Commit graph

20 commits

Author SHA1 Message Date
Yamagi Burmeister
25a1f08656 Merge branch 'buildcleanup' 2018-08-15 17:48:30 +02:00
Yamagi Burmeister
93aa8270ad No need to print that the renderer as retexturing support.
Retexturing support has been non-optional for years.
2018-08-14 11:53:35 +02:00
Denis Pauk
49af62477a rename gl_anisotropic to r_anisotropic 2018-08-10 23:33:46 +03:00
Denis Pauk
d9eb925b33 move Mod_RadiusFromBounds to shared code 2018-08-10 22:59:28 +03:00
Yamagi Burmeister
9a53a681bb Apply the same cleanup to gl1_sdl.c as to gl3_sdl.c
* Sync both files as much as possible.
* Another round of general cleanup.
* Fix stencil tests.
* Simplify gamma handling, hardware gamma is now default.
* Support new client <-> renderer API.
2018-07-31 14:32:13 +02:00
Yamagi Burmeister
b8a062e36b Cleanup and refactor gl3_sdl.c.
* Another round of general cleanup.
* Introduce gl3_libgl cvar to force a libGL.
* Fix stencil buffer tests.
* Further untangle window <-> context stuff.

The window is now fully at client side, the context at renderer side.
This is another break of the renderer API. And at least GL1 needs to
track this, it's broken for now.
2018-07-31 14:32:13 +02:00
Yamagi Burmeister
5db73a795b General cleanup of refresh.c.
* Even more syntax and code style fixes.
* Rename functions to match their actual purpose.
* Fix comments.
* SDL initialization and shutdown is now client side only. With
  SDL 1.2 finally gone there's no need to involve the renderers
  in it.

This breaks the client <-> renderer API. I haven't bumped the API
version with this commit because there're likely more changes when
I'm going through the renderer side of things. The VID backend also
needs a lot of love...

It might be a good idea to move this SDL backend files into the client
and rename them. We'll decide that at a later time.
2018-07-31 14:32:13 +02:00
Yamagi Burmeister
0e512a8f5d Some cleanup to the GL1 SDL backend now that's SDL 1.2 is gone. 2018-07-31 14:24:28 +02:00
Yamagi Burmeister
5ec3bcdb49 Let SDL calculate the gamma ramp now that X11GAMMA and SDL 1.2 are gone. 2018-07-31 14:24:28 +02:00
Yamagi Burmeister
1b68da9a0f Remove SDL 1.2 from the GL1 SDL backend. 2018-07-31 14:24:28 +02:00
Yamagi Burmeister
759bc1be18 Remove X11GAMMA support from code.
This just deletes the X11GAMMA code. It doesn't make use of some
refactoring opportunities that're now possible. That will be done
at a later time.
2018-07-31 14:24:28 +02:00
Denis Pauk
f9a77d2d66 Share same Mod_DecompressVis 2018-07-23 17:40:06 +03:00
Daniel Gibson
1e3135d4fc r_gunfov shouldn't be CVAR_USERINFO, only CVAR_ARCHIVE
this happens when you just copypaste and adapt r_lefthand

also did some minor changes to R_AliasDrawModel in the soft renderer
to make sure alias[xy]scale is reset properly in the early out cases
2018-04-27 23:42:27 +02:00
Daniel Gibson
a5e97682a3 Weapon field of view independent of 'fov': r_gunfov cvar
At high 'fov' values the weapon looked quite distorted.
Now it's rendered with an independent FOV, which looks better.
Note that the 'fov' cvar sets fov_x, while this is based on fov_y
(which is calculated from fov_x), so it's indeed different values:
r_gunfov seems to correspond to fov 90.
We use r_gunfov 80 as default, because it looks better.
2018-04-21 18:23:32 +02:00
Denis Pauk
14af679b7e Add size checks for WAL load 2018-04-10 22:59:13 +03:00
Denis Pauk
b376c7e0d2 correctly exit if have not found console fonts 2018-02-14 23:07:20 +02:00
Yamagi Burmeister
ec1733fb97 Rename 'intensity' to 'gl1_intensity', 2018-02-14 09:35:54 +01:00
Denis Pauk
d3f93e6786 Clean up unused code 2018-01-21 22:39:02 +02:00
Denis Pauk
bf19c8b50c fix -O3 warning. Fix indexes in vtx.
Loop 'for ( i = 0; i < 3; i++ )' sets values to vtx[0..2]. So next index must be 3(instead 4) and
loop 'for ( i = 16; i >= 0; i-- )' will set vtx[3..(18*3-1)].

=====
src/client/refresh/gl/r_light.c: In function ‘R_RenderDlight’:
src/client/refresh/gl/r_light.c:76:21: warning: iteration 16 invokes undefined behavior [-Waggressive-loop-optimizations]
    vtx[index_vtx++] = light->origin [ j ] + vright [ j ] * cos( a ) * rad
    ~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     + vup [ j ] * sin( a ) * rad;
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
src/client/refresh/gl/r_light.c:65:2: note: within this loop
  for ( i = 16; i >= 0; i-- )
  ^~~
=====
2018-01-21 22:39:02 +02:00
Yamagi Burmeister
0e8b58952a Rename the gl/ directory to gl1/.
This is not strictly necessary but since we're calling it GL1 let's
stay consistent between the name and the directory structure.
2018-01-11 10:58:32 +01:00