drop rendergl portions of iengine

master
Daniel Kolesa 2020-07-29 03:18:02 +02:00
parent f50a18eb90
commit 504b110305
9 changed files with 28 additions and 48 deletions

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@ -4,7 +4,7 @@
#include "light.hh"
#include "main.hh" // multiplayer
#include "octaedit.hh"
#include "rendergl.hh" /* has* */
#include "rendergl.hh" /* has*, worldpos */
#include "renderva.hh"
#include "texture.hh"
#include "world.hh"

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@ -1,6 +1,7 @@
#include "dynlight.hh"
#include "pvs.hh"
#include "rendergl.hh" // camera1
#include "renderva.hh"
#include <shared/cube.hh>

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@ -7,6 +7,7 @@
#include "console.hh" /* conoutf */
#include "main.hh" // player
#include "rendergl.hh" // camera1
#include "rendermodel.hh"
#include "octa.hh"
#include "world.hh"

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@ -4,6 +4,7 @@
#include "main.hh" // numcpus, interceptkey, renderbackground
#include "octa.hh"
#include "octarender.hh" // valist
#include "rendergl.hh" // camera1
#include "world.hh"
#include <shared/cube.hh>

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@ -21,6 +21,8 @@
#include <shared/cube.hh>
static vec minimapcenter(0, 0, 0), minimapradius(0, 0, 0), minimapscale(0, 0, 0);
bool hasVAO = false, hasTR = false, hasTSW = false, hasPBO = false, hasFBO = false, hasAFBO = false, hasDS = false, hasTF = false, hasCBF = false, hasS3TC = false, hasFXT1 = false, hasLATC = false, hasRGTC = false, hasAF = false, hasFBB = false, hasFBMS = false, hasTMS = false, hasMSS = false, hasFBMSBS = false, hasUBO = false, hasMBR = false, hasDB2 = false, hasDBB = false, hasTG = false, hasTQ = false, hasPF = false, hasTRG = false, hasTI = false, hasHFV = false, hasHFP = false, hasDBT = false, hasDC = false, hasDBGO = false, hasEGPU4 = false, hasGPU4 = false, hasGPU5 = false, hasBFE = false, hasEAL = false, hasCR = false, hasOQ2 = false, hasES3 = false, hasCB = false, hasCI = false;
bool mesa = false, intel = false, amd = false, nvidia = false;
@ -1342,7 +1344,8 @@ void pushhudtranslate(float tx, float ty, float sx, float sy)
}
int vieww = -1, viewh = -1;
float curfov, curavatarfov, fovy, aspect;
static float curfov, curavatarfov, aspect;
float fovy;
int farplane;
VARP(zoominvel, 0, 40, 500);
VARP(zoomoutvel, 0, 50, 500);
@ -1356,12 +1359,6 @@ FVARNP(aspect, forceaspect, 0, 0, 1e3f);
static float zoomprogress = 0;
VAR(zoom, -1, 0, 1);
void disablezoom()
{
zoom = 0;
zoomprogress = 0;
}
static void computezoom()
{
if(!zoom) { zoomprogress = 0; curfov = fov; curavatarfov = avatarfov; return; }
@ -1528,7 +1525,8 @@ matrix4 cammatrix, projmatrix, camprojmatrix, invcammatrix, invcamprojmatrix, in
FVAR(nearplane, 0.01f, 0.54f, 2.0f);
vec calcavatarpos(const vec &pos, float dist)
#if 0
static vec calcavatarpos(const vec &pos, float dist)
{
vec eyepos;
cammatrix.transform(pos, eyepos);
@ -1543,6 +1541,7 @@ vec calcavatarpos(const vec &pos, float dist)
vec dir = vec(worldpos).sub(camera1->o).rescale(dist);
return dir.add(camera1->o);
}
#endif
void renderavatar()
{
@ -2019,7 +2018,6 @@ static void drawfogoverlay(int fogmat, float fogbelow, float fogblend, int above
int drawtex = 0;
static GLuint minimaptex = 0;
vec minimapcenter(0, 0, 0), minimapradius(0, 0, 0), minimapscale(0, 0, 0);
static void clearminimap()
{
@ -2033,10 +2031,12 @@ VARFP(minimapsize, 7, 8, 10, { if(minimaptex) drawminimap(); });
VARFP(showminimap, 0, 1, 1, { if(minimaptex) drawminimap(); });
CVARFP(nominimapcolour, 0x101010, { if(minimaptex && !showminimap) drawminimap(); });
void bindminimap()
#if 0
static void bindminimap()
{
glBindTexture(GL_TEXTURE_2D, minimaptex);
}
#endif
static void clipminimap(ivec &bbmin, ivec &bbmax, cube *c = worldroot, const ivec &co = ivec(0, 0, 0), int size = worldsize>>1)
{

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@ -15,7 +15,7 @@ extern int maxdrawbufs, maxdualdrawbufs;
enum { DRAWTEX_NONE = 0, DRAWTEX_ENVMAP, DRAWTEX_MINIMAP, DRAWTEX_MODELPREVIEW };
extern int vieww, viewh;
extern float fovy, aspect, forceaspect;
extern float fovy, forceaspect;
extern float nearplane;
extern int farplane;
extern float ldrscale, ldrscaleb;
@ -37,6 +37,7 @@ extern void glerror(const char *file, int line, GLenum error);
struct physent; // FIXME
extern physent *camera1; // special ent that acts as camera, same object as player1 in FPS mode
extern vec worldpos, camdir, camright, camup;
void gl_checkextensions();
void gl_init();
@ -78,6 +79,8 @@ namespace modelpreview
void end();
}
vec calcmodelpreviewpos(const vec &radius, float &yaw);
struct timer;
timer *begintimer(const char *name, bool gpu = true);
void endtimer(timer *t);
@ -88,4 +91,13 @@ void drawcubemap(int size, const vec &o, float yaw, float pitch, const cubemapsi
void mousemove(int dx, int dy);
extern matrix4 hudmatrix;
void resethudmatrix();
void pushhudmatrix();
void flushhudmatrix(bool flushparams = true);
void pophudmatrix(bool flush = true, bool flushparams = true);
void pushhudscale(float sx, float sy = 0);
void pushhudtranslate(float tx, float ty, float sx = 0, float sy = 0);
void resethudshader();
#endif

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@ -10,7 +10,7 @@
#include "octarender.hh"
#include "physics.hh"
#include "pvs.hh"
#include "rendergl.hh" /* fovy */
#include "rendergl.hh" /* fovy, worldpos */
#include "renderlights.hh"
#include "rendermodel.hh" // loadmapmodel
#include "renderparticles.hh"

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@ -118,8 +118,6 @@ namespace game
void startgame()
{
disablezoom();
execident("mapstart");
}
@ -172,9 +170,6 @@ namespace game
void gameplayhud(int w, int h)
{
pushhudscale(h/1800.0f);
pophudmatrix();
}
float clipconsole(float w, float h)
@ -198,10 +193,6 @@ namespace game
execfile("config/auth.cfg", false);
}
void drawminimap(dynent *d, float x, float y, float s)
{
}
void writeclientinfo(stream *f)
{
}
@ -213,7 +204,6 @@ namespace game
void edittoggled(bool on)
{
disablezoom();
}
void changemap(const char *name)

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@ -85,31 +85,6 @@ extern void loopend(ident *id, identstack &stack);
static inline void loopiter(ident *id, identstack &stack, int i) { tagval v; v.setint(i); loopiter(id, stack, v); }
static inline void loopiter(ident *id, identstack &stack, float f) { tagval v; v.setfloat(f); loopiter(id, stack, v); }
// rendergl
extern physent *camera1;
extern vec worldpos, camdir, camright, camup;
extern float curfov, fovy, aspect;
extern void disablezoom();
extern vec calcavatarpos(const vec &pos, float dist);
extern vec calcmodelpreviewpos(const vec &radius, float &yaw);
extern void damageblend(int n);
extern void damagecompass(int n, const vec &loc);
extern vec minimapcenter, minimapradius, minimapscale;
extern void bindminimap();
extern matrix4 hudmatrix;
extern void resethudmatrix();
extern void pushhudmatrix();
extern void flushhudmatrix(bool flushparams = true);
extern void pophudmatrix(bool flush = true, bool flushparams = true);
extern void pushhudscale(float sx, float sy = 0);
extern void pushhudtranslate(float tx, float ty, float sx = 0, float sy = 0);
extern void resethudshader();
// physics
extern vec collidewall;
extern int collideinside;