From 51ff8fa924c99e6787ffd885aa1e7acba412ac7c Mon Sep 17 00:00:00 2001 From: SomaZ <17459161+SomaZ@users.noreply.github.com> Date: Tue, 12 Dec 2023 16:35:01 +0100 Subject: [PATCH] [SP/MP] Match most of tr_types.h Flags and structs should match perfectly now. Also removes some miniRefEntity structs from MP that aren't used and are also made useless already. So, just some cleanup in this regard. --- code/rd-common/tr_types.h | 225 +++++++++++++++++++++++-------- code/rd-vanilla/tr_ghoul2.cpp | 2 +- code/rd-vanilla/tr_init.cpp | 5 +- code/rd-vanilla/tr_local.h | 11 ++ code/rd-vanilla/tr_scene.cpp | 40 +++++- code/rd-vanilla/tr_shadows.cpp | 2 +- code/rd-vanilla/tr_surface.cpp | 108 ++++++++++++++- codemp/rd-common/tr_types.h | 18 ++- codemp/rd-vanilla/tr_local.h | 2 +- codemp/rd-vanilla/tr_scene.cpp | 57 +------- codemp/rd-vanilla/tr_surface.cpp | 12 +- shared/rd-rend2/tr_light.cpp | 13 +- shared/rd-rend2/tr_local.h | 6 +- shared/rd-rend2/tr_main.cpp | 6 - shared/rd-rend2/tr_scene.cpp | 8 +- shared/rd-rend2/tr_surface.cpp | 7 - 16 files changed, 366 insertions(+), 156 deletions(-) diff --git a/code/rd-common/tr_types.h b/code/rd-common/tr_types.h index 56e8704c49..6e6d63eba9 100644 --- a/code/rd-common/tr_types.h +++ b/code/rd-common/tr_types.h @@ -35,8 +35,10 @@ along with this program; if not, see . #define MAX_REFENTITIES ((1<. #define RF_SHADOW_PLANE 0x00100 // use refEntity->shadowPlane #define RF_WRAP_FRAMES 0x00200 // mod the model frames by the maxframes to allow continuous // animation without needing to know the frame count -#define RF_CAP_FRAMES 0x00400 // cap the model frames by the maxframes for one shot anims -#define RF_ALPHA_FADE 0x00800 // hacks blend mode and uses whatever the set alpha is. -#define RF_PULSATE 0x01000 // for things like a dropped saber, where we want to add an extra visual clue -#define RF_RGB_TINT 0x02000 // overrides ent RGB color to the specified color +#define RF_FORCE_ENT_ALPHA 0x00400 // override shader alpha settings +#define RF_RGB_TINT 0x00800 // override shader rgb settings + +#define RF_SHADOW_ONLY 0x01000 //add surfs for shadowing but don't draw them -rww + +#define RF_DISTORTION 0x02000 //area distortion effect -rww #define RF_FORKED 0x04000 // override lightning to have forks #define RF_TAPERED 0x08000 // lightning tapers #define RF_GROW 0x10000 // lightning grows from start to end during its life -#define RF_SETANIMINDEX 0x20000 //use backEnd.currentEntity->e.skinNum for R_BindAnimatedImage - -#define RF_DISINTEGRATE1 0x40000 // does a procedural hole-ripping thing. -#define RF_DISINTEGRATE2 0x80000 // does a procedural hole-ripping thing with scaling at the ripping point +#define RF_DISINTEGRATE1 0x20000 // does a procedural hole-ripping thing. +#define RF_DISINTEGRATE2 0x40000 // does a procedural hole-ripping thing with scaling at the ripping point -#define RF_G2MINLOD 0x100000 // force Lowest lod on g2 +#define RF_SETANIMINDEX 0x80000 //use backEnd.currentEntity->e.skinNum for R_BindAnimatedImage -#define RF_SHADOW_ONLY 0x200000 //add surfs for shadowing but don't draw them normally -rww +#define RF_ALPHA_DEPTH 0x100000 //depth write on alpha model -#define RF_DISTORTION 0x400000 //area distortion effect -rww +#define RF_FORCEPOST 0x200000 //force it to post-render -rww -#define RF_FORCE_ENT_ALPHA 0x800000 // override shader alpha settings +// SP renderfx flags, only use in SP! +#define RF_CAP_FRAMES 0x400000 // cap the model frames by the maxframes for one shot anims +#define RF_ALPHA_FADE 0x800000 // hacks blend mode and uses whatever the set alpha is. +#define RF_PULSATE 0x1000000 // for things like a dropped saber, where we want to add an extra visual clue +#define RF_G2MINLOD 0x2000000 // force Lowest lod on g2 +#define RF_MORELIGHT 0x4000000 // allways have some light (viewmodel, some items) | SP version which is different from MP // refdef flags #define RDF_NOWORLDMODEL 1 // used for player configuration screen @@ -83,9 +90,12 @@ along with this program; if not, see . #define RDF_SKYBOXPORTAL 8 #define RDF_DRAWSKYBOX 16 // the above marks a scene as being a 'portal sky'. this flag says to draw it or not -#define RDF_doLAGoggles 32 // Light Amp goggles -#define RDF_doFullbright 64 // Light Amp goggles -#define RDF_ForceSightOn 128 // using force sight +#define RDF_AUTOMAP 32 // MP only means this scene is to draw the automap -rww +#define RDF_NOFOG 64 // MP only no global fog in this scene (but still brush fog) -rww +#define RDF_ForceSightOn 128 //using force sight + +#define RDF_doLAGoggles 256 // SP only Light Amp goggles +#define RDF_doFullbright 512 // SP only Light Amp goggles extern int skyboxportal; @@ -105,77 +115,178 @@ typedef struct poly_s { polyVert_t *verts; } poly_t; -typedef enum -{ +typedef enum { RT_MODEL, RT_POLY, RT_SPRITE, RT_ORIENTED_QUAD, - RT_LINE, - RT_ELECTRICITY, - RT_CYLINDER, - RT_LATHE, RT_BEAM, RT_SABER_GLOW, + RT_ELECTRICITY, RT_PORTALSURFACE, // doesn't draw anything, just info for portals + RT_LINE, + RT_ORIENTEDLINE, + RT_CYLINDER, + RT_ENT_CHAIN, + + RT_MAX_MP_REF_ENTITY_TYPE, + // SP ONLY Entity Types! + RT_LATHE, RT_CLOUDS, - RT_MAX_REF_ENTITY_TYPE + RT_MAX_SP_REF_ENTITY_TYPE } refEntityType_t; -typedef struct { - refEntityType_t reType; - int renderfx; +typedef struct miniRefEntity_s +{ + refEntityType_t reType; + int renderfx; - qhandle_t hModel; // opaque type outside refresh + qhandle_t hModel; // opaque type outside refresh // most recent data - vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN) - float shadowPlane; // projection shadows go here, stencils go slightly lower + matrix3_t axis; // rotation vectors + qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale + vec3_t origin; // also used as MODEL_BEAM's "from" + + // previous data for frame interpolation + vec3_t oldorigin; // also used as MODEL_BEAM's "to" + + // texturing + qhandle_t customShader; // use one image for the entire thing - vec3_t axis[3]; // rotation vectors - qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale - float origin[3]; // also used as MODEL_BEAM's "from" + // misc + byte shaderRGBA[4]; // colors used by rgbgen entity shaders + vec2_t shaderTexCoord; // texture coordinates used by tcMod entity modifiers + + // extra sprite information + float radius; + float rotation; // size 2 for RT_CYLINDER or number of verts in RT_ELECTRICITY + + // misc + float shaderTime; // subtracted from refdef time to control effect start times int frame; // also used as MODEL_BEAM's diameter +} miniRefEntity_t; + +typedef struct refEntity_s { + // this stucture must remain identical as the miniRefEntity_t + // + // + refEntityType_t reType; + int renderfx; + + qhandle_t hModel; // opaque type outside refresh + + // most recent data + matrix3_t axis; // rotation vectors + qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale + vec3_t origin; // also used as MODEL_BEAM's "from" + // previous data for frame interpolation - float oldorigin[3]; // also used as MODEL_BEAM's "to" - int oldframe; - float backlerp; // 0.0 = current, 1.0 = old + vec3_t oldorigin; // also used as MODEL_BEAM's "to" // texturing - int skinNum; // inline skin index + qhandle_t customShader; // use one image for the entire thing - qhandle_t customSkin; // NULL for default skin - qhandle_t customShader; // use one image for the entire thing + // misc + byte shaderRGBA[4]; // colors used by rgbgen entity shaders + vec2_t shaderTexCoord; // texture coordinates used by tcMod entity modifiers + + // extra sprite information + float radius; + float rotation; // misc - byte shaderRGBA[4]; // colors used by colorSrc=vertex shaders - float shaderTexCoord[2]; // texture coordinates used by tcMod=vertex modifiers float shaderTime; // subtracted from refdef time to control effect start times + int frame; // also used as MODEL_BEAM's diameter + // + // + // end miniRefEntity_t - // extra sprite information - float radius; + // + // + // specific full refEntity_t data + // + // + + // most recent data + vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN) + float shadowPlane; // projection shadows go here, stencils go slightly lower - // This doesn't have to be unioned, but it does make for more meaningful variable names :) + // previous data for frame interpolation + int oldframe; + float backlerp; // 0.0 = current, 1.0 = old + + // texturing + int skinNum; // inline skin index + qhandle_t customSkin; // NULL for default skin + + // texturing union { - float rotation; - float endTime; - float saberLength; - }; + // int skinNum; // inline skin index + // ivec3_t terxelCoords; // coords of patch for RT_TERXELS + struct + { + int miniStart; + int miniCount; + } uMini; + } uRefEnt; -/* -Ghoul2 Insert Start -*/ + // extra sprite information + union { + struct + { + float rotation; + float radius; + byte vertRGBA[4][4]; + } sprite; + struct + { + float width; + float width2; + float stscale; + } line; + struct // that whole put-the-opening-brace-on-the-same-line-as-the-beginning-of-the-definition coding style is fecal + { + float width; + vec3_t control1; + vec3_t control2; + } bezier; + struct + { + float width; + float width2; + float stscale; + float height; + float bias; + qboolean wrap; + } cylinder; + struct + { + float width; + float deviation; + float stscale; + qboolean wrap; + qboolean taper; + } electricity; + } data; + + float endTime; + float saberLength; + + /* + Ghoul2 Insert Start + */ vec3_t angles; // rotation angles - used for Ghoul2 vec3_t modelScale; // axis scale for models - CGhoul2Info_v *ghoul2; // has to be at the end of the ref-ent in order for it to be created properly +// CGhoul2Info_v *ghoul2; // has to be at the end of the ref-ent in order for it to be created properly + void *ghoul2; // has to be at the end of the ref-ent in order for it to be created properly /* Ghoul2 Insert End */ - } refEntity_t; #define MAX_RENDER_STRINGS 8 @@ -185,7 +296,8 @@ typedef struct { int x, y, width, height; float fov_x, fov_y; vec3_t vieworg; - vec3_t viewaxis[3]; // transformation matrix + vec3_t viewangles; + matrix3_t viewaxis; // transformation matrix int viewContents; // world contents at vieworg // time in milliseconds for shader effects and other time dependent rendering issues @@ -195,6 +307,9 @@ typedef struct { // 1 bits will prevent the associated area from rendering at all byte areamask[MAX_MAP_AREA_BYTES]; + + // text messages for deform text shaders + char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH]; } refdef_t; @@ -224,6 +339,7 @@ typedef struct glconfig_s { const char *vendor_string; const char *version_string; const char *extensions_string; + int maxTextureSize; // queried from GL int maxActiveTextures; // multitexture ability float maxTextureFilterAnisotropy; @@ -233,15 +349,12 @@ typedef struct glconfig_s { qboolean deviceSupportsGamma; textureCompression_t textureCompression; qboolean textureEnvAddAvailable; - qboolean textureFilterAnisotropicAvailable; qboolean clampToEdgeAvailable; int vidWidth, vidHeight; int displayFrequency; - qboolean doStencilShadowsInOneDrawcall; - // synonymous with "does rendering consume the entire screen?", therefore // a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that // used CDS. diff --git a/code/rd-vanilla/tr_ghoul2.cpp b/code/rd-vanilla/tr_ghoul2.cpp index b1f6d43a6b..d51432f223 100644 --- a/code/rd-vanilla/tr_ghoul2.cpp +++ b/code/rd-vanilla/tr_ghoul2.cpp @@ -2575,7 +2575,7 @@ void R_AddGhoulSurfaces( trRefEntity_t *ent ) { } assert (ent->e.ghoul2); //entity is foo if it has a glm model handle but no ghoul2 pointer! - CGhoul2Info_v &ghoul2 = *ent->e.ghoul2; + CGhoul2Info_v &ghoul2 = *((CGhoul2Info_v *)ent->e.ghoul2); if (!G2_SetupModelPointers(ghoul2)) { diff --git a/code/rd-vanilla/tr_init.cpp b/code/rd-vanilla/tr_init.cpp index 13c72e66ee..b5423dc1b6 100644 --- a/code/rd-vanilla/tr_init.cpp +++ b/code/rd-vanilla/tr_init.cpp @@ -33,6 +33,7 @@ along with this program; if not, see . #include "tr_WorldEffects.h" glconfig_t glConfig; +glconfigExt_t glConfigExt; glstate_t glState; window_t window; @@ -677,10 +678,10 @@ static void GLimp_InitExtensions( void ) qglStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)ri.GL_GetProcAddress("glStencilOpSeparate"); if (qglStencilOpSeparate) { - glConfig.doStencilShadowsInOneDrawcall = qtrue; + glConfigExt.doStencilShadowsInOneDrawcall = qtrue; } #else - glConfig.doStencilShadowsInOneDrawcall = qtrue; + glConfigExt.doStencilShadowsInOneDrawcall = qtrue; #endif } diff --git a/code/rd-vanilla/tr_local.h b/code/rd-vanilla/tr_local.h index 81597d4f03..9ded5e3de3 100644 --- a/code/rd-vanilla/tr_local.h +++ b/code/rd-vanilla/tr_local.h @@ -1066,6 +1066,16 @@ typedef struct { float distanceCull; } trGlobals_t; +struct glconfigExt_t +{ + glconfig_t *glConfig; + + qboolean textureFilterAnisotropicAvailable; + qboolean doGammaCorrectionWithShaders; + qboolean doStencilShadowsInOneDrawcall; + const char *originalExtensionString; +}; + int R_Images_StartIteration(void); image_t *R_Images_GetNextIteration(void); void R_Images_Clear(void); @@ -1076,6 +1086,7 @@ void R_Images_DeleteImage(image_t *pImage); extern backEndState_t backEnd; extern trGlobals_t tr; extern glconfig_t glConfig; // outside of TR since it shouldn't be cleared during ref re-init +extern glconfigExt_t glConfigExt; extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init extern window_t window; diff --git a/code/rd-vanilla/tr_scene.cpp b/code/rd-vanilla/tr_scene.cpp index f41b4b2dac..ff78895241 100644 --- a/code/rd-vanilla/tr_scene.cpp +++ b/code/rd-vanilla/tr_scene.cpp @@ -220,7 +220,13 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) { #endif return; } - if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) { + + if (ent->reType == RT_ENT_CHAIN) + { //minirefents must die. + return; + } + + if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_SP_REF_ENTITY_TYPE || ent->reType == RT_MAX_MP_REF_ENTITY_TYPE ) { Com_Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType ); } @@ -231,6 +237,38 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) { } +/************************************************************************************************ + * RE_AddMiniRefEntityToScene * + * Adds a mini ref ent to the scene. If the input parameter is null, it signifies the end * + * of the chain. Otherwise, if there is a valid chain parent, it will be added to that. * + * If there is no parent, it will be added as a regular ref ent. * + * * + * Input * + * ent: the mini ref ent to be added * + * * + * Output / Return * + * none * + * * + ************************************************************************************************/ +void RE_AddMiniRefEntityToScene(const miniRefEntity_t *ent) +{ + if (!tr.registered) + { + return; + } + if (!ent) + { + return; + } + + refEntity_t tempEnt; + + memcpy(&tempEnt, ent, sizeof(*ent)); + memset(((char *)&tempEnt) + sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent)); + RE_AddRefEntityToScene(&tempEnt); +} + + /* ===================== RE_AddLightToScene diff --git a/code/rd-vanilla/tr_shadows.cpp b/code/rd-vanilla/tr_shadows.cpp index c0331e9763..4e415e9d84 100644 --- a/code/rd-vanilla/tr_shadows.cpp +++ b/code/rd-vanilla/tr_shadows.cpp @@ -350,7 +350,7 @@ void RB_DoShadowTessEnd( vec3_t lightPos ) qglDepthFunc(GL_LESS); //now using the Carmack Reverse -rww - if (glConfig.doStencilShadowsInOneDrawcall) + if (glConfigExt.doStencilShadowsInOneDrawcall) { GL_Cull(CT_TWO_SIDED); qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_KEEP); diff --git a/code/rd-vanilla/tr_surface.cpp b/code/rd-vanilla/tr_surface.cpp index 1e51e71c90..207a99986e 100644 --- a/code/rd-vanilla/tr_surface.cpp +++ b/code/rd-vanilla/tr_surface.cpp @@ -366,6 +366,62 @@ static void DoLine2( const vec3_t start, const vec3_t end, const vec3_t up, floa tess.indexes[tess.numIndexes++] = vbase + 3; } +static void DoLine_Oriented(const vec3_t start, const vec3_t end, const vec3_t up, float spanWidth) +{ + float spanWidth2; + int vbase; + + vbase = tess.numVertexes; + + spanWidth2 = -spanWidth; + + // FIXME: use quad stamp? + VectorMA(start, spanWidth, up, tess.xyz[tess.numVertexes]); + tess.texCoords[tess.numVertexes][0][0] = 0; + tess.texCoords[tess.numVertexes][0][1] = 0; + tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0];// * 0.25; + tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1];// * 0.25; + tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2];// * 0.25; + tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];// * 0.25; + tess.numVertexes++; + + VectorMA(start, spanWidth2, up, tess.xyz[tess.numVertexes]); + tess.texCoords[tess.numVertexes][0][0] = 1; + tess.texCoords[tess.numVertexes][0][1] = 0; + tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0]; + tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1]; + tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2]; + tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];// * 0.25; + tess.numVertexes++; + + VectorMA(end, spanWidth, up, tess.xyz[tess.numVertexes]); + + tess.texCoords[tess.numVertexes][0][0] = 0; + tess.texCoords[tess.numVertexes][0][1] = backEnd.currentEntity->e.data.line.stscale; + tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0]; + tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1]; + tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2]; + tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];// * 0.25; + tess.numVertexes++; + + VectorMA(end, spanWidth2, up, tess.xyz[tess.numVertexes]); + tess.texCoords[tess.numVertexes][0][0] = 1; + tess.texCoords[tess.numVertexes][0][1] = backEnd.currentEntity->e.data.line.stscale; + tess.vertexColors[tess.numVertexes][0] = backEnd.currentEntity->e.shaderRGBA[0]; + tess.vertexColors[tess.numVertexes][1] = backEnd.currentEntity->e.shaderRGBA[1]; + tess.vertexColors[tess.numVertexes][2] = backEnd.currentEntity->e.shaderRGBA[2]; + tess.vertexColors[tess.numVertexes][3] = backEnd.currentEntity->e.shaderRGBA[3];// * 0.25; + tess.numVertexes++; + + tess.indexes[tess.numIndexes++] = vbase; + tess.indexes[tess.numIndexes++] = vbase + 1; + tess.indexes[tess.numIndexes++] = vbase + 2; + + tess.indexes[tess.numIndexes++] = vbase + 2; + tess.indexes[tess.numIndexes++] = vbase + 1; + tess.indexes[tess.numIndexes++] = vbase + 3; +} + //----------------- // RB_SurfaceLine //----------------- @@ -390,6 +446,23 @@ static void RB_SurfaceLine( void ) DoLine( start, end, right, e->radius); } +static void RB_SurfaceOrientedLine(void) +{ + refEntity_t *e; + vec3_t right; + vec3_t start, end; + + e = &backEnd.currentEntity->e; + + VectorCopy(e->oldorigin, end); + VectorCopy(e->origin, start); + + // compute side vector + VectorNormalize(e->axis[1]); + VectorCopy(e->axis[1], right); + DoLine_Oriented(start, end, right, e->data.line.width*0.5); +} + /* ============== RB_SurfaceCylinder @@ -1951,14 +2024,17 @@ void RB_SurfaceEntity( surfaceType_t *surfType ) { case RT_ORIENTED_QUAD: RB_SurfaceOrientedQuad(); break; - case RT_LINE: - RB_SurfaceLine(); + case RT_BEAM: + RB_SurfaceBeam(); break; case RT_ELECTRICITY: RB_SurfaceElectricity(); break; - case RT_BEAM: - RB_SurfaceBeam(); + case RT_LINE: + RB_SurfaceLine(); + break; + case RT_ORIENTEDLINE: + RB_SurfaceOrientedLine(); break; case RT_SABER_GLOW: RB_SurfaceSaberGlow(); @@ -1966,6 +2042,30 @@ void RB_SurfaceEntity( surfaceType_t *surfType ) { case RT_CYLINDER: RB_SurfaceCylinder(); break; + case RT_ENT_CHAIN: + { + static trRefEntity_t tempEnt = *backEnd.currentEntity; + + //rww - if not static then currentEntity is garbage because + //this is a local. This was not static in sof2.. but I guess + //they never check ce.renderfx so it didn't show up. + + const int start = backEnd.currentEntity->e.uRefEnt.uMini.miniStart; + const int count = backEnd.currentEntity->e.uRefEnt.uMini.miniCount; + assert(count > 0); + backEnd.currentEntity = &tempEnt; + + assert(backEnd.currentEntity->e.renderfx >= 0); + + for (int i = 0, j = start; i < count; i++, j++) + { + backEnd.currentEntity->e = backEnd.refdef.entities[j].e; + assert(backEnd.currentEntity->e.renderfx >= 0); + + RB_SurfaceEntity(surfType); + } + } + break; case RT_LATHE: RB_SurfaceLathe(); break; diff --git a/codemp/rd-common/tr_types.h b/codemp/rd-common/tr_types.h index 119d1a27b8..d35e9030b3 100644 --- a/codemp/rd-common/tr_types.h +++ b/codemp/rd-common/tr_types.h @@ -75,6 +75,13 @@ along with this program; if not, see . #define RF_FORCEPOST 0x200000 //force it to post-render -rww +// SP renderfx flags, only use in SP! +#define RF_CAP_FRAMES 0x400000 // cap the model frames by the maxframes for one shot anims +#define RF_ALPHA_FADE 0x800000 // hacks blend mode and uses whatever the set alpha is. +#define RF_PULSATE 0x1000000 // for things like a dropped saber, where we want to add an extra visual clue +#define RF_G2MINLOD 0x2000000 // force Lowest lod on g2 +#define RF_MORELIGHT 0x4000000 // allways have some light (viewmodel, some items) | SP version which is different from MP + // refdef flags #define RDF_NOWORLDMODEL 1 // used for player configuration screen #define RDF_HYPERSPACE 4 // teleportation effect @@ -86,6 +93,10 @@ along with this program; if not, see . #define RDF_NOFOG 64 //no global fog in this scene (but still brush fog) -rww #define RDF_ForceSightOn 128 //using force sight +// SP refdef flags, only use in SP! +#define RDF_doLAGoggles 256 // SP only Light Amp goggles +#define RDF_doFullbright 512 // SP only Light Amp goggles + extern int skyboxportal; extern int drawskyboxportal; @@ -117,7 +128,12 @@ typedef enum { RT_CYLINDER, RT_ENT_CHAIN, - RT_MAX_REF_ENTITY_TYPE + RT_MAX_MP_REF_ENTITY_TYPE, + // SP ONLY Entity Types! + RT_LATHE, + RT_CLOUDS, + + RT_MAX_SP_REF_ENTITY_TYPE } refEntityType_t; typedef struct miniRefEntity_s diff --git a/codemp/rd-vanilla/tr_local.h b/codemp/rd-vanilla/tr_local.h index 2c55d9bfb1..70a27297ca 100644 --- a/codemp/rd-vanilla/tr_local.h +++ b/codemp/rd-vanilla/tr_local.h @@ -554,7 +554,6 @@ typedef struct trRefdef_s { int num_entities; trRefEntity_t *entities; - trMiniRefEntity_t *miniEntities; int num_dlights; struct dlight_s *dlights; @@ -1103,6 +1102,7 @@ struct glconfigExt_t { glconfig_t *glConfig; + qboolean textureFilterAnisotropicAvailable; qboolean doGammaCorrectionWithShaders; qboolean doStencilShadowsInOneDrawcall; const char *originalExtensionString; diff --git a/codemp/rd-vanilla/tr_scene.cpp b/codemp/rd-vanilla/tr_scene.cpp index 9c0025485a..473d01e182 100644 --- a/codemp/rd-vanilla/tr_scene.cpp +++ b/codemp/rd-vanilla/tr_scene.cpp @@ -36,8 +36,6 @@ static int r_firstSceneDlight; static int r_numentities; static int r_firstSceneEntity; static int r_numminientities; -static int r_firstSceneMiniEntity; -static int refEntParent = -1; static int r_numpolys; static int r_firstScenePoly; @@ -63,9 +61,7 @@ void R_InitNextFrame( void ) { r_numentities = 0; r_firstSceneEntity = 0; - refEntParent = -1; r_numminientities = 0; - r_firstSceneMiniEntity = 0; r_numpolys = 0; r_firstScenePoly = 0; @@ -84,8 +80,6 @@ void RE_ClearScene( void ) { r_firstSceneDlight = r_numdlights; r_firstSceneEntity = r_numentities; r_firstScenePoly = r_numpolys; - refEntParent = -1; - r_firstSceneMiniEntity = r_numminientities; } /* @@ -238,8 +232,8 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) { assert(ent->hModel || ent->ghoul2 || ent->customShader); } #endif - - if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) { + // TODO: We could implement RT_LATHE and RT_CLOUDS here in MP too to check the same as in the SP renderer -> less differences + if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_MP_REF_ENTITY_TYPE ) { Com_Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType ); } @@ -256,19 +250,6 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) { } } - /* - if (ent->reType == RT_ENT_CHAIN) - { - refEntParent = r_numentities; - backEndData->entities[r_numentities].e.uRefEnt.uMini.miniStart = r_numminientities - r_firstSceneMiniEntity; - backEndData->entities[r_numentities].e.uRefEnt.uMini.miniCount = 0; - } - else - { - */ - refEntParent = -1; - //} - r_numentities++; } @@ -288,50 +269,20 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) { ************************************************************************************************/ void RE_AddMiniRefEntityToScene( const miniRefEntity_t *ent ) { -#if 0 - refEntity_t *parent; -#endif - if ( !tr.registered ) { return; } if (!ent) { - refEntParent = -1; return; } -#if 1 //i hate you minirefent! refEntity_t tempEnt; memcpy(&tempEnt, ent, sizeof(*ent)); memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent)); RE_AddRefEntityToScene(&tempEnt); -#else - - if ( ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) - { - Com_Error( ERR_DROP, "RE_AddMiniRefEntityToScene: bad reType %i", ent->reType ); - } - - if (!r_numentities || refEntParent == -1 || r_numminientities >= MAX_MINI_ENTITIES) - { //rww - add it as a refent also if we run out of minis -// Com_Error( ERR_DROP, "RE_AddMiniRefEntityToScene: mini without parent ref ent"); - refEntity_t tempEnt; - - memcpy(&tempEnt, ent, sizeof(*ent)); - memset(((char *)&tempEnt)+sizeof(*ent), 0, sizeof(tempEnt) - sizeof(*ent)); - RE_AddRefEntityToScene(&tempEnt); - return; - } - - parent = &backEndData->entities[refEntParent].e; - parent->uRefEnt.uMini.miniCount++; - - backEndData->miniEntities[r_numminientities].e = *ent; - r_numminientities++; -#endif } /* @@ -491,7 +442,6 @@ void RE_RenderScene( const refdef_t *fd ) { tr.refdef.num_entities = r_numentities - r_firstSceneEntity; tr.refdef.entities = &backEndData->entities[r_firstSceneEntity]; - tr.refdef.miniEntities = &backEndData->miniEntities[r_firstSceneMiniEntity]; tr.refdef.num_dlights = r_numdlights - r_firstSceneDlight; tr.refdef.dlights = &backEndData->dlights[r_firstSceneDlight]; @@ -549,12 +499,9 @@ void RE_RenderScene( const refdef_t *fd ) { // the next scene rendered in this frame will tack on after this one r_firstSceneDrawSurf = tr.refdef.numDrawSurfs; r_firstSceneEntity = r_numentities; - r_firstSceneMiniEntity = r_numminientities; r_firstSceneDlight = r_numdlights; r_firstScenePoly = r_numpolys; - refEntParent = -1; - tr.frontEndMsec += ri.Milliseconds()*ri.Cvar_VariableValue( "timescale" ) - startTime; RE_RenderWorldEffects(); diff --git a/codemp/rd-vanilla/tr_surface.cpp b/codemp/rd-vanilla/tr_surface.cpp index 3be021dce6..ab8bf97303 100644 --- a/codemp/rd-vanilla/tr_surface.cpp +++ b/codemp/rd-vanilla/tr_surface.cpp @@ -1622,22 +1622,22 @@ void RB_SurfaceEntity( surfaceType_t *surfType ) { break; case RT_ENT_CHAIN: { - int i, count, start; - static trRefEntity_t tempEnt = *backEnd.currentEntity; + static trRefEntity_t tempEnt = *backEnd.currentEntity; + //rww - if not static then currentEntity is garbage because //this is a local. This was not static in sof2.. but I guess //they never check ce.renderfx so it didn't show up. - start = backEnd.currentEntity->e.uRefEnt.uMini.miniStart; - count = backEnd.currentEntity->e.uRefEnt.uMini.miniCount; + const int start = backEnd.currentEntity->e.uRefEnt.uMini.miniStart; + const int count = backEnd.currentEntity->e.uRefEnt.uMini.miniCount; assert(count > 0); backEnd.currentEntity = &tempEnt; assert(backEnd.currentEntity->e.renderfx >= 0); - for(i=0;ie, &backEnd.refdef.miniEntities[start+i], sizeof(backEnd.refdef.miniEntities[start+i])); + backEnd.currentEntity->e = backEnd.refdef.entities[j].e; assert(backEnd.currentEntity->e.renderfx >= 0); diff --git a/shared/rd-rend2/tr_light.cpp b/shared/rd-rend2/tr_light.cpp index f4700b2882..bfcea99c66 100644 --- a/shared/rd-rend2/tr_light.cpp +++ b/shared/rd-rend2/tr_light.cpp @@ -368,15 +368,6 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) { // only do min lighting when there is no hdr light data if (tr.hdrLighting != qtrue) { -#ifndef REND2_SP - // bonus items and view weapons have a fixed minimum add - if (1/*!r_hdr->integer*/) { - // give everything a minimum light add - ent->ambientLight[0] += tr.identityLight * 32; - ent->ambientLight[1] += tr.identityLight * 32; - ent->ambientLight[2] += tr.identityLight * 32; - } - if (ent->e.renderfx & RF_MINLIGHT) { //the minlight flag is now for items rotating on their holo thing if (ent->e.shaderRGBA[0] == 255 && @@ -394,9 +385,8 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) { ent->ambientLight[2] += tr.identityLight * 150; } } -#else // bonus items and view weapons have a fixed minimum add - if (ent->e.renderfx & RF_MORELIGHT) { + else if (ent->e.renderfx & RF_MORELIGHT) { ent->ambientLight[0] += tr.identityLight * 96; ent->ambientLight[1] += tr.identityLight * 96; ent->ambientLight[2] += tr.identityLight * 96; @@ -407,7 +397,6 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) { ent->ambientLight[1] += tr.identityLight * 32; ent->ambientLight[2] += tr.identityLight * 32; } -#endif } d = VectorLength( ent->directedLight ); diff --git a/shared/rd-rend2/tr_local.h b/shared/rd-rend2/tr_local.h index 15a4731749..80745ea1a5 100644 --- a/shared/rd-rend2/tr_local.h +++ b/shared/rd-rend2/tr_local.h @@ -2664,12 +2664,16 @@ struct glconfigExt_t { glconfig_t *glConfig; + qboolean textureFilterAnisotropicAvailable; + qboolean doGammaCorrectionWithShaders; + qboolean doStencilShadowsInOneDrawcall; const char *originalExtensionString; }; extern backEndState_t backEnd; extern trGlobals_t tr; extern glstate_t glState; // outside of TR since it shouldn't be cleared during ref re-init +extern glconfigExt_t glConfigExt; extern glRefConfig_t glRefConfig; extern window_t window; @@ -3328,9 +3332,7 @@ void R_InitNextFrame( void ); void RE_ClearScene( void ); void RE_AddRefEntityToScene( const refEntity_t *ent ); -#ifndef REND2_SP void RE_AddMiniRefEntityToScene( const miniRefEntity_t *miniRefEnt ); -#endif void RE_AddPolyToScene(qhandle_t hShader, int numVerts, const polyVert_t *verts, int num = 1); void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ); diff --git a/shared/rd-rend2/tr_main.cpp b/shared/rd-rend2/tr_main.cpp index c445a45a96..958e5502e2 100644 --- a/shared/rd-rend2/tr_main.cpp +++ b/shared/rd-rend2/tr_main.cpp @@ -2003,7 +2003,6 @@ static void R_AddEntitySurface(const trRefdef_t *refdef, trRefEntity_t *ent, int } } break; -#ifndef REND2_SP case RT_ENT_CHAIN: shader = R_GetShaderByHandle(ent->e.customShader); R_AddDrawSurf( @@ -2015,7 +2014,6 @@ static void R_AddEntitySurface(const trRefdef_t *refdef, trRefEntity_t *ent, int R_IsPostRenderEntity(ent), 0 /* cubeMap */ ); break; -#endif default: ri.Error( ERR_DROP, "R_AddEntitySurfaces: Bad reType" ); } @@ -2633,9 +2631,7 @@ qboolean R_AddPortalView(const trRefdef_t *refdef) case RT_ORIENTED_QUAD: case RT_ELECTRICITY: case RT_LINE: -#ifndef REND2_SP case RT_ORIENTEDLINE: -#endif case RT_CYLINDER: case RT_SABER_GLOW: break; @@ -2682,10 +2678,8 @@ qboolean R_AddPortalView(const trRefdef_t *refdef) } } break; -#ifndef REND2_SP case RT_ENT_CHAIN: break; -#endif default: break; } diff --git a/shared/rd-rend2/tr_scene.cpp b/shared/rd-rend2/tr_scene.cpp index 3107d594b3..672505aac7 100644 --- a/shared/rd-rend2/tr_scene.cpp +++ b/shared/rd-rend2/tr_scene.cpp @@ -211,7 +211,13 @@ void RE_AddRefEntityToScene( const refEntity_t *ent ) { } return; } - if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_REF_ENTITY_TYPE ) { + + if (ent->reType == RT_ENT_CHAIN) + { //minirefents must die. + return; + } + + if ( (int)ent->reType < 0 || ent->reType >= RT_MAX_SP_REF_ENTITY_TYPE || ent->reType == RT_MAX_MP_REF_ENTITY_TYPE ) { ri.Error( ERR_DROP, "RE_AddRefEntityToScene: bad reType %i", ent->reType ); } diff --git a/shared/rd-rend2/tr_surface.cpp b/shared/rd-rend2/tr_surface.cpp index 63443be5e7..5ca4ae638e 100644 --- a/shared/rd-rend2/tr_surface.cpp +++ b/shared/rd-rend2/tr_surface.cpp @@ -860,7 +860,6 @@ static void DoLine2(const vec3_t start, const vec3_t end, const vec3_t up, float tess.indexes[tess.numIndexes++] = vbase + 3; } -#ifndef REND2_SP static void DoLine_Oriented( const vec3_t start, const vec3_t end, const vec3_t up, float spanWidth ) { float spanWidth2; @@ -921,7 +920,6 @@ static void RB_SurfaceOrientedLine(void) VectorCopy(e->axis[1], right); DoLine_Oriented(start, end, right, e->data.line.width*0.5); } -#endif //----------------- // RB_SurfaceLine @@ -2010,7 +2008,6 @@ static void RB_SurfaceBSPGrid( srfBspSurface_t *srf ) { } } -#ifdef REND2_SP #define LATHE_SEG_STEP 10 #define BEZIER_STEP 0.05f // must be in the range of 0 to 1 @@ -2336,7 +2333,6 @@ static void RB_SurfaceClouds() } } } -#endif /* =========================================================================== @@ -2406,7 +2402,6 @@ static void RB_SurfaceEntity( surfaceType_t *surfType ) { case RT_CYLINDER: RB_SurfaceCylinder(); break; -#ifndef REND2_SP case RT_ORIENTEDLINE: RB_SurfaceOrientedLine(); break; @@ -2434,14 +2429,12 @@ static void RB_SurfaceEntity( surfaceType_t *surfType ) { } } break; -#else case RT_LATHE: RB_SurfaceLathe(); break; case RT_CLOUDS: RB_SurfaceClouds(); break; -#endif default: RB_SurfaceAxis(); break;