622 lines
16 KiB
C++
622 lines
16 KiB
C++
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include <sstream>
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#include "quakedef.hpp"
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//johnfitz -- new cvars
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extern convar r_stereo;
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extern convar r_stereodepth;
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extern convar r_clearcolor;
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extern convar r_drawflat;
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extern convar r_flatlightstyles;
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extern convar gl_fullbrights;
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extern convar gl_farclip;
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extern convar gl_overbright;
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extern convar gl_overbright_models;
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extern convar r_waterquality;
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extern convar r_oldwater;
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extern convar r_waterwarp;
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extern convar r_oldskyleaf;
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extern convar r_drawworld;
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extern convar r_showtris;
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extern convar r_showbboxes;
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extern convar r_lerpmodels;
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extern convar r_lerpmove;
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extern convar r_nolerp_list;
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extern convar r_noshadow_list;
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//johnfitz
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extern convar gl_zfix; // QuakeSpasm z-fighting fix
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extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz
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convar r_lightmapwide = {"r_lightmapwide", "0", {.rom = true}};
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/*
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====================
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GL_Overbright_f -- johnfitz
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====================
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*/
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static void GL_Overbright_f(convar *var) {
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R_RebuildAllLightmaps();
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}
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/*
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====================
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GL_Fullbrights_f -- johnfitz
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====================
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*/
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static void GL_Fullbrights_f(convar *var) {
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TexMgr_ReloadNobrightImages();
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}
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/*
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====================
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R_SetClearColor_f -- johnfitz
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====================
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*/
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static void R_SetClearColor_f(convar *var) {
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byte *rgb;
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int s;
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s = (int) r_clearcolor.value & 0xFF;
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rgb = (byte *) (d_8to24table + s);
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glClearColor(rgb[0] / 255.0, rgb[1] / 255.0, rgb[2] / 255.0, 0);
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}
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/*
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===============
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R_Model_ExtraFlags_List_f -- johnfitz -- called when r_nolerp_list or r_noshadow_list cvar changes
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===============
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*/
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static void R_Model_ExtraFlags_List_f(convar *var) {
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int i;
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for (i = 0; i < MAX_MODELS; i++)
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Mod_SetExtraFlags(cl.model_precache[i]);
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}
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/*
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====================
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R_SetWateralpha_f -- ericw
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====================
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*/
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static void R_SetWateralpha_f(convar *var) {
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map_wateralpha = var->value;
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}
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/*
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====================
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R_SetLavaalpha_f -- ericw
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====================
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*/
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static void R_SetLavaalpha_f(convar *var) {
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map_lavaalpha = var->value;
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}
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/*
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====================
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R_SetTelealpha_f -- ericw
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====================
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*/
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static void R_SetTelealpha_f(convar *var) {
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map_telealpha = var->value;
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}
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/*
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====================
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R_SetSlimealpha_f -- ericw
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====================
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*/
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static void R_SetSlimealpha_f(convar *var) {
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map_slimealpha = var->value;
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}
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/*
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====================
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GL_WaterAlphaForSurfface -- ericw
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====================
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*/
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float GL_WaterAlphaForSurface(msurface_t *fa) {
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if (fa->flags & SURF_DRAWLAVA)
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return map_lavaalpha > 0 ? map_lavaalpha : map_wateralpha;
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else if (fa->flags & SURF_DRAWTELE)
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return map_telealpha > 0 ? map_telealpha : map_wateralpha;
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else if (fa->flags & SURF_DRAWSLIME)
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return map_slimealpha > 0 ? map_slimealpha : map_wateralpha;
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else
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return map_wateralpha;
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}
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/*
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===============
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R_Init
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===============
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*/
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void R_Init(void) {
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command::add("timerefresh", R_TimeRefresh_f);
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command::add("pointfile", R_ReadPointFile_f);
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r_norefresh.inscribe();
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r_lightmap.inscribe();
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r_fullbright.inscribe();
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r_drawentities.inscribe();
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r_drawviewmodel.inscribe();
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r_shadows.inscribe();
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r_wateralpha.inscribe();
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r_wateralpha.set_callback(R_SetWateralpha_f);
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r_litwater.inscribe();
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r_dynamic.inscribe();
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r_novis.inscribe();
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r_speeds.inscribe();
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r_pos.inscribe();
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gl_finish.inscribe();
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gl_clear.inscribe();
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gl_cull.inscribe();
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gl_smoothmodels.inscribe();
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gl_affinemodels.inscribe();
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gl_polyblend.inscribe();
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gl_flashblend.inscribe();
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gl_playermip.inscribe();
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gl_nocolors.inscribe();
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//johnfitz -- new cvars
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r_stereo.inscribe();
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r_stereodepth.inscribe();
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r_clearcolor.inscribe();
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r_clearcolor.set_callback(R_SetClearColor_f);
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r_waterquality.inscribe();
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r_oldwater.inscribe();
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r_waterwarp.inscribe();
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r_drawflat.inscribe();
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r_flatlightstyles.inscribe();
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r_oldskyleaf.inscribe();
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r_drawworld.inscribe();
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r_showtris.inscribe();
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r_showbboxes.inscribe();
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gl_farclip.inscribe();
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gl_fullbrights.inscribe();
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gl_overbright.inscribe();
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gl_fullbrights.set_callback(GL_Fullbrights_f);
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gl_overbright.set_callback(GL_Overbright_f);
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gl_overbright_models.inscribe();
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r_lerpmodels.inscribe();
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r_lerpmove.inscribe();
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r_nolerp_list.inscribe();
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r_nolerp_list.set_callback(R_Model_ExtraFlags_List_f);
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r_noshadow_list.inscribe();
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r_noshadow_list.set_callback(R_Model_ExtraFlags_List_f);
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//johnfitz
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r_lightmapwide.inscribe();
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convar::set_rom("r_lightmapwide", gl_packed_pixels ? "1" : "0");
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gl_zfix.inscribe(); // QuakeSpasm z-fighting fix
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r_lavaalpha.inscribe();
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r_telealpha.inscribe();
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r_slimealpha.inscribe();
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r_scale.inscribe();
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r_lavaalpha.set_callback(R_SetLavaalpha_f);
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r_telealpha.set_callback(R_SetTelealpha_f);
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r_slimealpha.set_callback(R_SetSlimealpha_f);
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R_InitParticles();
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R_SetClearColor_f(&r_clearcolor); //johnfitz
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Sky_Init(); //johnfitz
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Fog_Init(); //johnfitz
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}
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/*
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===============
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R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins
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===============
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*/
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void R_TranslatePlayerSkin(int playernum) {
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int top, bottom;
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top = (cl.scores[playernum].colors & 0xf0) >> 4;
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bottom = cl.scores[playernum].colors & 15;
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//FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors.
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if (!gl_nocolors.value) {
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if (playertextures[playernum])
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TexMgr_ReloadImage(playertextures[playernum], top, bottom);
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}
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}
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/*
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===============
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R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when
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the skin or model actually changes, instead of just new colors
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added bug fix from bengt jardup
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===============
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*/
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void R_TranslateNewPlayerSkin(int playernum) {
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char name[64];
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byte *pixels;
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aliashdr_t *paliashdr;
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int skinnum;
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//get correct texture pixels
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currententity = &cl_entities[1 + playernum];
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if (!currententity->model || currententity->model->type != mod_alias)
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return;
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paliashdr = (aliashdr_t *) Mod_Extradata(currententity->model);
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skinnum = currententity->skinnum;
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//TODO: move these tests to the place where skinnum gets received from the server
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if (skinnum < 0 || skinnum >= paliashdr->numskins) {
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console::debug("(%d): Invalid player skin #%d\n", playernum, skinnum);
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skinnum = 0;
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}
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pixels = (byte *) paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place!
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//upload new image
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q_snprintf(name, sizeof(name), "player_%i", playernum);
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playertextures[playernum] = TexMgr_LoadImage(currententity->model, name, paliashdr->skinwidth,
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paliashdr->skinheight,
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SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file,
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paliashdr->gltextures[skinnum][0]->source_offset,
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TEXPREF_PAD | TEXPREF_OVERWRITE);
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//now recolor it
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R_TranslatePlayerSkin(playernum);
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}
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/*
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===============
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R_NewGame -- johnfitz -- handle a game switch
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===============
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*/
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void R_NewGame(void) {
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int i;
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//clear playertexture pointers (the textures themselves were freed by texmgr_newgame)
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for (i = 0; i < MAX_SCOREBOARD; i++)
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playertextures[i] = NULL;
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}
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/*
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=============
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R_ParseWorldspawn
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called at map load
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=============
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*/
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static void R_ParseWorldspawn() {
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map_wateralpha = r_wateralpha.value;
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map_lavaalpha = r_lavaalpha.value;
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map_telealpha = r_telealpha.value;
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map_slimealpha = r_slimealpha.value;
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std::string key{};
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std::string value{};
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std::istringstream ss{cl.worldmodel->entities};
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auto token = common::parse_token(ss);
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if (!token.has_value())
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return; // error
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if ((*token)[0] != '{')
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return; // error
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while (true) {
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token = common::parse_token(ss);
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if (!token.has_value()) {
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return; // error
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}
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if ((*token)[0] == '}') {
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break; // end of worldspawn
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}
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if ((*token)[0] == '_') {
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key = token->substr(1);
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} else {
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key = *token;
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}
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while (!key.empty() && key.back() == ' ') {
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// remove trailing spaces
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key.pop_back();
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}
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token = common::parse_token(ss);
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if (!token.has_value()) {
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return; // error
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}
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value = *token;
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if (key == "wateralpha") {
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map_wateralpha = std::strtof(value.c_str(), nullptr);
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}
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if (key == "lavaalpha") {
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map_lavaalpha = std::strtof(value.c_str(), nullptr);
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}
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if (key == "telealpha") {
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map_telealpha = std::strtof(value.c_str(), nullptr);
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}
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if (key == "slimealpha") {
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map_slimealpha = std::strtof(value.c_str(), nullptr);
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}
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}
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void R_NewMap(void) {
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int i;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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// clear out efrags in case the level hasn't been reloaded
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// FIXME: is this one short?
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for (i = 0; i < cl.worldmodel->numleafs; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles();
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GL_BuildLightmaps();
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GL_BuildBModelVertexBuffer();
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//ericw -- no longer load alias models into a VBO here, it's done in Mod_LoadAliasModel
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r_framecount = 0; //johnfitz -- paranoid?
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r_visframecount = 0; //johnfitz -- paranoid?
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Sky_NewMap(); //johnfitz -- skybox in worldspawn
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Fog_NewMap(); //johnfitz -- global fog in worldspawn
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R_ParseWorldspawn(); //ericw -- wateralpha, lavaalpha, telealpha, slimealpha in worldspawn
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load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this?
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void R_TimeRefresh_f(void) {
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int i;
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float start, stop, time;
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if (cls.state != ca_connected) {
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console::info("Not connected to a server\n");
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return;
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}
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start = Sys_DoubleTime();
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for (i = 0; i < 128; i++) {
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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r_refdef.viewangles[1] = i / 128.0 * 360.0;
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R_RenderView();
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GL_EndRendering();
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}
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glFinish();
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stop = Sys_DoubleTime();
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time = stop - start;
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console::info("%f seconds (%f fps)\n", time, 128 / time);
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}
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void D_FlushCaches(void) {
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}
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static GLuint gl_programs[16];
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static int gl_num_programs;
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static bool GL_CheckShader(GLuint shader) {
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GLint status;
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GL_GetShaderivFunc(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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char infolog[1024];
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memset(infolog, 0, sizeof(infolog));
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GL_GetShaderInfoLogFunc(shader, sizeof(infolog), NULL, infolog);
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console::warn("GLSL program failed to compile: %s", infolog);
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return false;
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}
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return true;
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}
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static bool GL_CheckProgram(GLuint program) {
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GLint status;
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GL_GetProgramivFunc(program, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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char infolog[1024];
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memset(infolog, 0, sizeof(infolog));
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GL_GetProgramInfoLogFunc(program, sizeof(infolog), NULL, infolog);
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console::warn("GLSL program failed to link: %s", infolog);
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return false;
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}
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return true;
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}
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/*
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=============
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GL_GetUniformLocation
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=============
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*/
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GLint GL_GetUniformLocation(GLuint *programPtr, const char *name) {
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GLint location;
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if (!programPtr)
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return -1;
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location = GL_GetUniformLocationFunc(*programPtr, name);
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if (location == -1) {
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console::warn("GL_GetUniformLocationFunc %s failed\n", name);
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*programPtr = 0;
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}
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return location;
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}
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/*
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====================
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GL_CreateProgram
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Compiles and returns GLSL program.
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====================
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*/
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GLuint GL_CreateProgram(const GLchar *vertSource, const GLchar *fragSource, int numbindings,
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const glsl_attrib_binding_t *bindings) {
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int i;
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GLuint program, vertShader, fragShader;
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if (!gl_glsl_able)
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return 0;
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vertShader = GL_CreateShaderFunc(GL_VERTEX_SHADER);
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GL_ShaderSourceFunc(vertShader, 1, &vertSource, NULL);
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GL_CompileShaderFunc(vertShader);
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if (!GL_CheckShader(vertShader)) {
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GL_DeleteShaderFunc(vertShader);
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return 0;
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}
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fragShader = GL_CreateShaderFunc(GL_FRAGMENT_SHADER);
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GL_ShaderSourceFunc(fragShader, 1, &fragSource, NULL);
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GL_CompileShaderFunc(fragShader);
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if (!GL_CheckShader(fragShader)) {
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GL_DeleteShaderFunc(vertShader);
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GL_DeleteShaderFunc(fragShader);
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return 0;
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}
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program = GL_CreateProgramFunc();
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GL_AttachShaderFunc(program, vertShader);
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GL_DeleteShaderFunc(vertShader);
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GL_AttachShaderFunc(program, fragShader);
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GL_DeleteShaderFunc(fragShader);
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for (i = 0; i < numbindings; i++) {
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GL_BindAttribLocationFunc(program, bindings[i].attrib, bindings[i].name);
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}
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GL_LinkProgramFunc(program);
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if (!GL_CheckProgram(program)) {
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GL_DeleteProgramFunc(program);
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return 0;
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} else {
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if (gl_num_programs == std::size(gl_programs))
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Host_Error("gl_programs overflow");
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gl_programs[gl_num_programs] = program;
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gl_num_programs++;
|
|
|
|
return program;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_DeleteShaders
|
|
|
|
Deletes any GLSL programs that have been created.
|
|
====================
|
|
*/
|
|
void R_DeleteShaders(void) {
|
|
int i;
|
|
|
|
if (!gl_glsl_able)
|
|
return;
|
|
|
|
for (i = 0; i < gl_num_programs; i++) {
|
|
GL_DeleteProgramFunc(gl_programs[i]);
|
|
gl_programs[i] = 0;
|
|
}
|
|
gl_num_programs = 0;
|
|
}
|
|
|
|
static GLuint current_array_buffer, current_element_array_buffer;
|
|
|
|
/*
|
|
====================
|
|
GL_BindBuffer
|
|
|
|
glBindBuffer wrapper
|
|
====================
|
|
*/
|
|
void GL_BindBuffer(GLenum target, GLuint buffer) {
|
|
GLuint *cache;
|
|
|
|
if (!gl_vbo_able)
|
|
return;
|
|
|
|
switch (target) {
|
|
case GL_ARRAY_BUFFER:
|
|
cache = ¤t_array_buffer;
|
|
break;
|
|
case GL_ELEMENT_ARRAY_BUFFER:
|
|
cache = ¤t_element_array_buffer;
|
|
break;
|
|
default:
|
|
Host_Error("GL_BindBuffer: unsupported target %d", (int) target);
|
|
return;
|
|
}
|
|
|
|
if (*cache != buffer) {
|
|
*cache = buffer;
|
|
GL_BindBufferFunc(target, *cache);
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
GL_ClearBufferBindings
|
|
|
|
This must be called if you do anything that could make the cached bindings
|
|
invalid (e.g. manually binding, destroying the context).
|
|
====================
|
|
*/
|
|
void GL_ClearBufferBindings(void) {
|
|
if (!gl_vbo_able)
|
|
return;
|
|
|
|
current_array_buffer = 0;
|
|
current_element_array_buffer = 0;
|
|
GL_BindBufferFunc(GL_ARRAY_BUFFER, 0);
|
|
GL_BindBufferFunc(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|