Commit graph

61 commits

Author SHA1 Message Date
Shpoike
4ec4cde5f4 Add support for lit water. Move 'newwater' to glsl instead. 2021-11-12 03:28:09 +00:00
Shpoike
154e848d32 Try to fix some connectivity issues. 2021-10-05 06:15:34 +01:00
Shpoike
bad54d50cf Merge remote-tracking branch 'sf/master' into qss 2021-09-11 04:49:40 +01:00
Shpoike
fb0f83ca00 Add support for SOLID_BSPTRIGGER. 2021-09-08 02:48:30 +01:00
Shpoike
1c8562a021 Add an 'extras' menu for QSS's extra options. 2021-09-06 10:20:58 +01:00
Ozkan Sezer
94db75126c Fix lightmap issues after vkQuake surface mark/cull optimizations merge
Fixes https://sourceforge.net/p/quakespasm/bugs/50/
Extracted from vkquake commits cae39a8fb0, c781043c4f, and e2d6c49b23.
2021-09-04 20:28:24 +03:00
Shpoike
bc9f1482a6 Fix some menuqc scene issues. 2021-09-03 08:52:57 +01:00
Shpoike
7ba6c4474b Merge Quakespasm's post-fork changes into QSS (rebased to make them compatible) 2021-08-31 06:43:13 +01:00
Shpoike
f675ce9b95 Mask off sky depth after drawing skyrooms, to avoid nasty surprises. Also don't get confused by the viewmodel's depthhack. 2021-08-31 04:59:13 +01:00
Shpoike
bfb0f04708 Fix r_scale with csqc active. 2021-08-31 04:59:13 +01:00
Shpoike
b6df94c807 irrelevant comment updates. 2021-08-31 04:59:13 +01:00
Shpoike
ec2123f042 Add project+unproject csqc builtins, for converting between 2d and 3d space (eg cursor interactions). 2021-08-31 04:59:13 +01:00
Shpoike
0ca6d9ad77 Fix host_errors with csqc+r_showbboxes. 2021-08-31 04:59:13 +01:00
Shpoike
367b799998 r_fastsky should skip skyroom drawing too, for people with really slow computers. 2021-08-31 04:59:12 +01:00
Shpoike
3016b0201f Fix menuqc-related crash with r_shadows enabled. 2021-08-31 04:59:12 +01:00
Shpoike
54538a054a Menuqc support. Only tested against menusys so far. 2021-08-31 04:59:12 +01:00
Shpoike
1f521aadb2 Fix bug from resizing the window with glsl gamma in use. 2021-08-31 04:59:12 +01:00
Shpoike
9d15653e46 Add proper collision support for angles on SOLID_BSP entities. 2021-08-31 04:59:12 +01:00
Shpoike
e259d0db52 Add skybox console command for dynamic use (blame sock). Additional args for skyroom speed and axis of rotation. 2021-08-31 04:59:12 +01:00
Shpoike
9a03e77742 Added FTE_ENT_SKIN_CONTENTS support. 2021-08-31 04:59:12 +01:00
Shpoike
81b7ba9e4b Added FTE_ENT_SKIN_CONTENTS support. 2021-08-31 04:59:12 +01:00
Shpoike
9b023749da Quick attempt at skyrooms. Seems to work for me. Note that the server's pvs is not opened, nor have I tried to depthmask sky surfaces to avoid leakage. _skyroom "x y z" in worldspawn to use. 2021-08-31 04:59:12 +01:00
Shpoike
ee2ab9a593 Added support for LMSTYLES16 bspx lump, allowing up to 16 lightstyles per face and a lot more switchable light styles. 2021-08-31 04:59:12 +01:00
Shpoike
4d5fd6c688 Implement exteriormodeltoclient 2021-08-31 04:59:11 +01:00
Shpoike
8a7609f3fe Fix r_showbboxes bug (reported by c0burn) 2021-08-31 04:59:11 +01:00
Spike
f6d31e9db9 Bugfix - make dlights move correctly with respect to moving bsp entities, instead of the light being in the wrong place.
Obviously this doesn't affect baked lights, but at least mappers have more control over those.
2021-08-31 04:59:11 +01:00
Spike
fe4b224c7d Added support for simple csqc.
This is a subset of csqc, with alternative entry points that can be invoked by compat wrappers.

Also added sv_gameplayfix_setmodelrealbox cvar. Default value of 1 matches QuakeSpasm, whereas a value of 0 matches vanilla quake's behaviour.
2021-08-31 04:59:11 +01:00
Spike
d76ca606bf All changes present in QSS-R7, plus
md3 support
quoth/etc bug fix
strzone bug fix
png/jpg replacement wall textures
rewrote mdl rendering to always use arrays, relaxing vertex+tri limits.
removed static ents limit
fixed ambient_level not working at high framerates.
2021-08-31 04:59:11 +01:00
Axel Gneiting
3fc32bf7fe Merge surface mark & cull optimization from vkQuake
* Remove separate surface culling pass. Instead always build texture chains every frame & cull in mark surfaces.
* Optimize R_CullBox & R_BackFaceCull
2021-07-07 23:55:50 +03:00
Eric Wasylishen
0a681bd7cd new r_scale cvar, for rendering the 3D view at 1/2, 1/3, or 1/4 res.
This is for emulating a low-resolution pixellated look,
or possibly as a performance boost on slow graphics cards.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1406 af15c1b1-3010-417e-b628-4374ebc0bcbd
2017-05-26 20:37:48 +00:00
Eric Wasylishen
150be12da1 Contrast support with a "contrast" cvar, behaving the same as MarkV's.
It may be a useful alternative to the existing gamma control for laptops in a bright environment, etc.
(raising contrast gives less of a gray/washed out look than raising gamma, but as a disadvantage, colours near white get clipped to white.)

It's also implemented for both GLSL and SDL gamma ramps, but only if USE_GAMMA_RAMPS is set to 1.
Since USE_GAMMA_RAMPS  is 0, currently it only works with GLSL.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1290 af15c1b1-3010-417e-b628-4374ebc0bcbd
2016-02-12 23:26:36 +00:00
Eric Wasylishen
36d9cc4b42 Default gl_clear to 1, as described in "Common mistakes" https://www.opengl.org/wiki/Common_Mistakes#Swap_Buffers
"The buffers should always be cleared. On much older hardware, there was a technique to get away without clearing the scene, but on even semi-recent hardware, this will actually make things slower. So always do the clear."
Plus it's nice for map development / debugging.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1287 af15c1b1-3010-417e-b628-4374ebc0bcbd
2016-01-29 20:47:24 +00:00
Eric Wasylishen
be808701ea GLSLGamma_GammaCorrect: clear the cached texture binding in GL_Bind properly, after the glBindTexture calls earlier in this function.
Fixes a obscure bug where:
 - a bsp with no textures (pink checkerboard displayed)
 - gamma != 1
 - nothing else on screen (sbar hidden, r_drawviewmodel 0)
would result in the screen turning to noise.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1263 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-12-13 07:23:04 +00:00
Steven
b2465a4c82 r_pos cvar: Dynamic position info, aka r_speeds + viewpos.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1252 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-09-12 03:29:41 +00:00
Eric Wasylishen
01faf4e5b6 new cvars: r_lavaalpha, r_slimealpha, r_telealpha for fine-tuning specific liquid opacities (from DirectQ, RMQEngine)
new worldspawn keys: _wateralpha, _lavaalpha, _slimealpha, _telealpha, _skyfog (unique to Quakespasm)

The lava/slime/telealpha cvars are non-archived, and default to 0, which means to use the value of r_wateralpha, so they have no effect by default.

The worldspawn keys allow custom maps to set these values in a way that only applies while the map is loaded, and doesn't change the cvar value. (similar to the behaviour of the "fog" worldspawn key.) They are accepted with or without the underscore, like "fog".

see also:
http://forums.insideqc.com/viewtopic.php?f=3&t=5532
http://celephais.net/board/view_thread.php?id=60452&start=937

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1238 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-07-26 21:51:25 +00:00
Eric Wasylishen
271f05bf63 R_DrawEntitiesOnList: revert entity texture sorting added in r1151 as it introduces wrong alpha-sorting in contract revoked start.bsp
reported here: http://www.celephais.net/board/view_thread.php?id=60452&start=1515

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1234 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-06-24 18:22:56 +00:00
Eric Wasylishen
56a7b45200 GLSLGamma_GammaCorrect: support this code path on old cards without the NPOT extension
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1231 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-06-15 21:17:39 +00:00
Eric Wasylishen
95e0be7afe add r_noshadow_list cvar (from MarkV), removing hardcoded list of models to not have shadows
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1210 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-05-18 18:00:49 +00:00
Eric Wasylishen
2e2b110ecb r_shadows: Better stencil shadow rendering from MarkV.
Now an 8-bit stencil buffer is requested when using a 24-bit depth buffer (the default).

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1209 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-05-18 06:11:56 +00:00
Eric Wasylishen
665c81084f R_Clear: clear stencil buffer together with depth buffer if we have one.
mh suggest that not doing this may cause performance
issues: http://forums.inside3d.com/viewtopic.php?t=2408
It's also mentioned in a "Depth In-Depth" document from AMD.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1203 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-04-16 23:57:45 +00:00
Eric Wasylishen
dbed5c9426 GLSL gamma: implement some suggestions from Spike - remove redundant glClear, remove matrix changes (not used in programmable pipeline), change filter mode to nearest (no filtering will happen anyway)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1188 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-03-08 21:13:26 +00:00
Eric Wasylishen
1311398e80 New gamma correction implementation using glsl. Enabled by default on OpenGL2. Disable with -noglslgamma.
Avoids general bugginess of hardware gamma, doesn't affect the whole screen in windowed mode like HW gamma. Should fix http://sourceforge.net/p/quakespasm/bugs/5/

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1157 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-26 20:18:45 +00:00
Eric Wasylishen
112c8b68b8 Alias model rendering fast-path using OpenGL 2.
In GL_MakeAliasModelDisplayLists, after saving the standerd triangle strips and fans onto the hunk, if the system is GL2 capable, we also save a second version of the mdl on the hunk designed to be loaded into a VBO (GL_MakeAliasModelDisplayLists_VBO). In R_NewMap, and on video mode changes, we call GLMesh_LoadVertexBuffers which loops over all precached mdl's and loads the data into a pair of VBO's (vertices and vertex indices).

Finally, in R_DrawAliasModel, assuming no rendering options are disabling the fast-path (r_drawflat 1, r_lightmap 1, or r_fullbright 1 would disable it), we call GL_DrawAliasFrame_GLSL, which sets up all of the bindings and draws the (possibly lerped) mdl in one glDrawElements call.

Special thanks to MH for some of the code from RMQEngine and the general concept.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1151 af15c1b1-3010-417e-b628-4374ebc0bcbd
2015-01-20 18:59:15 +00:00
Eric Wasylishen
4a2e29f1c1 R_SetupGL: remove some dead code (glGet call that stores GL_MODELVIEW_MATRIX into r_world_matrix, which is not used anywhere.) The glGet calls was stalling the OpenGL pipeline.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1141 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-11-11 23:27:12 +00:00
Eric Wasylishen
b694b513ec Tweak the MH dynamic lighting speedup to be more correct: upload the lightmaps from the current frame instead of the previous frame.
It was possible, but unlikely, to see artifacts from the previous code in some circumstances, e.g. "host_maxfps 10" and spin around quickly near a flashing light e1m1, you may see a surface drawn with an out-of-date lightmap for one frame.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1130 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-10-21 19:27:42 +00:00
Ozkan Sezer
b9032b7815 copyright years, general tidy-up, remove unused d_ifacea.h.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1059 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-22 08:55:46 +00:00
Sander van Dijk
093ecad80b gl_rmain.c: make gl_zfix default to 0, no longer save it to config.cfg
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@990 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-07 19:35:52 +00:00
Eric Wasylishen
9c6f93eb8a Remove R_DrawSequentialPoly and use texture chains for drawing brush models.
To make this work with the drawing order we use in gl_rmain (world excluding water, opaque ents, world water, transparent ents), I made each texture_t have two texture chains, one for world and one for bmodels. This way they can be cleared during entity drawing without having to regenerate the world ones.

Other than this the changes are mostly minor adjustments to the R_DrawTextureChains_* functions so they can work for things other than the world.

git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@979 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-08-29 08:27:22 +00:00
Sander van Dijk
22f426441f remove isIntelVideo special handling, simply set gl_clear instead
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@830 af15c1b1-3010-417e-b628-4374ebc0bcbd
2013-03-02 12:31:09 +00:00
Sander van Dijk
d91f083ee4 Remove more dead code.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@790 af15c1b1-3010-417e-b628-4374ebc0bcbd
2012-11-28 19:10:52 +00:00