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https://github.com/ZDoom/qzdoom.git
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- add menu patching for GL 2.x mode.
- use stdint types in model code, because we have to start somewhere with the transition.
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parent
4fb17561bc
commit
50ba1ecde8
4 changed files with 78 additions and 30 deletions
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@ -53,6 +53,54 @@
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_drawinfo.h"
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//==========================================================================
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//
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// Do some tinkering with the menus so that certain options only appear
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// when they are actually valid.
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//
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//==========================================================================
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void gl_PatchMenu()
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{
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if (gl.compatibility == CMPT_GL2)
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{
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// Radial fog and Doom lighting are not available in SM < 4 cards
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// The way they are implemented does not work well on older hardware.
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FOptionValues **opt = OptionValues.CheckKey("LightingModes");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Doom' lighting mode
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if ((*opt)->mValues[i].Value == 2.0 || (*opt)->mValues[i].Value == 8.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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opt = OptionValues.CheckKey("FogMode");
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if (opt != NULL)
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{
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for(int i = (*opt)->mValues.Size()-1; i>=0; i--)
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{
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// Delete 'Radial' fog mode
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if ((*opt)->mValues[i].Value == 2.0)
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{
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(*opt)->mValues.Delete(i);
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}
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}
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}
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// disable features that don't work without shaders.
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if (gl_lightmode == 2 || gl_lightmode == 8) gl_lightmode = 3;
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if (gl_fogmode == 2) gl_fogmode = 1;
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}
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}
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//==========================================================================
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//==========================================================================
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//
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//
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//
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//
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@ -500,3 +548,4 @@ void FGLRenderer::RenderMultipassStuff()
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}
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}
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else gl_lights = false;
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else gl_lights = false;
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}
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}
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@ -325,8 +325,8 @@ FTexture * LoadSkin(const char * path, const char * fn)
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static int ModelFrameHash(FSpriteModelFrame * smf)
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static int ModelFrameHash(FSpriteModelFrame * smf)
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{
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{
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const DWORD *table = GetCRCTable ();
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const uint32_t *table = GetCRCTable ();
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DWORD hash = 0xffffffff;
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uint32_t hash = 0xffffffff;
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const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
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const char * s = (const char *)(&smf->type); // this uses type, sprite and frame for hashing
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const char * se= (const char *)(&smf->hashnext);
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const char * se= (const char *)(&smf->hashnext);
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@ -77,45 +77,45 @@ static void UnpackVector(unsigned short packed, float & nx, float & ny, float &
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#pragma pack(4)
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#pragma pack(4)
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struct md3_header_t
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struct md3_header_t
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{
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{
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DWORD Magic;
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uint32_t Magic;
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DWORD Version;
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uint32_t Version;
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char Name[MAX_QPATH];
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char Name[MAX_QPATH];
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DWORD Flags;
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uint32_t Flags;
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DWORD Num_Frames;
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uint32_t Num_Frames;
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DWORD Num_Tags;
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uint32_t Num_Tags;
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DWORD Num_Surfaces;
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uint32_t Num_Surfaces;
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DWORD Num_Skins;
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uint32_t Num_Skins;
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DWORD Ofs_Frames;
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uint32_t Ofs_Frames;
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DWORD Ofs_Tags;
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uint32_t Ofs_Tags;
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DWORD Ofs_Surfaces;
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uint32_t Ofs_Surfaces;
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DWORD Ofs_Eof;
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uint32_t Ofs_Eof;
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};
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};
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struct md3_surface_t
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struct md3_surface_t
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{
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{
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DWORD Magic;
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uint32_t Magic;
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char Name[MAX_QPATH];
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char Name[MAX_QPATH];
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DWORD Flags;
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uint32_t Flags;
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DWORD Num_Frames;
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uint32_t Num_Frames;
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DWORD Num_Shaders;
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uint32_t Num_Shaders;
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DWORD Num_Verts;
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uint32_t Num_Verts;
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DWORD Num_Triangles;
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uint32_t Num_Triangles;
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DWORD Ofs_Triangles;
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uint32_t Ofs_Triangles;
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DWORD Ofs_Shaders;
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uint32_t Ofs_Shaders;
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DWORD Ofs_Texcoord;
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uint32_t Ofs_Texcoord;
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DWORD Ofs_XYZNormal;
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uint32_t Ofs_XYZNormal;
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DWORD Ofs_End;
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uint32_t Ofs_End;
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};
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};
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struct md3_triangle_t
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struct md3_triangle_t
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{
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{
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DWORD vt_index[3];
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uint32_t vt_index[3];
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};
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};
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struct md3_shader_t
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struct md3_shader_t
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{
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{
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char Name[MAX_QPATH];
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char Name[MAX_QPATH];
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DWORD index;
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uint32_t index;
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};
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};
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struct md3_texcoord_t
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struct md3_texcoord_t
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@ -47,12 +47,10 @@
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_cvars.h"
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void gl_PatchMenu();
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static TArray<FString> m_Extensions;
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static TArray<FString> m_Extensions;
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RenderContext gl;
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RenderContext gl;
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int occlusion_type=0;
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//==========================================================================
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//==========================================================================
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//
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//
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//
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//
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@ -273,6 +271,7 @@ void gl_LoadExtensions()
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FUDGE_FUNC(glDeleteRenderbuffers, EXT);
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FUDGE_FUNC(glDeleteRenderbuffers, EXT);
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glRenderbufferStorage, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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FUDGE_FUNC(glBindRenderbuffer, EXT);
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gl_PatchMenu();
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}
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}
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//==========================================================================
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//==========================================================================
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