378,6 @@ extern void GL3_FreeUnusedImages(void);
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extern void GL3_ImageList_f(void);
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// gl3_light.c
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extern void GL3_RenderDlights(void);
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extern void GL3_MarkLights(dlight_t *light, int bit, mnode_t *node);
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extern void GL3_PushDlights(void);
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extern void GL3_LightPoint(vec3_t p, vec3_t color);
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@ -459,7 +458,6 @@ extern cvar_t *gl_anisotropic;
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extern cvar_t *gl_lightlevel;
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extern cvar_t *gl_overbrightbits;
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extern cvar_t *gl_flashblend;
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extern cvar_t *gl_modulate;
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extern cvar_t *gl_stencilshadow;
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