Add new cvar: r_drawGLQuakeShadow

This commit is contained in:
Marco Cawthorne 2023-07-16 13:28:41 -07:00
parent d84ef55b78
commit 7400694e81
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
4 changed files with 55 additions and 0 deletions

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@ -39,6 +39,18 @@ seta g_mapCycle "mapcycle.txt" // Map cycle file for multiplayer games.
// input console variables
seta in_zoomSensitivity 1.0 // Mouse sensitivity multiplier for when we're using the +zoomin command.
// rendering related cvars
seta r_drawGLQuakeShadow 0 // Draws a GLQuake styled shadow under certain entities when enabled.
seta r_skipBeams 0 // Skip rendering of beam effects.
seta r_skipDiffuse 0 // Skip rendering of diffuse/albedo textures.
seta r_skipGlows 0 // Skip rendering of coronas/glow sprite effects.
seta r_skipLensFlares 0 // Skip rendering of lens flares.
seta r_skipLightmap 0 // Skip rendering of the lightmap in levels.
seta r_skipDetail 0 // Skip rendering of detail textures on surfaces.
seta r_skipEnvmap 0 // Skip rendering of environment/cube maps on surfaces.
seta r_skipFullbright 0 // Skip rendering of fullbright textures on surfaces.
seta r_skipNormal 0 // Skip rendering of normal/bump maps on surfaces.
// aliases for the older commands (may be removed some day)
alias cl_autojump pm_autoJump
alias cl_showfps com_showFPS

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@ -1,3 +1,19 @@
/*
* Copyright (c) 2023 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
NSMoverEntity::NSMoverEntity(void)
{

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@ -545,6 +545,30 @@ NSRenderableEntity::RenderAxialScale(void)
}
}
void
NSRenderableEntity::RenderGLQuakeShadow(void)
{
vector oldOrigin = origin;
if (autocvar(r_drawGLQuakeShadow, 0) == 0)
return;
if (effects & EF_NOSHADOW)
return;
if (m_bIsBrush == true)
return;
traceline(origin + [0, 0, 1], origin + [0, 0, -1024], MOVE_NORMAL, this);
origin = trace_endpos + [0,0,1];
makevectors(angles);
v_up *= 0.01;
renderflags = RF_USEAXIS;
alpha = 0.5f;
addentity_lighting(this, [0,0,0], [0, 0, 0], [0,0,0], 0, 0);
origin = oldOrigin;
}
/*
============
NSRenderableEntity::predraw
@ -596,6 +620,8 @@ NSRenderableEntity::predraw(void)
}
oldorigin = origin;
RenderGLQuakeShadow();
return (PREDRAW_NEXT);
}
#endif

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@ -972,6 +972,7 @@ NSTalkMonster::predraw(void)
addentity(this);
_RenderDebugViewCone();
RenderGLQuakeShadow();
return (PREDRAW_NEXT);
}