]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
fix a bug in cvar hash handling
[xonotic/darkplaces.git] / r_shadow.c
index d479f125193f8a71950c8a65a6d966ac041fdcb9..004b0c4000afe5b43c60d5ec5978ca5ab35693ba 100644 (file)
@@ -326,7 +326,7 @@ cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid
 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
-cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_incluedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
@@ -486,10 +486,9 @@ void R_Shadow_SetShadowMode(void)
                        r_shadow_shadowmappcf = 1;
                        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        break;
-               case RENDERPATH_GL13:
-                       break;
                case RENDERPATH_GL11:
-                       break;
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        break;
                }
@@ -1988,8 +1987,9 @@ void R_Shadow_RenderMode_Begin(void)
        case RENDERPATH_GLES2:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (r_textureunits.integer >= 2 && vid.texunits >= 2 && r_shadow_texture3d.integer && r_shadow_attenuation3dtexture)
                        r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN;
                else if (r_textureunits.integer >= 3 && vid.texunits >= 3)
@@ -2184,6 +2184,7 @@ init_done:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                GL_CullFace(r_refdef.view.cullface_back);
                // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
@@ -2390,6 +2391,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
        case RENDERPATH_SOFT:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -3358,6 +3360,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                        break;
@@ -3404,6 +3407,7 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
                case RENDERPATH_GL11:
                case RENDERPATH_GL13:
                case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                        break;
@@ -4657,8 +4661,9 @@ void R_Shadow_PrepareLights(void)
                        }
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                r_shadow_usingdeferredprepass = false;
                break;
        }
@@ -4985,6 +4990,7 @@ void R_DrawModelShadowMaps(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
@@ -5158,9 +5164,10 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
 
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
@@ -5206,9 +5213,10 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        {
                switch(vid.renderpath)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL20:
+               case RENDERPATH_GLES1:
                case RENDERPATH_GLES2:
                        CHECKGLERROR
                        qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
@@ -5253,6 +5261,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
+                       case RENDERPATH_GLES1:
                        case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                                break;
@@ -5282,6 +5291,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
+                       case RENDERPATH_GLES1:
                        case RENDERPATH_GLES2:
                                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
                                break;
@@ -5330,6 +5340,7 @@ void R_Shadow_DrawCoronas(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
                if (usequery)