Merge Reaction renderer features, remove "#ifdef REACTION"s
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11 changed files with 122 additions and 225 deletions
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@ -80,10 +80,8 @@ typedef struct {
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qboolean needDlights; // true for bmodels that touch a dlight
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qboolean lightingCalculated;
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#ifdef REACTION
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// JBravo: Mirrored models
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qboolean mirrored; // mirrored matrix, needs reversed culling
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#endif
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vec3_t lightDir; // normalized direction towards light
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vec3_t ambientLight; // color normalized to 0-255
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int ambientLightInt; // 32 bit rgba packed
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@ -1755,12 +1753,6 @@ typedef struct {
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trRefEntity_t *currentEntity;
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qboolean skyRenderedThisView; // flag for drawing sun
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#ifdef REACTION
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vec3_t sunFlarePos;
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qboolean viewHasSunFlare;
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qboolean frameHasSunFlare;
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#endif
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qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
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byte color2D[4];
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qboolean vertexes2D; // shader needs to be finished
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@ -1814,7 +1806,7 @@ typedef struct {
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image_t *renderImage;
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image_t *godRaysImage;
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image_t *sunRaysImage;
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image_t *renderDepthImage;
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image_t *pshadowMaps[MAX_DRAWN_PSHADOWS];
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image_t *textureScratchImage[2];
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@ -1832,7 +1824,7 @@ typedef struct {
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FBO_t *renderFbo;
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FBO_t *msaaResolveFbo;
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FBO_t *godRaysFbo;
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FBO_t *sunRaysFbo;
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FBO_t *depthFbo;
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FBO_t *pshadowFbos[MAX_DRAWN_PSHADOWS];
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FBO_t *textureScratchFbo[2];
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@ -1851,6 +1843,7 @@ typedef struct {
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shader_t *flareShader;
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shader_t *sunShader;
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shader_t *sunFlareShader;
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int numLightmaps;
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int lightmapSize;
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@ -1938,11 +1931,9 @@ typedef struct {
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int numSkins;
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skin_t *skins[MAX_SKINS];
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#ifdef REACTION
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GLuint sunFlareQuery[2];
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int sunFlareQueryIndex;
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qboolean sunFlareQueryActive[2];
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#endif
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float sinTable[FUNCTABLE_SIZE];
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float squareTable[FUNCTABLE_SIZE];
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@ -2122,6 +2113,7 @@ extern cvar_t *r_forceSun;
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extern cvar_t *r_forceSunMapLightScale;
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extern cvar_t *r_forceSunLightScale;
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extern cvar_t *r_forceSunAmbientScale;
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extern cvar_t *r_drawSunRays;
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extern cvar_t *r_sunShadows;
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extern cvar_t *r_shadowFilter;
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extern cvar_t *r_shadowMapSize;
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@ -2479,7 +2471,7 @@ SKIES
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void R_BuildCloudData( shaderCommands_t *shader );
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void R_InitSkyTexCoords( float cloudLayerHeight );
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void R_DrawSkyBox( shaderCommands_t *shader );
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void RB_DrawSun( void );
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void RB_DrawSun( float scale, shader_t *shader );
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void RB_ClipSkyPolygons( shaderCommands_t *shader );
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/*
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