drop rendergl portions of iengine
This commit is contained in:
parent
f50a18eb90
commit
504b110305
9 changed files with 28 additions and 48 deletions
|
@ -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"
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "dynlight.hh"
|
||||
|
||||
#include "pvs.hh"
|
||||
#include "rendergl.hh" // camera1
|
||||
#include "renderva.hh"
|
||||
|
||||
#include <shared/cube.hh>
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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)
|
||||
{
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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"
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue