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https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-02-02 18:24:15 +00:00
engine: patched to compile, moved gl_clear to engine
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75e690791d
commit
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@ -13,6 +13,7 @@ convar_t *gl_showtextures;
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convar_t *r_decals;
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convar_t *r_decals;
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convar_t *r_adjust_fov;
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convar_t *r_adjust_fov;
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convar_t *gl_wgl_msaa_samples;
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convar_t *gl_wgl_msaa_samples;
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convar_t *gl_clear;
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void R_GetTextureParms( int *w, int *h, int texnum )
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void R_GetTextureParms( int *w, int *h, int texnum )
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{
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{
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@ -540,6 +541,7 @@ qboolean R_Init( void )
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r_adjust_fov = Cvar_Get( "r_adjust_fov", "1", FCVAR_ARCHIVE, "making FOV adjustment for wide-screens" );
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r_adjust_fov = Cvar_Get( "r_adjust_fov", "1", FCVAR_ARCHIVE, "making FOV adjustment for wide-screens" );
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r_decals = Cvar_Get( "r_decals", "4096", FCVAR_ARCHIVE, "sets the maximum number of decals" );
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r_decals = Cvar_Get( "r_decals", "4096", FCVAR_ARCHIVE, "sets the maximum number of decals" );
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gl_wgl_msaa_samples = Cvar_Get( "gl_wgl_msaa_samples", "0", FCVAR_GLCONFIG, "samples number for multisample anti-aliasing" );
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gl_wgl_msaa_samples = Cvar_Get( "gl_wgl_msaa_samples", "0", FCVAR_GLCONFIG, "samples number for multisample anti-aliasing" );
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gl_clear = Cvar_Get( "gl_clear", "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
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if( !R_LoadProgs( refdll ))
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if( !R_LoadProgs( refdll ))
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{
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{
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@ -43,6 +43,7 @@ void GL_RenderFrame( const struct ref_viewpass_s *rvp );
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// common engine and renderer cvars
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// common engine and renderer cvars
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extern convar_t *r_decals;
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extern convar_t *r_decals;
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extern convar_t *r_adjust_fov;
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extern convar_t *r_adjust_fov;
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extern convar_t *gl_clear;
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qboolean R_Init( void );
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qboolean R_Init( void );
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void R_Shutdown( void );
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void R_Shutdown( void );
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@ -2928,47 +2928,6 @@ void Mod_LoadBrushModel( model_t *mod, const void *buffer, qboolean *loaded )
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if( loaded ) *loaded = true; // all done
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if( loaded ) *loaded = true; // all done
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}
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}
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/*
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=================
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Mod_UnloadBrushModel
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Release all uploaded textures
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=================
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*/
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void Mod_UnloadBrushModel( model_t *mod )
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{
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texture_t *tx;
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int i;
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Assert( mod != NULL );
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if( mod->type != mod_brush )
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return; // not a bmodel
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// invalidate pointers
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if( FBitSet( mod->flags, MODEL_WORLD ))
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{
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world.deluxedata = NULL;
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world.shadowdata = NULL;
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}
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if( mod->name[0] != '*' )
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{
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for( i = 0; i < mod->numtextures; i++ )
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{
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tx = mod->textures[i];
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if( !tx || tx->gl_texturenum == tr.defaultTexture )
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continue; // free slot
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GL_FreeTexture( tx->gl_texturenum ); // main texture
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GL_FreeTexture( tx->fb_texturenum ); // luma texture
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}
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Mem_FreePool( &mod->mempool );
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}
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memset( mod, 0, sizeof( *mod ));
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}
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/*
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/*
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==================
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==================
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Mod_CheckLump
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Mod_CheckLump
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@ -110,6 +110,12 @@ void Mod_FreeModel( model_t *mod )
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Mem_FreePool( &mod->mempool );
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Mem_FreePool( &mod->mempool );
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}
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}
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if( mod->type == mod_brush && FBitSet( mod->flags, MODEL_WORLD ) )
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{
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world.shadowdata = NULL;
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world.deluxedata = NULL;
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}
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memset( mod, 0, sizeof( *mod ));
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memset( mod, 0, sizeof( *mod ));
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}
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}
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@ -75,7 +75,7 @@ void GL_Bind( GLint tmu, GLenum texnum )
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if( texnum <= 0 || texnum >= MAX_TEXTURES )
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if( texnum <= 0 || texnum >= MAX_TEXTURES )
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{
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{
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if( texnum != 0 )
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if( texnum != 0 )
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Con_DPrintf( S_ERROR "GL_Bind: invalid texturenum %d\n", texnum );
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gEngfuncs.Con_DPrintf( S_ERROR "GL_Bind: invalid texturenum %d\n", texnum );
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texnum = tr.defaultTexture;
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texnum = tr.defaultTexture;
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}
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}
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if( tmu != GL_KEEP_UNIT )
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if( tmu != GL_KEEP_UNIT )
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@ -809,7 +809,7 @@ void GL_InitCommands( void )
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gl_showtextures = gEngfuncs.pfnGetCvarPointer( "r_showtextures", 0 );
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gl_showtextures = gEngfuncs.pfnGetCvarPointer( "r_showtextures", 0 );
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gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" );
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gl_finish = gEngfuncs.Cvar_Get( "gl_finish", "0", FCVAR_ARCHIVE, "use glFinish instead of glFlush" );
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gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" );
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gl_nosort = gEngfuncs.Cvar_Get( "gl_nosort", "0", FCVAR_ARCHIVE, "disable sorting of translucent surfaces" );
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gl_clear = gEngfuncs.Cvar_Get( "gl_clear", "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
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gl_clear = gEngfuncs.pfnGetCvarPointer( "gl_clear", 0 );
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gl_test = gEngfuncs.Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" );
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gl_test = gEngfuncs.Cvar_Get( "gl_test", "0", 0, "engine developer cvar for quick testing new features" );
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gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" );
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gl_wireframe = gEngfuncs.Cvar_Get( "gl_wireframe", "0", FCVAR_ARCHIVE|FCVAR_SPONLY, "show wireframe overlay" );
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gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" );
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gl_msaa = gEngfuncs.Cvar_Get( "gl_msaa", "1", FCVAR_ARCHIVE, "enable or disable multisample anti-aliasing" );
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@ -994,15 +994,15 @@ void R_CheckGamma( void )
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if( gEngfuncs.R_DoResetGamma( ))
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if( gEngfuncs.R_DoResetGamma( ))
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{
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{
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// paranoia cubemaps uses this
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// paranoia cubemaps uses this
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BuildGammaTable( 1.8f, 0.0f );
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gEngfuncs.BuildGammaTable( 1.8f, 0.0f );
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// paranoia cubemap rendering
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// paranoia cubemap rendering
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if( clgame.drawFuncs.GL_BuildLightmaps )
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if( gEngfuncs.drawFuncs->GL_BuildLightmaps )
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clgame.drawFuncs.GL_BuildLightmaps( );
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gEngfuncs.drawFuncs->GL_BuildLightmaps( );
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}
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}
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else if( FBitSet( vid_gamma->flags, FCVAR_CHANGED ) || FBitSet( vid_brightness->flags, FCVAR_CHANGED ))
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else if( FBitSet( vid_gamma->flags, FCVAR_CHANGED ) || FBitSet( vid_brightness->flags, FCVAR_CHANGED ))
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{
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{
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BuildGammaTable( vid_gamma->value, vid_brightness->value );
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gEngfuncs.BuildGammaTable( vid_gamma->value, vid_brightness->value );
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glConfig.softwareGammaUpdate = true;
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glConfig.softwareGammaUpdate = true;
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GL_RebuildLightmaps();
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GL_RebuildLightmaps();
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glConfig.softwareGammaUpdate = false;
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glConfig.softwareGammaUpdate = false;
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