]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Fix some warnings found by cppcheck
[xonotic/darkplaces.git] / gl_rmain.c
index b0c20dffd54adf5e33f161ac85f2edb72346c0cf..0a0f1b365a21b1cf73a018ea1c33c654d2a1c850 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"};
 
@@ -709,7 +710,7 @@ typedef struct r_glsl_permutation_s
        /// hash lookup data
        struct r_glsl_permutation_s *hashnext;
        unsigned int mode;
-       dpuint64 permutation;
+       uint64_t permutation;
 
        /// indicates if we have tried compiling this permutation already
        qboolean compiled;
@@ -925,7 +926,7 @@ qboolean R_CompileShader_CheckStaticParms(void)
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
        else \
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
 {
        shaderstaticparms_count = 0;
 
@@ -953,7 +954,7 @@ r_glsl_permutation_t *r_glsl_permutation;
 /// storage for permutations linked in the hash table
 memexpandablearray_t r_glsl_permutationarray;
 
-static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
+static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
 {
        //unsigned int hashdepth = 0;
        unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
@@ -1037,7 +1038,7 @@ static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean p
        return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
 }
 
-static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
+static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
 {
        int i;
        int ubibind;
@@ -1359,7 +1360,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Mem_Free(sourcestring);
 }
 
-static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
 {
        r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
        if (r_glsl_permutation != perm)
@@ -1369,7 +1370,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta
                {
                        if (!r_glsl_permutation->compiled)
                        {
-                               Con_DPrintf("Compiling shader mode %u permutation %llx\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)
@@ -1379,7 +1380,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta
                                for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
                                {
                                        // reduce i more quickly whenever it would not remove any bits
-                                       dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
+                                       uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
                                        if (!(permutation & j))
                                                continue;
                                        permutation -= j;
@@ -1468,14 +1469,14 @@ 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);
                }
        }
 }
 
 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
 {
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        permutation |= SHADERPERMUTATION_VIEWTINT;
@@ -1507,7 +1508,7 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
 
 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
 {
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        if (depthrgb)
@@ -1581,7 +1582,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        unsigned int mode = 0;
        int blendfuncflags;
        texture_t *t = rsurface.texture;
@@ -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;
@@ -1914,7 +1915,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
        }
        if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
                permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
-       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
                permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
@@ -1976,7 +1977,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                                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]);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (r_glsl_permutation->loc_FogColor >= 0)
+                       if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
                        {
                                if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                        qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
@@ -2109,7 +2110,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
-       dpuint64 permutation = 0;
+       uint64_t permutation = 0;
        unsigned int mode = 0;
        const float *lightcolorbase = rtlight->currentcolor;
        float ambientscale = rtlight->ambientscale;
@@ -2950,10 +2951,18 @@ static int componentorder[4] = {0, 1, 2, 3};
 
 static rtexture_t *R_LoadCubemap(const char *basename)
 {
-       int i, j, cubemapsize;
+       int i, j, cubemapsize, forcefilter;
        unsigned char *cubemappixels, *image_buffer;
        rtexture_t *cubemaptexture;
        char name[256];
+
+       // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
+       forcefilter = TEXF_FORCELINEAR;
+       if (basename && basename[0] == '!')
+       {
+               basename++;
+               forcefilter = TEXF_FORCENEAREST;
+       }
        // must start 0 so the first loadimagepixels has no requested width/height
        cubemapsize = 0;
        cubemappixels = NULL;
@@ -2996,7 +3005,7 @@ static rtexture_t *R_LoadCubemap(const char *basename)
                if (developer_loading.integer)
                        Con_Printf("loading cubemap \"%s\"\n", basename);
 
-               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -3412,6 +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);
@@ -4138,8 +4148,8 @@ static void R_View_UpdateEntityVisible (void)
                        {
                                samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
                                if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
-                                       ent->last_trace_visibility = realtime;
-                               if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                       ent->last_trace_visibility = host.realtime;
+                               if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
                                        r_refdef.viewcache.entityvisible[i] = 0;
                        }
                }
@@ -4631,7 +4641,7 @@ void R_RenderTarget_FreeUnused(qboolean force)
                // free resources for rendertargets that have not been used for a while
                // (note: this check is run after the frame render, so any targets used
                // this frame will not be affected even at low framerates)
-               if (r && (realtime - r->lastusetime > 0.2 || force))
+               if (r && (host.realtime - r->lastusetime > 0.2 || force))
                {
                        if (r->fbo)
                                R_Mesh_DestroyFramebufferObject(r->fbo);
@@ -4672,7 +4682,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
        for (i = 0; i < end; i++)
        {
                r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
-               if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
+               if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
                        break;
        }
        if (i == end)
@@ -4701,7 +4711,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp
        }
        r_refdef.stats[r_stat_rendertargets_used]++;
        r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
-       r->lastusetime = realtime;
+       r->lastusetime = host.realtime;
        R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
        return r;
 }
@@ -5330,7 +5340,7 @@ static void R_Bloom_MakeTexture(void)
 
 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
 {
-       dpuint64 permutation;
+       uint64_t permutation;
        float uservecs[4][4];
        rtexture_t *viewtexture;
        rtexture_t *bloomtexture;
@@ -6942,7 +6952,7 @@ 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;
@@ -9465,6 +9475,8 @@ 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)
@@ -9483,6 +9495,8 @@ 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)