#include "csprogs.h"
#include "image.h"
-cvar_t r_ambient = {CVAR_CLIENT, "r_ambient", "0", "brightens map, value is 0-128"};
-cvar_t r_lockpvs = {CVAR_CLIENT, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
-cvar_t r_lockvisibility = {CVAR_CLIENT, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
-cvar_t r_useportalculling = {CVAR_CLIENT, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
-cvar_t r_usesurfaceculling = {CVAR_CLIENT, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
-cvar_t r_vis_trace = {CVAR_CLIENT, "r_vis_trace", "0", "test if each portal or leaf is visible using tracelines"};
-cvar_t r_vis_trace_samples = {CVAR_CLIENT, "r_vis_trace_samples", "1", "use this many randomly positioned tracelines each frame to refresh the visible timer"};
-cvar_t r_vis_trace_delay = {CVAR_CLIENT, "r_vis_trace_delay", "1", "keep a portal visible for this many seconds"};
-cvar_t r_vis_trace_eyejitter = {CVAR_CLIENT, "r_vis_trace_eyejitter", "8", "use a random offset of this much on the start of each traceline"};
-cvar_t r_vis_trace_enlarge = {CVAR_CLIENT, "r_vis_trace_enlarge", "0", "make portal bounds bigger for tests by (1+this)*size"};
-cvar_t r_vis_trace_expand = {CVAR_CLIENT, "r_vis_trace_expand", "0", "make portal bounds bigger for tests by this many units"};
-cvar_t r_vis_trace_pad = {CVAR_CLIENT, "r_vis_trace_pad", "8", "accept traces that hit within this many units of the portal"};
-cvar_t r_vis_trace_surfaces = {CVAR_CLIENT, "r_vis_trace_surfaces", "0", "also use tracelines to cull surfaces"};
-cvar_t r_q3bsp_renderskydepth = {CVAR_CLIENT, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
+cvar_t r_ambient = {CF_CLIENT, "r_ambient", "0", "brightens map, value is 0-128"};
+cvar_t r_lockpvs = {CF_CLIENT, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {CF_CLIENT, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {CF_CLIENT, "r_useportalculling", "1", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_usesurfaceculling = {CF_CLIENT, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
+cvar_t r_vis_trace = {CF_CLIENT, "r_vis_trace", "0", "test if each portal or leaf is visible using tracelines"};
+cvar_t r_vis_trace_samples = {CF_CLIENT, "r_vis_trace_samples", "1", "use this many randomly positioned tracelines each frame to refresh the visible timer"};
+cvar_t r_vis_trace_delay = {CF_CLIENT, "r_vis_trace_delay", "1", "keep a portal visible for this many seconds"};
+cvar_t r_vis_trace_eyejitter = {CF_CLIENT, "r_vis_trace_eyejitter", "8", "use a random offset of this much on the start of each traceline"};
+cvar_t r_vis_trace_enlarge = {CF_CLIENT, "r_vis_trace_enlarge", "0", "make portal bounds bigger for tests by (1+this)*size"};
+cvar_t r_vis_trace_expand = {CF_CLIENT, "r_vis_trace_expand", "0", "make portal bounds bigger for tests by this many units"};
+cvar_t r_vis_trace_pad = {CF_CLIENT, "r_vis_trace_pad", "8", "accept traces that hit within this many units of the portal"};
+cvar_t r_vis_trace_surfaces = {CF_CLIENT, "r_vis_trace_surfaces", "0", "also use tracelines to cull surfaces"};
+cvar_t r_q3bsp_renderskydepth = {CF_CLIENT, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
/*
===============
int smax, tmax, i, size, size3, maps, l;
int *bl, scale;
unsigned char *lightmap, *out, *stain;
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
int *intblocklights;
unsigned char *templight;
}
}
-static void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+static void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
{
float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
msurface_t *surface, *endsurface;
int n;
float fcolor[8];
entity_render_t *ent;
- dp_model_t *model;
+ model_t *model;
vec3_t org;
if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
return;
int i, leafnum;
mportal_t *portal;
float center[3], f;
- dp_model_t *model = r_refdef.scene.worldmodel;
+ model_t *model = r_refdef.scene.worldmodel;
if (model == NULL)
return;
for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
int surfaceindexend;
unsigned char *surfacevisible;
msurface_t *surfaces;
- dp_model_t *model = r_refdef.scene.worldmodel;
+ model_t *model = r_refdef.scene.worldmodel;
if (!model)
return;
if (r_trippy.integer)
int i, j, *mark;
mleaf_t *leaf;
mleaf_t *viewleaf;
- dp_model_t *model = r_refdef.scene.worldmodel;
+ model_t *model = r_refdef.scene.worldmodel;
if (!model)
return;
void R_Mod_DrawAddWaterPlanes(entity_render_t *ent)
{
int i, j, n, flagsmask;
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
msurface_t *surfaces;
if (model == NULL)
return;
void R_Mod_Draw(entity_render_t *ent)
{
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
if (model == NULL)
return;
R_DrawModelSurfaces(ent, false, true, false, false, false, false);
void R_Mod_DrawDepth(entity_render_t *ent)
{
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
if (model == NULL || model->surfmesh.isanimated)
return;
GL_ColorMask(0,0,0,0);
void R_Mod_DrawPrepass(entity_render_t *ent)
{
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
if (model == NULL)
return;
R_DrawModelSurfaces(ent, false, true, false, false, true, false);
typedef struct r_q1bsp_getlightinfo_s
{
- dp_model_t *model;
+ model_t *model;
vec3_t relativelightorigin;
float lightradius;
int *outleaflist;
void R_Mod_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
{
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
void R_Mod_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
{
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
const msurface_t *surface;
int modelsurfacelistindex, batchnumsurfaces;
// check the box in modelspace, it was already checked in worldspace
extern qbool r_shadow_usingdeferredprepass;
void R_Mod_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
{
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
const msurface_t *surface;
int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
const msurface_t **texturesurfacelist;
//Made by [515]
static void R_ReplaceWorldTexture_f(cmd_state_t *cmd)
{
- dp_model_t *m;
+ model_t *m;
texture_t *t;
int i;
const char *r, *newt;
//Made by [515]
static void R_ListWorldTextures_f(cmd_state_t *cmd)
{
- dp_model_t *m;
+ model_t *m;
texture_t *t;
int i;
if (!r_refdef.scene.worldmodel)
Cvar_RegisterVariable(&r_vis_trace_surfaces);
Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
- Cmd_AddCommand(CMD_CLIENT, "r_replacemaptexture", R_ReplaceWorldTexture_f, "override a map texture for testing purposes");
- Cmd_AddCommand(CMD_CLIENT, "r_listmaptextures", R_ListWorldTextures_f, "list all textures used by the current map");
+ Cmd_AddCommand(CF_CLIENT, "r_replacemaptexture", R_ReplaceWorldTexture_f, "override a map texture for testing purposes");
+ Cmd_AddCommand(CF_CLIENT, "r_listmaptextures", R_ListWorldTextures_f, "list all textures used by the current map");
//R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
}