Commit Graph

2848 Commits

Author SHA1 Message Date
Zack Middleton 00d60d05c4 OpenGL2: Increase flare limit to match opengl1 2024-08-29 16:42:51 -04:00
Zack Middleton a1fe522d3d Show fs_homepath in Flatpak missing pk3 error
Tell users to copy pk3 files to fs_homepath as fs_basepath is not user
writable.
2024-08-28 21:56:38 -04:00
Zack Middleton 118a533cbf Use XDG_DATA_HOME for Flatpak
Use XDG_DATA_HOME for Flatpak so that fs_homepath is accessible without
special permissions/handling. This changes the home path for Flatpak
from ~/.q3a/ to ~/.var/app/org.ioquake3.ioquake3/data/q3a/.
2024-08-28 21:56:38 -04:00
Zack Middleton 7112bfb77f Make copy to clipboard in Windows error dialog include error message
There is a copy to clipboard option but the error itself wasn't printed
to the console so it wasn't copied to the clipboard.

Unix-like platforms print it to the console so it's written in
crashlog.txt.
2024-08-28 17:52:54 -04:00
Zack Middleton e42db5b2b0 Make Team Arena pk3 error show when missing all pk3 files
The error was only displayed for Team Arena if one of the Team Arena pk3s
were found. Fix it to be display when trying to run Team Arena even with
no Team Arena pk3s present.
2024-08-28 17:52:54 -04:00
Zack Middleton 814e1755f5 Add better directions/error for missing default pk3 files 2024-08-28 17:52:54 -04:00
Zack Middleton a575c1c710 OpenGL2: Fix still projecting sun shadows onto nothing
Increase the range for clamping the screen shadow depth to 1.0 (nothing
drawn). Old epsilon ~0.00000006, new 0.001. This fixes it on another
computer.
2024-08-28 16:52:20 -04:00
Zack Middleton 4c19ff2b55 OpenGL2: Don't project sun shadows onto nothing
Don't project sun shadows (r_forceSun 1) on to view depth equal to 1.0
(nothing drawn or skybox). This caused a full second shadow of the
entire level in tr.screenShadowImage. It would move as the camera far
plane changed and rotate/stretch strangely as the camera view changed.

It was visible in-game on lightmapped transparent surfaces facing the
skybox and happen to overlap the extra shadow of the level.

This affected the glass in wop_padship's underwater room.
2024-07-27 02:30:32 -04:00
Zack Middleton 15f5fe78ad Fix compiling without PATCH_STITCHING defined 2024-07-13 23:53:48 -04:00
James Darpinian e505e34d79
Fix framerate throttling in Emscripten builds
Default com_maxfps to 0 under Emscripten. Under Emscripten the browser
handles throttling the frame rate. Manual framerate throttling interacts
poorly with Emscripten's browser-driven event loop.
2024-06-25 02:52:11 -04:00
Zack Middleton 99be1151f7 Fix web client vid_restart with r_mode -2
If getting the display index of the existing window fails, fallback to
the default display size instead of falling back to 640x480.

emscripten r_mode -2 worked on window creation but vid_restart fellback
to 640x480.
2024-06-24 22:38:48 -04:00
Zack Middleton c1ab47a764 Rename client-config.json based on CLIENTBIN
Also make viewing client.html directly use client-config.json in the
same directory so it's possible to "live edit" both the files without
having to run make.
2024-06-11 04:40:08 -04:00
Zack Middleton 7bfd5c90b8 Add support for mods to web client
ioquake3.html?fs_game=missionpack will run Team Arena when not using
--preload-file.
2024-06-11 04:40:08 -04:00
Zack Middleton 2660bb4a03 Add support for overriding basegame to web client
List files for multiple games in a single client-config.json file so
that com_basegame argument can pick different game data.

Use ioquake3.html?com_basegame=demoq3 (or tademo) to run the Quake 3 or
Team Arena demo. They require new QVMs from baseq3/missionpack to run.
2024-06-11 04:40:08 -04:00
Zack Middleton 8365ea7ed2 Customize the web client HTML file
Modify the client HTML file when copying it to the build directory to
apply current CLIENTBIN and BASEGAME. It always loads engine/data from
the current directory (no need to try to locate the build directory).
2024-06-11 04:40:08 -04:00
Zack Middleton e6c0776d98 Allow web client to use unzipped QVMs
Compile the QVMs and automatically uses them when not using --preload-file.
2024-06-11 04:40:08 -04:00
James Darpinian db24dfe13f ioquake3.html replaces Emscripten-generated HTML shell
This enables several things:
* Optionally load pk3 files from a web server at runtime instead of bundling them with Emscripten at build time
* Set command line arguments via URL param
* It's not ugly
2024-06-09 22:10:52 -04:00
Zack Middleton f41bd37fde Add minimal emscripten support 2024-06-06 20:51:44 -04:00
Zack Middleton f869bffe97 OpenGL2: Fallback to OpenGL ES if OpenGL fails 2024-06-06 19:49:17 -04:00
Zack Middleton 551fa6c797 OpenGL2: Fix issues running under WebGL 2024-06-06 19:49:17 -04:00
Zack Middleton 98b9008c0d OpenGL2: Use CPU vertex animation if too few vertex attributes
OpenGL ES has a minimum of 8 vertex attributes while desktop OpenGL has
a minimum of 16. Vertex animation uses attributes 10 to 12.
2024-06-05 21:36:48 -05:00
Zack Middleton b25a3c6e4d OpenGL2: Add run-time support for unsigned short indexes
OpenGL ES 2 is only required to support unsigned short for indexes.
2024-06-05 21:36:05 -05:00
Zack Middleton 3b984d2b51 OpenGL2: Add OpenGL ES 2.0+ support
This mainly targets OpenGL ES 2.0 but it also supports compiling GLSL as
ESSL 3.00. It's missing support for framebuffer objects which should be
possible on ES 2. (Though using renderbuffers instead of textures.)

opengl1 cvars that are not supported will display a message and disable
the cvar. This has not been reviewed for new opengl2 cvars. Enabling
cvars may cause rendering issues. Some of the broken cvars may be
possible to support using OpenGL ES 3 features.

The game displays okay with the default cvars.
2024-06-05 21:33:08 -05:00
Alan Zhao aecf3f55ce
Use nanosleep(2) instead of usleep(3)
usleep(3) was declared obsolete in POSIX.1-2001 and removed in
POSIX.1-2008 and nanosleep(2) was recommended to be used instead.
2024-05-15 18:14:52 -04:00
Zack Middleton 5a918bfa96 opengl1: Fix skybox in OpenGL 1.1
Fix six image skybox having a black border around the sides of the sky
when using OpenGL 1.1 (using CL_CLAMP instead of GL_CLAMP_TO_EDGE).

It's technically visible in q3dm10 but it's more obvious in Team Arena
maps such as mpteam6.
2024-04-18 00:04:33 -04:00
Zack Middleton f9547e4533 OpenGL2: Don't mix drawing to default framebuffer and FBO
Don't draw the world scene to a separate FBO from the rest of the
screen.

This fixes the world scene having HOM instead of seeing through to the
previously drawn content. World of Padman uses this to have a separate
3D scene for the sky and world in wop_padship for dynamic skybox.

This also makes r_ext_framebuffer_multisample apply to HUD models
instead of depending on r_ext_multisample (which doesn't work on Linux
with some Intel graphics).
2024-03-02 06:09:59 -05:00
Zack Middleton 7d711f8121 Fix running on Windows XP
Newer mingw-w64 changed default Windows version compatibility.
Need to specify older behavior for EnumProcesses() to avoid "missing
K32EnumProcesses()" runtime error.
2024-02-17 17:01:44 -05:00
Zack Middleton 9881c561ad OpenGL2: Fix flares behind mirror being visible
When r_ext_framebuffer_multisample > 0 was used, flares behind the
mirror in q3tourney6 were incorrectly visible. This was because it
checks scene depth in the depth prepass which only drew opaque
surfaces. It also needs to contain depth for mirror/portal surfaces.
2024-02-13 09:11:35 -05:00
Zack Middleton 5d60f6035a OpenGL2: Fix hack for tcMod transform on merged lightmaps
When using merged lightmaps, only change tcMod transform for tcGen
lightmap.
2024-02-10 16:23:54 -05:00
Zack Middleton e3abcffeb0 OpenGL2: Fix using merged lightmaps with tcGen environment
tcGen environment generates texcoords in range of 0.0 to 1.0 and they
need to be offset to the position/size in the merged lightmap atlas.

This also needs to be after tcMods so they apply for the original range.
This fixes tcMod scale used by main_q3abanner and shinygrate1_4.

This issue was visible on the blue monitor (comp3c) near the plasmagun
in q3dm0 and the Quake III Arena banner in q3dm17.

Affected shaders in Quake 3 and Team Arena maps:

textures/base_wall/comp3
textures/base_wall/comp3b
textures/base_wall/comp3b_dark
textures/base_wall/comp3c
textures/base_wall/main_q3abanner
textures/base_wall/shinygrate1_4
textures/sfx/teslacoil

All of the shaders are used by q3dm0 but other maps also use some.
2024-02-10 16:23:54 -05:00
Zack Middleton eaefa35580 OpenGL2: Fix merged lightmap hacks to have real lightmap index
This fixes the texcoord range to be 0.0 to 1.0 for external lightmaps in
shaders that also have an internal lightmap. (Instead of 2.0 to 3.0 for
example.) This only affects clampMap as repeating wrapping sampled the
correct location. I haven't found such a shader but I need to get real
lightmap index for future merged lightmap hacks.
2024-02-10 16:23:54 -05:00
Zack Middleton 7426ac2176 OpenGL2: Fix sun rays being affected by the viewport size
Using r_drawSunRays 1, r_hdr 0, cg_viewsize 50 caused the sun rays to
only draw properly in the bottom right quarter of the world viewport.

The scissor rectangle for the world viewport was applied to the first
FBO_FastBlit() in RB_SunRays().

Set glScissor() in FBO_FastBlit() as it's done in FBO_Blit() and
FBO_BlitFromTexture(). Sun rays probably worked correctly with r_hdr 1
because the blit for HDR changed the scissor state.
2024-02-08 16:34:05 -05:00
Zack Middleton 93abc60a5b OpenGL2: Fix applying tcMod turb
Shader stage tcMods for matrix and turb effects need to be applied in
order for turb to be correct and all tcMod turb need to be applied
instead of only the last one.

Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale.
OpenGL2 applied the matrix first and then turb which had the wrong result.
2024-01-18 03:16:39 -05:00
Zack Middleton 5ede35d8dd Fix building QVMs on Linux with Windows line endings
On non-Windows, compiling QVM tools failed if dagcheck.md had CRLF line
endings and compiling QVMs failed if game source had CRLF line endings.

Also made Windows open the files as binary (no automatic CRLF to LF) so
it behaves the same as on non-Windows.
2023-12-26 23:26:47 -05:00
Zack Middleton b07ff2a3ca OpenGL2: Fix parsing q3gl2_sun without two additional tokens
If mapLightScale and shadowScale weren't included at the end of
q3gl2_sun, the next shader line was skipped by SkipRestOfLine().

COM_ParseExt() with allowLineBreaks=qfalse, returns "" once and
then goes to the next line anyway. (Doesn't work well multiple
"optional" tokens. It looks like a vanilla bug.)
2023-12-23 14:31:47 -05:00
Zack Middleton ae0878ca61 OpenGL2: Fix q3map2 lightstyles effects
Fixes World of Padman wop_trashmap.

For r_mergeLightmaps 1
- Fix tcMod transform on "map $lightmap" stages
- Fix external lightmap image texcoords if shader also has an internal
  lightmap

For r_sunlightMode 1
- Fix "tcGen lightmap" stages with blendFunc GL_SRC_ALPHA GL_ONE being
  converted to white image + modulate lightmap and drawing incorrectly
2023-12-23 14:31:47 -05:00
Zack Middleton 972635ea5a OpenGL2: Fix updating the loading screen with r_cubeMapping 1
Generating cubemaps set backEnd.viewParms.isMirror = qtrue while the
loading screen said 'loading... maps/q3dm1.bsp' and it just stayed like
that until done loading (no additional messages or item icons) because
all 2D drawing was culled due to flipped culling for isMirror.

This was noticed because a recent commit fixed RB_ShowImages() to be
drawn to the screen instead of draw into renderFbo and never blit to
the screen. Now the loading screen draws over it as expected.

Mentioned commit: a81df34905
"OpenGL2: Fix border for cg_viewsize using HDR/FB-MSAA w/postProcess"
2023-11-22 21:11:41 -05:00
Zack Middleton 03bc4eb810 OpenGL2: Fix FB-MSAA on AMD Windows driver
Fix r_ext_framebuffer_multisample > 0 causing the screen to always be
solid black when using AMD Windows driver.

The AMD Windows driver requires binding renderbuffer for it to be valid.
The OpenGL2 renderer uses GL_EXT_direct_state_access that shouldn't
require this. It would be required for Core/GL_ARB_direct_state_access.
It seems like a driver bug.
2023-11-20 18:30:12 -05:00
Zack Middleton f7c12a1cf7 OpenGL2: Fix r_clear when using HDR/FB-MSAA 2023-11-18 22:03:22 -05:00
Zack Middleton a81df34905 OpenGL2: Fix border for cg_viewsize using HDR/FB-MSAA w/postProcess
If using renderFBO (r_hdr 1 or r_ext_framebuffer_multisample > 0) and
r_postProcess 1, the viewport border (cg_viewsize < 100) which is drawn
before the world scene was drawn to the renderFBO but not copied to the
default framebuffer.

Now 2D before the world scene is drawn to the default framebuffer
directly for r_postProcess 1 like 2D drawn after the world scene.
2023-11-18 22:03:22 -05:00
rawr51919 d907e4781e
Merge branch 'ioquake:main' into master 2023-08-12 14:34:54 -03:00
Zack Middleton 10a45cbdc1 Don't list mod directories at Windows drive root
The mod list on Windows would search the root of the drive if
fs_basepath, fs_homepath, fs_steampath, or fs_gogpath are blank ("")
(which is usually the case).

The issue is in the low-level Sys_ListFiles() but it only affects the
mod menu, on Windows. It cannot be abused by console commands to
list system files outside of the virtual filesystem.

---

If a directory at the root of the drive of the working directory
contained a pk3 file, the directory was listed in the mods menu. The
virtual filesystem doesn't add blank directory names to the search path
so it cannot load mods from the drive root. (Unless of course you set a
fs_*path cvar to "C:\".)

Sys_ListFiles() with blank directory caused Windows to use "\*" for the
search path and "\" prefix means root of drive. Unix opendir("") failed
so nothing was listed for blank directory.

Sys_ListFilteredFiles() with blank directory _and_ specifying subdirs
could access any directory (on Windows and Unix-like) but no code uses
this or makes it accessible.

These functions are only used for initializing the virtual filesystem
and listing mods. They are not accessible by anything else such as a
console command. Only the mods menu, on Windows, is affected.
2023-07-06 05:10:06 -04:00
Zack Middleton e452b7ac04 Fix macOS client/server failing to start from terminal
The macOS client and server were completely unusable when run from a
terminal. They blocked forever in `[NSApp run];` which was called by
Sys_InitProtocolHandler(). `applicationDidFinishLaunching` was never
called to exit the NSApp run loop.

Use SDL's SDL_DROPFILE event to receive URLs to handle on macOS instead.
This also handles URLs while the game is running (connect to new server)
instead of nothing happening when clicking a link while the game is
running.
2023-06-11 11:05:13 -04:00
ineed bots 47c9641939 Fix bad client reliableAcknowledge DOS exploit
Having a reliableAcknowledge of 0x7FFFFFFF causes a massive
loop to be executed in SV_UpdateServerCommandsToClient due to the + 1 overflow.
2023-04-19 14:10:29 +01:00
Stefan Sundin 31c6d2f9d5
Add protocol handler support
This lets the user click a link in a web browser to very easily join a Quake 3 multiplayer game. As browser-based matchmaking websites become more popular, this makes it a lot more convenient and simple to play Quake 3 with others.

The links have the following URI format: quake3://connect/example.com:27950. The format has been designed to be flexible to allow more types of links in the future and avoiding having to make a breaking change. At the moment, "connect" is the only supported command.
2023-04-19 13:48:26 +01:00
Zack Middleton 4610a2403a Update MSVC .lib files to SDL 2.24.0
Built with Visual Studio 2022 with PlatformToolSet v141_xp.
x64 built with TargetName SDL264 / SDL264main to use SDL264.dll.
2023-02-19 13:08:36 -05:00
Zack Middleton 819e9830d8 Update macOS UB1 to SDL 2.0.22
Fix crash when scrolling using touchpad on macOS 10.6 (I fixed it
in SDL 2.0.18) and fix failing to start on x86 due to ioq3 SDL dylib
having absolute path instead of "@executable_path/libSDL2-2.0.0.dylib".

SDL 2.24.0 removed macOS 10.6 support (last with x86). Offically at
least, they also dropped x86_64 on macOS 10.7 and 10.8. So ioq3 UB1
is limited to SDL 2.0.22.

- Update x86 and x86_64 to SDL 2.0.22. Compiled with 10.13 SDK as
  10.14 SDK dropped running on older than macOS 10.9 and I ran
  "strip -x" on the libraries. Ad-hoc signed with PyOxidizer rcodesign.
- PPC is still MAN-AT-ARMS' SDL 2.0.1 build but I ran "strip -x"
  on it to reduce the file size.
- ARM64 build was removed from UB1 as UB2 with SDL 2.24.0 should
  be used instead.
2023-02-19 13:08:36 -05:00
Zack Middleton 02a12f2dec Update to SDL 2.24.0 and add separate macOS UB2 dylib
Update mingw and macOS SDL libraries to 2.24.0. (MSVC .lib files and
Xcode project haven't been updated.)

There is now a separate SDL dylib for macOS Universal Binary 1 and 2
because SDL 2.24.0 dropped support for macOS 10.6 (which is last to
support x86). Documentation says SDL 2.24.0 also dropped macOS 10.7
and 10.8 too. So UB2 is now 10.9 or later while 10.5 to 10.8 live in
UB1.

Compiled using osxcross with macOS 11.3 SDK. Ran "strip -x" on Windows
and macOS libraries. Ad-hoc signed dylib using PyOxidizer rcodesign to
fix digest checksums after strip.
2023-02-19 13:08:36 -05:00
Zack Middleton 70d07d91d6 Fix (disabled) Wavelet sound decompression
The first chunk of Wavelet sound was decoded as ADPCM and then
following chunks were decoded as Wavelet. It played as static
noise.

Using Wavelet compression requires engine code changes to enable.
2022-11-23 12:23:50 -06:00
Zack Middleton 84da6537c4 Fix in_availableJoysticks cvar not updating
When in_restart is called or SDL controller added/remove event is
received, IN_InitJoystick() tried to update the list but instead
of updating the cvar Cvar_Get() just printed a developer message:

  Warning: cvar "in_availableJoysticks" given initial values:
  "first joystick
  ", "first joystick
  second joystick
  "
2022-09-22 10:37:30 -05:00