git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11503
d7cf8633-e32d-0410-b094-
e92efae38249
void CL_VM_Init (void)
{
prvm_prog_t *prog = CLVM_prog;
void CL_VM_Init (void)
{
prvm_prog_t *prog = CLVM_prog;
+ const char* csprogsfn = NULL;
unsigned char *csprogsdata = NULL;
unsigned char *csprogsdata = NULL;
- fs_offset_t csprogsdatasize;
+ fs_offset_t csprogsdatasize = 0;
int csprogsdatacrc, requiredcrc;
int requiredsize;
char vabuf[1024];
int csprogsdatacrc, requiredcrc;
int requiredsize;
char vabuf[1024];
RelativePath=".\cl_dyntexture.c"\r
>\r
</File>\r
RelativePath=".\cl_dyntexture.c"\r
>\r
</File>\r
- <File\r
- RelativePath=".\cl_gecko.c"\r
- >\r
- </File>\r
<File\r
RelativePath=".\cl_input.c"\r
>\r
<File\r
RelativePath=".\cl_input.c"\r
>\r
RelativePath=".\cl_dyntexture.c"\r
>\r
</File>\r
RelativePath=".\cl_dyntexture.c"\r
>\r
</File>\r
- <File\r
- RelativePath=".\cl_gecko.c"\r
- >\r
- </File>\r
<File\r
RelativePath=".\cl_input.c"\r
>\r
<File\r
RelativePath=".\cl_input.c"\r
>\r
RelativePath=".\cl_dyntexture.c"\r
>\r
</File>\r
RelativePath=".\cl_dyntexture.c"\r
>\r
</File>\r
- <File\r
- RelativePath=".\cl_gecko.c"\r
- >\r
- </File>\r
<File\r
RelativePath=".\cl_input.c"\r
>\r
<File\r
RelativePath=".\cl_input.c"\r
>\r
if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
{
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
if (rsurface.rtlight)
{
if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
if (rsurface.rtlight)
{
if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
R_SetupShader_SetPermutationHLSL(mode, permutation);
hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
R_SetupShader_SetPermutationHLSL(mode, permutation);
hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+ hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
+ R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
#endif
break;
R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
#endif
break;
switch (vid.renderpath)
{
case RENDERPATH_GL20:
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- r_fb.usedepthtextures = r_usedepthtextures.integer;
+ r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
if (vid.support.ext_framebuffer_object)
{
if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
if (vid.support.ext_framebuffer_object)
{
if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
case TEXTYPE_COLORBUFFER: d3dformat = D3DFMT_A8R8G8B8;glt->d3disrendertargetsurface = true;break;
case TEXTYPE_COLORBUFFER16F: d3dformat = D3DFMT_A16B16G16R16F;glt->d3disrendertargetsurface = true;break;
case TEXTYPE_COLORBUFFER32F: d3dformat = D3DFMT_A32B32G32R32F;glt->d3disrendertargetsurface = true;break;
case TEXTYPE_COLORBUFFER: d3dformat = D3DFMT_A8R8G8B8;glt->d3disrendertargetsurface = true;break;
case TEXTYPE_COLORBUFFER16F: d3dformat = D3DFMT_A16B16G16R16F;glt->d3disrendertargetsurface = true;break;
case TEXTYPE_COLORBUFFER32F: d3dformat = D3DFMT_A32B32G32R32F;glt->d3disrendertargetsurface = true;break;
- case TEXTYPE_DEPTHBUFFER: d3dformat = D3DFMT_D24S8;glt->d3disdepthstencilsurface = true;break;
+ case TEXTYPE_DEPTHBUFFER16: d3dformat = D3DFMT_D16;glt->d3disdepthstencilsurface = true;break;
+ case TEXTYPE_DEPTHBUFFER24: d3dformat = D3DFMT_D24X8;glt->d3disdepthstencilsurface = true;break;
+ case TEXTYPE_DEPTHBUFFER24STENCIL8: d3dformat = D3DFMT_D24S8;glt->d3disdepthstencilsurface = true;break;
default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTextureRenderbuffer: unsupported texture type %i when picking D3DFMT", (int)textype);break;
}
glt->d3dformat = d3dformat;
default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTextureRenderbuffer: unsupported texture type %i when picking D3DFMT", (int)textype);break;
}
glt->d3dformat = d3dformat;
f = dist * ch->distfade;
f =
f = dist * ch->distfade;
f =
- ((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), snd_attenuation_exponent.value))
+ ((snd_attenuation_exponent.value == 0) ? 1.0 : pow(1.0 - min(1.0, f), (double)snd_attenuation_exponent.value))
*
((snd_attenuation_decibel.value == 0) ? 1.0 : pow(0.1, 0.1 * snd_attenuation_decibel.value * f));
*
((snd_attenuation_decibel.value == 0) ? 1.0 : pow(0.1, 0.1 * snd_attenuation_decibel.value * f));
Sys_PrintToTerminal(msg);
}
Sys_PrintToTerminal(msg);
}
static const char *Sys_FindInPATH(const char *name, char namesep, const char *PATH, char pathsep, char *buf, size_t bufsize)
{
const char *p = PATH;
static const char *Sys_FindInPATH(const char *name, char namesep, const char *PATH, char pathsep, char *buf, size_t bufsize)
{
const char *p = PATH;
static const char *Sys_FindExecutableName(void)
{
static const char *Sys_FindExecutableName(void)
{
{
int i;
for(i = 0; i < 3*rampsize; ++i)
{
int i;
for(i = 0; i < 3*rampsize; ++i)
- ramps[i] = (int)floor(bound(0.0f, Image_sRGBFloatFromLinearFloat(ramps[i] / 65535.0), 1.0f) * 65535.0 + 0.5);
+ ramps[i] = (int)floor(bound(0.0f, Image_sRGBFloatFromLinearFloat(ramps[i] / 65535.0f), 1.0f) * 65535.0f + 0.5f);
}
// LordHavoc: this code came from Ben Winslow and Zinx Verituse, I have
}
// LordHavoc: this code came from Ben Winslow and Zinx Verituse, I have