A bunch of things

- s_interrupt - allows sounds to be interrupted by the same sound or entity channel
- new dynamic light calculation for vertex lighting, affecting vertex color (no projected dlight textures)
- rgbGen material for allowing calculation for diffuse, specular, emmissive vertex colors by hex values
- rgbMod shader command allowing new vertex color effects
- removed deprecated R_ParseStageSimple, it never worked as intended
- r_slowness gone. Use llvmpipe, PCem, or a slow computer instead.
- Spring cleaning of old deprecated/broken post-process GLSL experiments
- r_anime broke in 2015
- r_tvMode - well, shaderglass exists now
- r_motionblur - Bad technique, too much memory
- t_pslettize - slow, relies on shader's lookup of a vector table
- r_film - bad on well-lit maps
- r_retroAA - this broke early too. also looked bad. would rather implement FSAA 4x
- cl_consoleScale : makes the console more 640x480 sized on any higher res. Also affects notify messages, so you can read chat easier
- cl_consoleColor also affects the line at the bottom. Also new default colors
- If consoleShader can't load (which will happen with some mods), it will fallback to a flat-colored console.
- Generic'd the red/blue team names.  We will not be having missionpack clans.
- SDL2: Clicking the red X now does something: you can leave!!! If it sucks.... hit da bricks!! real winners quit
- s_xmp_startPattern - makes the tracker song play a different pattern (for use with sub-songs)
- fixed xmp playback as xmp explicitly requires a length of the module now. Fixes issue #96
- suppress the warning about non-22khz music, as mods are playing at the mixer's rate always, and this warning regards a much earlier (1999) unstable sound mixer.
- deprecating r_modelshader because the shader got stale, old, buggy, and amd hates it now
- r_shadeMethod will be something else (and not shader-based)
- r_lightmapColorNorm : Make normalization of bright luxels an option, default is 1 (q3 behavior).
- r_lightmapColorNorm 0 = no normalization, straight clamp, like Nightdive's vision of Quake2
- r_lightmapColorNorm 2 = experiment: normalize, but add some luminance on while maintaining the hue by normalizing again. This tries to restore more range on fully saturated colors
- dropped SHADER_MAX_VERTEXES back to 1000 because raising it causes various unexpected issues, so dialing it down for now
- raise MAX_IMAGE_ANIMATIONS to 16 because I've got a cool water shader using it and 8 is too choppy
- Crash fix for older (<=2001) mods by trimming the string shared with ui module, so no overflow for them
- jettisoning old proposed mme particle system that was never ever hooked up properly.
- other small warning cleanup
- r_shadeMethod : 0/1 = q3 behavior, 2 = ue1-ish behavior, 3 = mix of 1 and 2, -1 = one uniform color, 150-666 = a lod range to change between the 3
- r_monolightmaps : refactor - goes to the light data instead of the calculations and images
- removed r_greyscale because this is a data-modifying novelty that would complicate support for loading compressed texture formats. This is better off as a post-process shader
- environment mapping refactor, rewrite and cleanup
- removed a lot of deprecated rgbGens
- removed r_texdump (it never worked)
- remove a few leftover broken postprocess things
- Internal GLSL brightness shader, so gamma control can work without the glsl/brightness_fp.glsl file when r_ext_vertex_shader is 1 and r_alternateBrightness is 2.
- r_skyTess - an attempt to make the complexity of skydomes an option so it could use less polygons. Has no effect on skyboxes
This commit is contained in:
leilei-
2025-05-20 06:30:51 -04:00
committed by GitHub
parent 74046d7a5c
commit 513c538fba
32 changed files with 1617 additions and 8090 deletions

View File

@@ -51,12 +51,6 @@ typedef void *QGLContext;
static QGLContext opengl_context;
#endif
int tvMode; // leilei - tvmode
int tvWidth;
int tvHeight;
int tvinterlace = 1; // leilei - interlace value for height
float tvAspectW; // leilei - for aspect correction
//int vresWidth;
//int vresHeight;
@@ -80,11 +74,6 @@ static const SDL_VideoInfo *videoInfo = NULL;
#endif
cvar_t *r_allowSoftwareGL; // Don't abort out if a hardware visual can't be obtained
cvar_t *r_tvMode; // leilei - tv mode - force 480i rendering, which is then stretched and interlaced
cvar_t *r_tvFilter; // leilei - tv filter
cvar_t *r_tvModeAspect; // leilei - tv mode - to do widescreen and low res tv etc
cvar_t *r_tvModeForceAspect; // leilei - tv mode - to force the screen into its native aspect
cvar_t *r_motionblur; // leilei - moved here to set up accumulation bits
cvar_t *r_allowResize; // make window resizable
cvar_t *r_conMode; // leilei - console mode - force native resolutions of various consoles
cvar_t *r_centerWindow;
@@ -280,7 +269,6 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
int sdlcolorbits;
int colorbits, depthbits, stencilbits;
int tcolorbits, tdepthbits, tstencilbits;
int accumbits; // leilei - motionblur
int samples;
int i = 0;
SDL_Surface *icon = NULL;
@@ -438,12 +426,6 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
stencilbits = r_stencilbits->value;
samples = r_ext_multisample->value;
// leilei - motion blur via accumulation buffer support
if (r_motionblur->integer == 1)
accumbits = 16;
else
accumbits = 0;
for (i = 0; i < 16; i++)
{
// 0 - default
@@ -519,12 +501,6 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, tdepthbits );
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, tstencilbits );
// leilei - accumulation buffer motion blur
SDL_GL_SetAttribute( SDL_GL_ACCUM_RED_SIZE, accumbits );
SDL_GL_SetAttribute( SDL_GL_ACCUM_GREEN_SIZE, accumbits );
SDL_GL_SetAttribute( SDL_GL_ACCUM_BLUE_SIZE, accumbits );
SDL_GL_SetAttribute( SDL_GL_ACCUM_ALPHA_SIZE, accumbits );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, samples ? 1 : 0 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, samples );
@@ -651,12 +627,6 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
}
#endif
//
// leilei - TV MODE
//
tvWidth = glConfig.vidWidth;
tvHeight = glConfig.vidHeight;
vresWidth = glConfig.vidWidth;
vresHeight = glConfig.vidHeight;
@@ -665,44 +635,10 @@ static int GLimp_SetMode(int mode, qboolean fullscreen, qboolean noborder)
vresWidth = 640;
vresHeight = 480;
//tvAspectW = 1.0; // no change
if( r_tvMode->integer > -1){
if ( !R_GetModeInfo( &glConfig.vidWidth, &glConfig.vidHeight, &glConfig.windowAspect, r_tvMode->integer ) )
{
glConfig.vidWidth = 640; // if we can't do a mode then do this mode
glConfig.vidHeight = 480;
}
if (glConfig.vidWidth > tvWidth) glConfig.vidWidth = tvWidth; // clamp
if (glConfig.vidHeight > tvHeight) glConfig.vidHeight = tvHeight; // clamp
// leilei - make it use an aspect-corrected lower resolution that's always 640 wide for the width, but variable height
// then change the gl port..
vresWidth = tvWidth;
vresHeight = tvHeight;
if( r_tvModeForceAspect->integer ){
float ttw = (float)glConfig.vidWidth / ((float)tvWidth * (float)((float)glConfig.vidHeight/(float)tvHeight)); // 640 / 853 = 0.75 = ASPECT VALUE
tvAspectW = ttw; // let's try this first to see if we can get it to our renderer
//tvAspectW = 0.75f; // let's try this first to see if we can get it to our renderer
}
}
// leilei - tv mode hack end
#if SDL_MAJOR_VERSION != 2
screen = vidscreen;
#endif
if( r_tvModeAspect->integer ) {
float aspe = 640.0f / tvWidth;
glConfig.vidWidth = tvWidth * aspe;
glConfig.vidHeight = tvHeight * aspe;
}
// then change the gl port..
glstring = (char *) qglGetString (GL_RENDERER);
@@ -967,15 +903,6 @@ void GLimp_Init( void )
r_sdlDriver = ri.Cvar_Get( "r_sdlDriver", "", CVAR_ROM );
r_allowResize = ri.Cvar_Get( "r_allowResize", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_centerWindow = ri.Cvar_Get( "r_centerWindow", "0", CVAR_ARCHIVE | CVAR_LATCH );
// leilei - tv mode hack
r_tvMode = ri.Cvar_Get( "r_virtualMode", "-1", CVAR_LATCH | CVAR_ARCHIVE );
r_tvModeAspect = ri.Cvar_Get( "r_tvModeAspect", "0", CVAR_LATCH | CVAR_ARCHIVE ); // yes
r_tvModeForceAspect = ri.Cvar_Get( "r_tvModeForceAspect", "0", CVAR_LATCH | CVAR_ARCHIVE ); // yes
r_tvFilter = ri.Cvar_Get( "r_tvFilter", "1", CVAR_LATCH | CVAR_ARCHIVE );
// leilei - move motionblur cvar here to get it to not upset the other renderers when setting up an accumulation buffer
r_motionblur = ri.Cvar_Get( "r_motionblur", "0", CVAR_LATCH | CVAR_ARCHIVE );
if( ri.Cvar_VariableIntegerValue( "com_abnormalExit" ) )
{

View File

@@ -1204,6 +1204,7 @@ static void IN_ProcessEvents( void )
case SDL_WINDOWEVENT_MAXIMIZED: Cvar_SetValue( "com_minimized", 0 ); break;
case SDL_WINDOWEVENT_FOCUS_LOST: Cvar_SetValue( "com_unfocused", 1 ); break;
case SDL_WINDOWEVENT_FOCUS_GAINED: Cvar_SetValue( "com_unfocused", 0 ); break;
case SDL_WINDOWEVENT_CLOSE: Cbuf_ExecuteText(EXEC_NOW, "quit Closed window\n"); break;
}
break;
#else