mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
GL3: Cleanup (remove TODOs, STUBs and old commented out code, ...)
This commit is contained in:
parent
85c8c83c4b
commit
b91b244431
10 changed files with 115 additions and 246 deletions
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@ -266,6 +266,97 @@ GL3_Upload8(byte *data, int width, int height, qboolean mipmap, qboolean is_sky)
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return GL3_Upload32(trans, width, height, mipmap);
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}
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typedef struct
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{
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short x, y;
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} floodfill_t;
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/* must be a power of 2 */
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#define FLOODFILL_FIFO_SIZE 0x1000
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#define FLOODFILL_FIFO_MASK (FLOODFILL_FIFO_SIZE - 1)
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#define FLOODFILL_STEP(off, dx, dy) \
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{ \
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if (pos[off] == fillcolor) \
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{ \
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pos[off] = 255; \
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fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \
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inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \
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} \
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else if (pos[off] != 255) \
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{ \
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fdc = pos[off]; \
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} \
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}
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/*
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* Fill background pixels so mipmapping doesn't have haloes
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*/
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static void
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FloodFillSkin(byte *skin, int skinwidth, int skinheight)
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{
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byte fillcolor = *skin; /* assume this is the pixel to fill */
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floodfill_t fifo[FLOODFILL_FIFO_SIZE];
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int inpt = 0, outpt = 0;
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int filledcolor = -1;
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int i;
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if (filledcolor == -1)
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{
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filledcolor = 0;
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/* attempt to find opaque black */
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for (i = 0; i < 256; ++i)
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{
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if (LittleLong(d_8to24table[i]) == (255 << 0)) /* alpha 1.0 */
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{
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filledcolor = i;
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break;
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}
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}
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}
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/* can't fill to filled color or to transparent color (used as visited marker) */
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if ((fillcolor == filledcolor) || (fillcolor == 255))
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{
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return;
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}
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fifo[inpt].x = 0, fifo[inpt].y = 0;
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inpt = (inpt + 1) & FLOODFILL_FIFO_MASK;
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while (outpt != inpt)
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{
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int x = fifo[outpt].x, y = fifo[outpt].y;
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int fdc = filledcolor;
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byte *pos = &skin[x + skinwidth * y];
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outpt = (outpt + 1) & FLOODFILL_FIFO_MASK;
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if (x > 0)
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{
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FLOODFILL_STEP(-1, -1, 0);
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}
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if (x < skinwidth - 1)
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{
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FLOODFILL_STEP(1, 1, 0);
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}
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if (y > 0)
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{
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FLOODFILL_STEP(-skinwidth, 0, -1);
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}
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if (y < skinheight - 1)
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{
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FLOODFILL_STEP(skinwidth, 0, 1);
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}
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skin[x + skinwidth * y] = fdc;
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}
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}
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/*
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* This is also used as an entry point for the generated r_notexture
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*/
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@ -318,11 +409,11 @@ GL3_LoadPic(char *name, byte *pic, int width, int realwidth,
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if ((type == it_skin) && (bits == 8))
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{
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//R_FloodFillSkin(pic, width, height);
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STUB_ONCE("TODO: Implement and call GL3_FloodFillSkin()!");
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FloodFillSkin(pic, width, height);
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}
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image->scrap = false; // FIXME: not sure if we need scrap anymore..
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// image->scrap = false; // TODO: reintroduce scrap? would allow optimizations in 2D rendering..
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glGenTextures(1, &texNum);
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@ -343,11 +434,6 @@ GL3_LoadPic(char *name, byte *pic, int width, int realwidth,
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(image->type != it_pic && image->type != it_sky));
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}
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// TODO: I don't think we even need image->upload_*
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image->upload_width = width; // upload_width; /* after power of 2 and scales */
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image->upload_height = height; // upload_height;
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//image->paletted = uploaded_paletted;
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if (realwidth && realheight)
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{
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if ((realwidth <= image->width) && (realheight <= image->height))
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@ -373,7 +459,7 @@ GL3_LoadPic(char *name, byte *pic, int width, int realwidth,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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#if 0 // TODO: do we need the scrap? (probably not)
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#if 0 // TODO: the scrap could allow batch rendering 2D stuff? not sure it's worth the hassle..
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/* load little pics into the scrap */
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if (!nolerp && (image->type == it_pic) && (bits == 8) &&
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(image->width < 64) && (image->height < 64))
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@ -789,8 +875,8 @@ GL3_ImageList_f(void)
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{
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continue;
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}
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w = image->upload_width;
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h = image->upload_height;
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w = image->width;
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h = image->height;
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isNPOT = IsNPOT(w) || IsNPOT(h);
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@ -264,7 +264,7 @@ GL3_LightPoint(vec3_t p, vec3_t color)
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vec3_t dist;
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float add;
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if (!gl3_worldmodel->lightdata || !currententity) // FIXME: the currententity check is new
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if (!gl3_worldmodel->lightdata || !currententity)
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{
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color[0] = color[1] = color[2] = 1.0;
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return;
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@ -307,100 +307,6 @@ GL3_LightPoint(vec3_t p, vec3_t color)
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VectorScale(color, gl_modulate->value, color);
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}
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#if 0 // TODO: REMOVE! (currently kept to look at when writing shader for this)
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static void
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AddDynamicLights(msurface_t *surf)
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{
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int lnum;
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int sd, td;
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float fdist, frad, fminlight;
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vec3_t impact, local;
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int s, t;
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int i;
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int smax, tmax;
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mtexinfo_t *tex;
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dlight_t *dl;
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float *pfBL;
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float fsacc, ftacc;
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smax = (surf->extents[0] >> 4) + 1;
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tmax = (surf->extents[1] >> 4) + 1;
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tex = surf->texinfo;
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for (lnum = 0; lnum < gl3_newrefdef.num_dlights; lnum++)
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{
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if (!(surf->dlightbits & (1 << lnum)))
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{
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continue; /* not lit by this light */
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}
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dl = &gl3_newrefdef.dlights[lnum];
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frad = dl->intensity;
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fdist = DotProduct(dl->origin, surf->plane->normal) -
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surf->plane->dist;
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frad -= fabs(fdist);
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/* rad is now the highest intensity on the plane */
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fminlight = DLIGHT_CUTOFF;
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if (frad < fminlight)
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{
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continue;
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}
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fminlight = frad - fminlight;
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for (i = 0; i < 3; i++)
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{
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impact[i] = dl->origin[i] -
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surf->plane->normal[i] * fdist;
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}
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local[0] = DotProduct(impact,
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tex->vecs[0]) + tex->vecs[0][3] - surf->texturemins[0];
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local[1] = DotProduct(impact,
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tex->vecs[1]) + tex->vecs[1][3] - surf->texturemins[1];
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pfBL = s_blocklights;
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for (t = 0, ftacc = 0; t < tmax; t++, ftacc += 16)
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{
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td = local[1] - ftacc;
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if (td < 0)
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{
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td = -td;
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}
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for (s = 0, fsacc = 0; s < smax; s++, fsacc += 16, pfBL += 3)
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{
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sd = Q_ftol(local[0] - fsacc);
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if (sd < 0)
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{
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sd = -sd;
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}
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if (sd > td)
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{
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fdist = sd + (td >> 1);
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}
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else
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{
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fdist = td + (sd >> 1);
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}
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if (fdist < fminlight)
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{
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pfBL[0] += (frad - fdist) * dl->color[0];
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pfBL[1] += (frad - fdist) * dl->color[1];
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pfBL[2] += (frad - fdist) * dl->color[2];
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}
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}
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}
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}
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}
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#endif // 0
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/*
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* Combine and scale multiple lightmaps into the floating format in blocklights
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@ -442,7 +348,7 @@ GL3_BuildLightMap(msurface_t *surf, int offsetInLMbuf, int stride)
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for (map = 0; map < MAX_LIGHTMAPS_PER_SURFACE; ++map)
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{
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// we always create 4 (MAXLIGHTMAP) lightmaps.
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// we always create 4 (MAX_LIGHTMAPS_PER_SURFACE) lightmaps.
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// if surf has less (numMaps < 4), the remaining ones are zeroed out.
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// this makes sure that all 4 lightmap textures in gl3state.lightmap_textureIDs[i] have the same layout
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// and the shader can use the same texture coordinates for all of them
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@ -462,15 +368,7 @@ GL3_BuildLightMap(msurface_t *surf, int offsetInLMbuf, int stride)
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/* add all the lightmaps */
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STUB_ONCE("TODO: handly dynamic lights (prolly somewhere else entirely)");
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#if 0
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/* add all the dynamic lights */
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if (surf->dlightframe == gl3_framecount)
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{
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AddDynamicLights(surf);
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}
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#endif // 0
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// Note: dynamic lights aren't handled here anymore, they're handled in the shader
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// as we don't apply scale here anymore, nor blend the numMaps lightmaps together,
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// the code has gotten a lot easier and we can copy directly from surf->samples to dest
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@ -38,7 +38,7 @@
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#define DG_DYNARR_IMPLEMENTATION
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#include "header/DG_dynarr.h"
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// TODO: put this in local.h ?
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#define REF_VERSION "Yamagi Quake II OpenGL3 Refresher"
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refimport_t ri;
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@ -68,8 +68,6 @@ vec3_t gl3_origin;
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hmm_mat4 gl3_projectionMatrix; // eye cord -> clip coord
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hmm_mat4 gl3_world_matrix; // the view matrix: world coord -> eye coord
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// TODO: I don't know yet if we'll also need a model matrix (model coord -> world coord) here.
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int gl3_visframecount; /* bumped when going to a new PVS */
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int gl3_framecount; /* used for dlight push checking */
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@ -837,7 +835,7 @@ GL3_DrawParticles(void)
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part_vtx buf[numParticles];
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// FIXME: viewOrg could be in UBO
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// TODO: viewOrg could be in UBO
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vec3_t viewOrg;
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VectorCopy(gl3_newrefdef.vieworg, viewOrg);
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@ -1133,7 +1131,6 @@ GL3_SetGL2D(void)
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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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// glColor4f(1, 1, 1, 1); // FIXME: change to GL3 code!
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}
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// equivalent to R_x * R_y * R_z where R_x is the trans matrix for rotating around X axis for aroundXdeg
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@ -1278,9 +1275,6 @@ SetupGL(void)
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glDisable(GL_CULL_FACE);
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}
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STUB_ONCE("Should I do anything about disabling GL_BLEND and GL_ALPHA_TEST?");
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//glDisable(GL_BLEND);
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//glDisable(GL_ALPHA_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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@ -1409,15 +1403,11 @@ GL3_RenderView(refdef_t *fd)
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gl3_newrefdef = *fd;
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STUB_ONCE("TODO: Implement!");
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if (!gl3_worldmodel && !(gl3_newrefdef.rdflags & RDF_NOWORLDMODEL))
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{
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ri.Sys_Error(ERR_DROP, "R_RenderView: NULL worldmodel");
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}
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if (gl_speeds->value)
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{
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c_brush_polys = 0;
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@ -1634,7 +1624,6 @@ GL3_BeginFrame(float camera_separation)
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}
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// in GL3, overbrightbits can have any positive value
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// TODO: rename to gl3_overbrightbits?
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if (gl3_overbrightbits->modified)
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{
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gl3_overbrightbits->modified = false;
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@ -1685,21 +1674,6 @@ GL3_BeginFrame(float camera_separation)
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GL3_SetSwapInterval();
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}
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STUB_ONCE("TODO: texture-alpha/solid-mode stuff??")
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#if 0
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if (gl_texturealphamode->modified)
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{
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R_TextureAlphaMode(gl_texturealphamode->string);
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gl_texturealphamode->modified = false;
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}
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if (gl_texturesolidmode->modified)
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{
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R_TextureSolidMode(gl_texturesolidmode->string);
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gl_texturesolidmode->modified = false;
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}
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#endif // 0
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/* clear screen if desired */
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GL3_Clear();
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}
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@ -309,10 +309,11 @@ DrawAliasFrameLerp(dmdl_t *paliashdr, float backlerp)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, da_count(idxBuf)*sizeof(GLushort), idxBuf.p, GL_STREAM_DRAW);
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glDrawElements(GL_TRIANGLES, da_count(idxBuf), GL_UNSIGNED_SHORT, NULL);
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}
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#if 0 // TODO: implemenet some time..
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static void
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DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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{
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unsigned short total;
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GLenum type;
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int *order;
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@ -325,7 +326,7 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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height = -lheight + 0.1f;
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/* stencilbuffer shadows */
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STUB_ONCE("TODO: OpenGL: *proper* stencil shadows!");
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#if 0
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if (have_stencil && gl_stencilshadow->value)
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{
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@ -377,7 +378,6 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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}
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while (--count);
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STUB_ONCE("TODO: OpenGL!");
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#if 0
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glEnableClientState( GL_VERTEX_ARRAY );
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@ -391,10 +391,10 @@ DrawAliasShadow(dmdl_t *paliashdr, int posenum)
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/* stencilbuffer shadows */
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if (have_stencil && gl_stencilshadow->value)
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{
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STUB_ONCE("TODO: OpenGL: stencil shadows!");
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//glDisable(GL_STENCIL_TEST);
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}
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}
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#endif // 0
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static qboolean
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CullAliasModel(vec3_t bbox[8], entity_t *e)
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@ -715,8 +715,6 @@ GL3_DrawAliasModel(entity_t *e)
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/* locate the proper data */
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c_alias_polys += paliashdr->num_tris;
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/* draw all the triangles */
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if (currententity->flags & RF_DEPTHHACK)
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{
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@ -776,14 +774,6 @@ GL3_DrawAliasModel(entity_t *e)
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GL3_Bind(skin->texnum);
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STUB_ONCE("TODO: OpenGL3 stuff (shade model, texenv)!");
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#if 0
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/* draw it */
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glShadeModel(GL_SMOOTH);
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R_TexEnv(GL_MODULATE);
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#endif // 0
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if (currententity->flags & RF_TRANSLUCENT)
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{
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glEnable(GL_BLEND);
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@ -808,25 +798,12 @@ GL3_DrawAliasModel(entity_t *e)
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currententity->oldframe = 0;
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}
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/* Fuck this, gl_lerpmodels 0 looks horrible anyway
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if (!gl_lerpmodels->value)
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{
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currententity->backlerp = 0;
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}
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*/
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DrawAliasFrameLerp(paliashdr, currententity->backlerp);
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STUB_ONCE("TODO: even more OpenGL3 stuff!");
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//R_TexEnv(GL_REPLACE);
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//glShadeModel(GL_FLAT);
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//glPopMatrix();
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gl3state.uni3DData.transModelMat4 = origModelMat;
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GL3_UpdateUBO3D();
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if ((currententity->flags & RF_WEAPONMODEL) && (gl_lefthand->value == 1.0F))
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{
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gl3state.uni3DData.transProjMat4 = origProjMat;
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@ -844,6 +821,7 @@ GL3_DrawAliasModel(entity_t *e)
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glDepthRange(gl3depthmin, gl3depthmax);
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}
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STUB_ONCE("TODO: *proper* stencil shadows!")
|
||||
#if 0
|
||||
if (gl_shadows->value &&
|
||||
!(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL | RF_NOSHADOW)))
|
||||
|
|
|
@ -36,25 +36,15 @@ GL3_SetDefaultState(void)
|
|||
glClearColor(1, 0, 0.5, 0.5);
|
||||
glDisable(GL_MULTISAMPLE);
|
||||
glCullFace(GL_FRONT);
|
||||
//glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// TODO: this must be done in shader instead,
|
||||
// see https://www.khronos.org/opengl/wiki/Transparency_Sorting#Alpha_test
|
||||
//glEnable(GL_ALPHA_TEST);
|
||||
//glAlphaFunc(GL_GREATER, 0.666);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
//glColor4f(1, 1, 1, 1);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
//glShadeModel(GL_FLAT);
|
||||
|
||||
// TODO: gl_texturemode, gl_texturealphamode?
|
||||
//GL3_TextureMode(gl_texturemode->string);
|
||||
STUB("call GL3_TextureMode(gl_texturemode->string);");
|
||||
STUB("Use gl_texturealphamode and somehow or only support one mode? => R_TextureAlphaMode(), R_TextureSolidMode()");
|
||||
//R_TextureAlphaMode(gl_texturealphamode->string);
|
||||
//R_TextureSolidMode(gl_texturesolidmode->string);
|
||||
|
||||
|
@ -66,7 +56,6 @@ GL3_SetDefaultState(void)
|
|||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
|
||||
if (gl_msaa_samples->value)
|
||||
{
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
|
|
|
@ -494,7 +494,7 @@ Mod_LoadFaces(lump_t *l)
|
|||
Mod_CalcSurfaceExtents(out);
|
||||
|
||||
/* lighting info */
|
||||
for (i = 0; i < MAXLIGHTMAPS; i++)
|
||||
for (i = 0; i < MAX_LIGHTMAPS_PER_SURFACE; i++)
|
||||
{
|
||||
out->styles[i] = in->styles[i];
|
||||
}
|
||||
|
|
|
@ -345,8 +345,6 @@ RenderBrushPoly(msurface_t *fa)
|
|||
{
|
||||
GL3_Bind(image->texnum);
|
||||
|
||||
STUB_ONCE("TODO: do something about inverse intensity on water surfaces b/c they have no lightmap!");
|
||||
|
||||
GL3_EmitWaterPolys(fa);
|
||||
|
||||
return;
|
||||
|
@ -354,8 +352,6 @@ RenderBrushPoly(msurface_t *fa)
|
|||
else
|
||||
{
|
||||
GL3_Bind(image->texnum);
|
||||
|
||||
// R_TexEnv(GL_REPLACE); TODO!
|
||||
}
|
||||
|
||||
hmm_vec4 lmScales[MAX_LIGHTMAPS_PER_SURFACE] = {0};
|
||||
|
@ -404,11 +400,6 @@ GL3_DrawAlphaSurfaces(void)
|
|||
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
/* the textures are prescaled up for a better
|
||||
lighting range, so scale it back down */
|
||||
//flat intens = gl3state.inverse_intensity;
|
||||
STUB_ONCE("Something about inverse intensity??");
|
||||
|
||||
for (s = gl3_alpha_surfaces; s != NULL; s = s->texturechain)
|
||||
{
|
||||
GL3_Bind(s->texinfo->image->texnum);
|
||||
|
@ -487,9 +478,6 @@ DrawTextureChains(void)
|
|||
}
|
||||
|
||||
// TODO: maybe one loop for normal faces and one for SURF_DRAWTURB ???
|
||||
|
||||
STUB_ONCE("TODO: do something about R_TexEnv()!");
|
||||
// R_TexEnv(GL_REPLACE);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -513,16 +501,6 @@ RenderLightmappedPoly(msurface_t *surf)
|
|||
lmScales[map].A = 1.0f;
|
||||
}
|
||||
|
||||
// Normal dynamic lights
|
||||
if (surf->dlightframe == gl3_framecount)
|
||||
{
|
||||
if (gl_dynamic->value)
|
||||
{
|
||||
//is_dynamic = true;
|
||||
STUB_ONCE("TODO: Handle dynamic lights!");
|
||||
}
|
||||
}
|
||||
|
||||
c_brush_polys++;
|
||||
|
||||
GL3_Bind(image->texnum);
|
||||
|
@ -563,10 +541,8 @@ DrawInlineBModel(void)
|
|||
|
||||
if (currententity->flags & RF_TRANSLUCENT)
|
||||
{
|
||||
STUB_ONCE("TODO: implement for OpenGL3 (esp. the alpha 0.25 part in color?)");
|
||||
glEnable(GL_BLEND);
|
||||
/* TODO: if you change this, also do at the end of the function
|
||||
glEnable(GL_BLEND);
|
||||
/* TODO: should I care about the 0.25 part? we'll just set alpha to 0.33 or 0.66 depending on surface flag..
|
||||
glColor4f(1, 1, 1, 0.25);
|
||||
R_TexEnv(GL_MODULATE);
|
||||
*/
|
||||
|
@ -605,10 +581,6 @@ DrawInlineBModel(void)
|
|||
if (currententity->flags & RF_TRANSLUCENT)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
/*
|
||||
glColor4f(1, 1, 1, 1);
|
||||
R_TexEnv(GL_REPLACE);
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -625,7 +597,6 @@ GL3_DrawBrushModel(entity_t *e)
|
|||
}
|
||||
|
||||
currententity = e;
|
||||
//gl3state.currenttextures[0] = gl3state.currenttextures[1] = -1;
|
||||
gl3state.currenttexture = -1;
|
||||
|
||||
if (e->angles[0] || e->angles[1] || e->angles[2])
|
||||
|
@ -680,21 +651,6 @@ GL3_DrawBrushModel(entity_t *e)
|
|||
e->angles[0] = -e->angles[0];
|
||||
e->angles[2] = -e->angles[2];
|
||||
|
||||
|
||||
STUB_ONCE("TODO: something about R_TexEnv() and gl_lightmap");
|
||||
#if 0
|
||||
R_TexEnv(GL_REPLACE);
|
||||
|
||||
if (gl_lightmap->value)
|
||||
{
|
||||
R_TexEnv(GL_REPLACE);
|
||||
}
|
||||
else
|
||||
{
|
||||
R_TexEnv(GL_MODULATE);
|
||||
}
|
||||
#endif // 0
|
||||
|
||||
DrawInlineBModel();
|
||||
|
||||
// glPopMatrix();
|
||||
|
@ -874,9 +830,6 @@ GL3_DrawWorld(void)
|
|||
|
||||
gl3state.currenttexture = -1;
|
||||
|
||||
STUB_ONCE("somehow set color to 1,1,1,1 maybe");
|
||||
//glColor4f(1, 1, 1, 1);
|
||||
|
||||
GL3_ClearSkyBox();
|
||||
RecursiveWorldNode(gl3_worldmodel->nodes);
|
||||
DrawTextureChains();
|
||||
|
|
|
@ -606,7 +606,7 @@ MakeSkyVec(float s, float t, int axis, gl3_3D_vtx_t* vert)
|
|||
vec3_t v, b;
|
||||
int j, k;
|
||||
|
||||
float dist = (gl_farsee->value == 0) ? 2300.0f : 4096.0f; // TODO: really dist?
|
||||
float dist = (gl_farsee->value == 0) ? 2300.0f : 4096.0f;
|
||||
|
||||
b[0] = s * dist;
|
||||
b[1] = t * dist;
|
||||
|
|
|
@ -181,7 +181,6 @@ enum {
|
|||
typedef struct
|
||||
{
|
||||
// TODO: what of this do we need?
|
||||
float inverse_intensity;
|
||||
qboolean fullscreen;
|
||||
|
||||
int prev_mode;
|
||||
|
@ -193,7 +192,6 @@ typedef struct
|
|||
// most surfaces only have one really and the remaining for are filled with dummy data
|
||||
GLuint lightmap_textureIDs[MAX_LIGHTMAPS][MAX_LIGHTMAPS_PER_SURFACE]; // instead of lightmap_textures+i use lightmap_textureIDs[i]
|
||||
|
||||
//int currenttextures[2];
|
||||
GLuint currenttexture; // bound to GL_TEXTURE0
|
||||
int currentlightmap; // lightmap_textureIDs[currentlightmap] bound to GL_TEXTURE1
|
||||
GLuint currenttmu; // GL_TEXTURE0 or GL_TEXTURE1
|
||||
|
@ -264,19 +262,17 @@ extern int c_brush_polys, c_alias_polys;
|
|||
*/
|
||||
typedef struct image_s
|
||||
{
|
||||
// TODO: what of this is actually needed?
|
||||
char name[MAX_QPATH]; /* game path, including extension */
|
||||
imagetype_t type;
|
||||
int width, height; /* source image */
|
||||
int upload_width, upload_height; /* after power of two and picmip */
|
||||
//int upload_width, upload_height; /* after power of two and picmip */
|
||||
int registration_sequence; /* 0 = free */
|
||||
struct msurface_s *texturechain; /* for sort-by-texture world drawing */
|
||||
GLuint texnum; /* gl texture binding */
|
||||
float sl, tl, sh, th; /* 0,0 - 1,1 unless part of the scrap */
|
||||
qboolean scrap;
|
||||
// qboolean scrap; // currently unused
|
||||
qboolean has_alpha;
|
||||
|
||||
//qboolean paletted;
|
||||
} gl3image_t;
|
||||
|
||||
enum {MAX_GL3TEXTURES = 1024};
|
||||
|
|
|
@ -27,9 +27,6 @@
|
|||
#ifndef SRC_CLIENT_REFRESH_GL3_HEADER_MODEL_H_
|
||||
#define SRC_CLIENT_REFRESH_GL3_HEADER_MODEL_H_
|
||||
|
||||
// TODO: maybe lots of these things should get a gl3_ prefix and might
|
||||
// need to be adapted and so on
|
||||
|
||||
enum {
|
||||
SIDE_FRONT = 0,
|
||||
SIDE_BACK = 1,
|
||||
|
@ -41,9 +38,7 @@ enum {
|
|||
SURF_DRAWSKY = 4,
|
||||
SURF_DRAWTURB = 0x10,
|
||||
SURF_DRAWBACKGROUND = 0x40,
|
||||
SURF_UNDERWATER = 0x80,
|
||||
|
||||
//VERTEXSIZE = 7 - is 10 now, and I use a struct - TODO: REMOVE!
|
||||
SURF_UNDERWATER = 0x80
|
||||
};
|
||||
|
||||
// used for vertex array elements when drawing brushes, sprites, sky and more
|
||||
|
@ -130,7 +125,7 @@ typedef struct msurface_s
|
|||
int dlightbits;
|
||||
|
||||
int lightmaptexturenum;
|
||||
byte styles[MAXLIGHTMAPS];
|
||||
byte styles[MAXLIGHTMAPS]; // MAXLIGHTMAPS = MAX_LIGHTMAPS_PER_SURFACE (defined in local.h)
|
||||
// I think cached_light is not used/needed anymore
|
||||
//float cached_light[MAXLIGHTMAPS]; /* values currently used in lightmap */
|
||||
byte *samples; /* [numstyles*surfsize] */
|
||||
|
|
Loading…
Reference in a new issue