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https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 04:31:09 +00:00
Reuse r_showtris in renders
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parent
67e892f186
commit
c916e56d2d
13 changed files with 25 additions and 21 deletions
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@ -371,6 +371,8 @@ Set `0` by default.
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* **r_shadows**: Enables rendering of shadows. Quake IIs shadows are
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very simple and are prone to render errors.
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* **r_showtris**: Show rendered triangles boarders.
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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default `-1` let the game determine the refresh rate automatically.
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Often the default setting is okay, but some graphics drivers report
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@ -114,7 +114,7 @@ cvar_t *r_modulate;
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cvar_t *gl_nobind;
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cvar_t *gl1_round_down;
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cvar_t *gl1_picmip;
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cvar_t *gl_showtris;
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cvar_t *r_showtris;
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cvar_t *gl_showbbox;
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cvar_t *gl1_ztrick;
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cvar_t *gl_zfix;
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@ -1192,7 +1192,7 @@ R_Register(void)
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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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gl1_picmip = ri.Cvar_Get("gl1_picmip", "0", 0);
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gl_showtris = ri.Cvar_Get("gl_showtris", "0", 0);
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r_showtris = ri.Cvar_Get("r_showtris", "0", 0);
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gl_showbbox = ri.Cvar_Get("gl_showbbox", "0", 0);
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gl1_ztrick = ri.Cvar_Get("gl1_ztrick", "0", 0);
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gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
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@ -108,7 +108,7 @@ R_DrawTriangleOutlines(void)
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int i, j;
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glpoly_t *p;
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if (!gl_showtris->value)
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if (!r_showtris->value)
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{
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return;
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}
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@ -209,7 +209,7 @@ 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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extern cvar_t *gl1_picmip;
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extern cvar_t *gl_showtris;
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extern cvar_t *r_showtris;
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extern cvar_t *gl_showbbox;
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extern cvar_t *gl_finish;
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extern cvar_t *gl1_ztrick;
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@ -296,7 +296,7 @@ GL3_Register(void)
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//gl_lightmap = ri.Cvar_Get("r_lightmap", "0", 0);
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//gl_shadows = ri.Cvar_Get("r_shadows", "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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r_showtris = ri.Cvar_Get("r_showtris", "0", 0);
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gl_showbbox = Cvar_Get("gl_showbbox", "0", 0);
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//gl1_ztrick = ri.Cvar_Get("gl1_ztrick", "0", 0); NOTE: dump this.
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//gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
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@ -205,12 +205,12 @@ GL3_DrawGLFlowingPoly(msurface_t *fa)
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static void
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DrawTriangleOutlines(void)
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{
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STUB_ONCE("TODO: Implement for gl_showtris support!");
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STUB_ONCE("TODO: Implement for r_showtris support!");
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#if 0
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int i, j;
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glpoly_t *p;
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if (!gl_showtris->value)
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if (!r_showtris->value)
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{
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return;
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}
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@ -296,7 +296,7 @@ GL4_Register(void)
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//gl_lightmap = ri.Cvar_Get("r_lightmap", "0", 0);
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//gl_shadows = ri.Cvar_Get("r_shadows", "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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r_showtris = ri.Cvar_Get("r_showtris", "0", 0);
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gl_showbbox = Cvar_Get("gl_showbbox", "0", 0);
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//gl1_ztrick = ri.Cvar_Get("gl1_ztrick", "0", 0); NOTE: dump this.
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//gl_zfix = ri.Cvar_Get("gl_zfix", "0", 0);
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@ -205,12 +205,12 @@ GL4_DrawGLFlowingPoly(msurface_t *fa)
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static void
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DrawTriangleOutlines(void)
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{
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STUB_ONCE("TODO: Implement for gl_showtris support!");
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STUB_ONCE("TODO: Implement for r_showtris support!");
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#if 0
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int i, j;
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glpoly_t *p;
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if (!gl_showtris->value)
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if (!r_showtris->value)
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{
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return;
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}
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@ -142,7 +142,7 @@ extern cvar_t *vk_finish;
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extern cvar_t *vk_shadows;
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extern cvar_t *vk_dynamic;
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extern cvar_t *vk_msaa;
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extern cvar_t *vk_showtris;
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extern cvar_t *r_showtris;
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extern cvar_t *r_lightmap;
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extern cvar_t *vk_texturemode;
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extern cvar_t *vk_lmaptexturemode;
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@ -1460,7 +1460,7 @@ static void CreatePipelines()
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QVk_DebugSetObjectName((uint64_t)vk_drawDLightPipeline.layout, VK_OBJECT_TYPE_PIPELINE_LAYOUT, "Pipeline Layout: dynamic light");
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QVk_DebugSetObjectName((uint64_t)vk_drawDLightPipeline.pl, VK_OBJECT_TYPE_PIPELINE, "Pipeline: dynamic light");
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// vk_showtris render pipeline
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/* r_showtris render pipeline */
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VK_LOAD_VERTFRAG_SHADERS(shaders, d_light, basic_color_quad);
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vk_showTrisPipeline.cullMode = VK_CULL_MODE_NONE;
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vk_showTrisPipeline.depthTestEnable = VK_FALSE;
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@ -1470,7 +1470,7 @@ static void CreatePipelines()
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QVk_DebugSetObjectName((uint64_t)vk_showTrisPipeline.layout, VK_OBJECT_TYPE_PIPELINE_LAYOUT, "Pipeline Layout: show triangles");
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QVk_DebugSetObjectName((uint64_t)vk_showTrisPipeline.pl, VK_OBJECT_TYPE_PIPELINE, "Pipeline: show triangles");
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//vk_shadows render pipeline
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/* vk_shadows render pipeline */
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VK_LOAD_VERTFRAG_SHADERS(shaders, shadows, basic_color_quad);
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vk_shadowsPipelineFan.blendOpts.blendEnable = VK_TRUE;
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vk_shadowsPipelineFan.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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@ -1478,7 +1478,7 @@ static void CreatePipelines()
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QVk_DebugSetObjectName((uint64_t)vk_shadowsPipelineFan.layout, VK_OBJECT_TYPE_PIPELINE_LAYOUT, "Pipeline Layout: draw shadows: fan");
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QVk_DebugSetObjectName((uint64_t)vk_shadowsPipelineFan.pl, VK_OBJECT_TYPE_PIPELINE, "Pipeline: draw shadows: fan");
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// underwater world warp pipeline (postprocess)
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/* underwater world warp pipeline (postprocess) */
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VK_LOAD_VERTFRAG_SHADERS(shaders, world_warp, world_warp);
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vk_worldWarpPipeline.depthTestEnable = VK_FALSE;
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vk_worldWarpPipeline.depthWriteEnable = VK_FALSE;
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@ -1487,7 +1487,7 @@ static void CreatePipelines()
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QVk_DebugSetObjectName((uint64_t)vk_worldWarpPipeline.layout, VK_OBJECT_TYPE_PIPELINE_LAYOUT, "Pipeline Layout: underwater view warp");
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QVk_DebugSetObjectName((uint64_t)vk_worldWarpPipeline.pl, VK_OBJECT_TYPE_PIPELINE, "Pipeline: underwater view warp");
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// postprocessing pipeline
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/* postprocessing pipeline */
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VK_LOAD_VERTFRAG_SHADERS(shaders, postprocess, postprocess);
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vk_postprocessPipeline.depthTestEnable = VK_FALSE;
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vk_postprocessPipeline.depthWriteEnable = VK_FALSE;
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@ -118,7 +118,7 @@ static cvar_t *vk_custom_particles;
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cvar_t *vk_postprocess;
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cvar_t *vk_dynamic;
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cvar_t *vk_msaa;
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cvar_t *vk_showtris;
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cvar_t *r_showtris;
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cvar_t *r_lightmap;
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cvar_t *vk_texturemode;
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cvar_t *vk_lmaptexturemode;
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@ -1157,7 +1157,7 @@ R_Register( void )
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vk_postprocess = ri.Cvar_Get("vk_postprocess", "1", CVAR_ARCHIVE);
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vk_dynamic = ri.Cvar_Get("vk_dynamic", "1", 0);
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vk_msaa = ri.Cvar_Get("r_msaa_samples", "0", CVAR_ARCHIVE);
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vk_showtris = ri.Cvar_Get("vk_showtris", "0", 0);
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r_showtris = ri.Cvar_Get("r_showtris", "0", 0);
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r_lightmap = ri.Cvar_Get("r_lightmap", "0", 0);
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vk_texturemode = ri.Cvar_Get("vk_texturemode", "VK_MIPMAP_LINEAR", CVAR_ARCHIVE);
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vk_lmaptexturemode = ri.Cvar_Get("vk_lmaptexturemode", "VK_MIPMAP_LINEAR", CVAR_ARCHIVE);
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@ -187,7 +187,7 @@ static void R_DrawTriangleOutlines (void)
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int i, j, k;
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vkpoly_t *p;
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if (!vk_showtris->value)
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if (!r_showtris->value)
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return;
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VkBuffer vbo;
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@ -702,7 +702,7 @@ static void R_DrawInlineBModel (entity_t *currententity, model_t *currentmodel,
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psurf->texturechain = r_alpha_surfaces;
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r_alpha_surfaces = psurf;
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}
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else if (!(psurf->flags & SURF_DRAWTURB) && !vk_showtris->value)
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else if (!(psurf->flags & SURF_DRAWTURB) && !r_showtris->value)
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{
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Vk_RenderLightmappedPoly(psurf, modelMatrix, alpha, currententity);
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}
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@ -888,7 +888,7 @@ static void R_RecursiveWorldNode (mnode_t *node, entity_t *currententity)
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}
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else
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{
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if (!(surf->flags & SURF_DRAWTURB) && !vk_showtris->value)
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if (!(surf->flags & SURF_DRAWTURB) && !r_showtris->value)
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{
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Vk_RenderLightmappedPoly(surf, NULL, 1.f, currententity);
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}
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@ -91,7 +91,9 @@ replacement_t replacements[] = {
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{"gl_lightmap", "r_lightmap"},
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{"gl1_polyblend", "gl_polyblend"},
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{"gl_cull", "r_cull"},
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{"intensity", "gl1_intensity"}
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{"intensity", "gl1_intensity"},
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{"gl_showtris", "r_showtris"},
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{"vk_showtris", "r_showtris"}
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};
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