]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Don't crash the game if a "nasty" -game name is rejected, matches behavior of missing...
[xonotic/darkplaces.git] / gl_rmain.c
index 2bb72a67a0d4bfa985ca7ffd924ec2b3441fa302..e8a8156037aef0780dfd95d1b6858124ce24cd53 100644 (file)
@@ -204,6 +204,7 @@ cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0",
 
 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
 
@@ -1369,7 +1370,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permuta
                {
                        if (!r_glsl_permutation->compiled)
                        {
-                               Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation);
+                               Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
                                R_GLSL_CompilePermutation(perm, mode, permutation);
                        }
                        if (!r_glsl_permutation->program)
@@ -1468,7 +1469,7 @@ static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
                                Con_Printf("%s written\n", modeinfo[mode].filename);
                        }
                        else
-                               Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
+                               Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
                }
        }
 }
@@ -1842,7 +1843,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                // lightmapped wall
                if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
-               if (r_refdef.fogenabled)
+               if (r_refdef.fogenabled && !notrippy)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (t->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
@@ -1965,7 +1966,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                                if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
                                if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
-                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
+                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
                        }
                        else
                        {
@@ -3420,6 +3421,7 @@ void GL_Main_Init(void)
 
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_nolerp_list);
        Cvar_RegisterVariable(&r_lerplightstyles);
        Cvar_RegisterVariable(&r_waterscroll);
        Cvar_RegisterVariable(&r_bloom);
@@ -6729,7 +6731,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->glowmod[q];
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 1;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6748,7 +6751,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
                        t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
                        t->render_lightmap_ambient[q] = 0;
@@ -6764,7 +6768,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 0;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6782,7 +6787,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
+                       t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
+                       t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
                        t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
                        t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
                        t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
@@ -6799,7 +6805,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 0;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6823,7 +6830,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                for (q = 0; q < 3; q++)
                {
                        t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
-                       t->render_modellight_lightdir[q] = q == 2;
+                       t->render_modellight_lightdir_world[q] = q == 2;
+                       t->render_modellight_lightdir_local[q] = q == 2;
                        t->render_modellight_ambient[q] = 0;
                        t->render_modellight_diffuse[q] = 0;
                        t->render_modellight_specular[q] = 0;
@@ -6950,7 +6958,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
        // accurately represents the shading involved
-       if (gl_lightmaps.integer)
+       if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
        {
                t->basetexture = r_texture_grey128;
                t->pantstexture = r_texture_black;
@@ -9473,6 +9481,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                        surfaceindex = bih_surfaces[triangleindex];
                        surface = surfaces + surfaceindex;
                        texture = surface->texture;
+                       if (!texture)
+                               continue;
                        if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
                        if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
@@ -9491,6 +9501,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
                                continue;
                        // skip transparent surfaces
                        texture = surface->texture;
+                       if (!texture)
+                               continue;
                        if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
                        if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)