Bill Currie
b5add680f7
Add Mat4as3MultVec.
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to transform a vertex without the translation (eg, for normals) without
having to have separate matrices.
2012-05-20 15:20:18 +09:00
Bill Currie
0fbaa2a88a
Add sw32 support for iqm models.
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That was easy :)
2012-05-20 14:23:41 +09:00
Bill Currie
6ace105e31
Fix some macro parenthesis issues.
2012-05-19 21:25:58 +09:00
Bill Currie
d25f39cc7d
Remove pskindesc from affinetridesc_t.
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It's never used after being set.
2012-05-19 09:29:05 +09:00
Bill Currie
c0517b1d97
Factor out the blend palette creation.
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gl, sw and sw32 use blend palettes, so share the code. This also abandons
the optimization for transforming verts in sw (had all sorts of problems
anyway). sw still doesn't work, though.
2012-05-19 00:34:15 +09:00
Bill Currie
fb10f38fd4
SW now tries (but fails miserably) to render iqm models.
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Something seems to be very wrong with the transforms.
2012-05-18 23:31:14 +09:00
Bill Currie
da87ac0ce5
Remove some unused parameters.
2012-05-17 21:33:22 +09:00
Bill Currie
da313cfae7
Load iqm models in the sw renderers.
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sw32 loses 32 bit textures :/
loading is /slow/ (converting rgb(a) to 8bit palette... ouch.
2012-05-17 21:17:48 +09:00
Bill Currie
c3801d46e5
Render iqm models in GL.
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There are still many issues to sort out, but the basics are working.
Problems:
rendered fullbright (no lighting done)
normals are ignored
extra textures (glow etc) not used/loaded
4 models on the screen don't seem to be a problem.
2012-05-17 15:58:29 +09:00
Bill Currie
f958afad53
Optionally allocate extra data for iqm blend frames.
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Also, correct the blend parameter type (int->float. oops).
2012-05-17 15:57:07 +09:00
Bill Currie
02f8aa6b75
Add Mat4MultAdd macro.
2012-05-17 15:56:01 +09:00
Bill Currie
c0df07b607
Enable loading of iqm models in gl.
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They don't render yet, but the engine doesn't segfault.
The vertex blend indices are rewritten with blend palette indices.
2012-05-17 15:55:38 +09:00
Bill Currie
e722352a61
Add SYS_MODEL developer flag (8192)
2012-05-17 13:39:45 +09:00
Bill Currie
23284536b5
Move IQM freeing into common code.
2012-05-16 18:09:44 +09:00
Bill Currie
041d63c828
Move the frame blending into common code.
2012-05-16 17:44:18 +09:00
Bill Currie
111377f1be
Use buffer objects for iqm vertex arrays and elements.
2012-05-15 21:08:47 +09:00
Bill Currie
1375c3cf03
Finally, load textures for iqm :)
2012-05-15 21:08:47 +09:00
Bill Currie
c694b9f77e
Add Mat4Blend macro.
2012-05-15 21:08:46 +09:00
Bill Currie
2080c337d7
Avoid using malloc/free every model/frame.
2012-05-15 21:08:46 +09:00
Bill Currie
c2e0674d50
Implement R_IQMGetLerpedFrames().
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Like R_AliasGetLerpedFrames, but for IQM. It calcualtes the current frame
number and blend between the previous and current frames.
2012-05-15 21:08:46 +09:00
Bill Currie
41e7a6c70c
Search for the "nearest" dlights.
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Nearness is a function of both distance and intensity: distant bright
lights can take priority over close dim lights.
2012-05-15 21:08:45 +09:00
Bill Currie
0becd35b65
Begin work on rendering iqm models.
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No chance of working yet, but the shaders compile :)
2012-05-15 21:08:45 +09:00
Bill Currie
078cb10caf
Add a stride field to iqm_t.
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Since iqm vertex arrays are variable, and I don't want to calculate the
stride every time I render a model, cached the value used when building the
arrays.
2012-05-15 21:08:45 +09:00
Bill Currie
6ab3bd45e5
Implement IQM animation loading.
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Bone poses are converted to dual quaternions + shear + scale for nice
skinning. Will likely be slow for software skinning, but too bad.
2012-05-15 21:08:45 +09:00
Bill Currie
9a3206795e
Add VectorUnshear().
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VectorUnshear uses the exact same shear vector to remove shear from a
sheared vector. ie with:
VectorShear (shear, v, w);
VectorUnshear (shear, w, x);
x == v within fp math limits.
2012-05-15 21:08:44 +09:00
Bill Currie
bf38e6073e
Implement iqm joint loading.
2012-05-15 21:08:44 +09:00
Bill Currie
9f253454e4
Implement and test Mat4Inverse().
2012-05-15 21:08:44 +09:00
Bill Currie
fa6270322f
Make Mat4Decompose a little more intuitive.
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Params are now in application order (good thing not much code uses it yet).
2012-05-15 21:08:44 +09:00
Bill Currie
1473dbd526
Add a comment about the evaluation order in VectorShear.
2012-05-15 21:08:44 +09:00
Bill Currie
de131c18ad
Add VectorShear and really test Mat4Decompose.
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And the tests really exercised VectorShear (first attempt had things
messed up when more than one shear value was non-zero). Also,
Mat4Decompose wasn't orthogonalizing the z axis row. Oops. Anyway,
Mat4Decompose is now known to work well, and the usage of its output is
understood :)
2012-05-15 21:08:44 +09:00
Bill Currie
82abd5e426
More matrix tests.
2012-05-15 21:08:44 +09:00
Bill Currie
730f9668bd
Add support for mat4 * vec3
2012-05-15 21:08:44 +09:00
Bill Currie
50af8a562e
Add tests for matrix decomposition and fix the bugs.
2012-05-15 21:08:44 +09:00
Bill Currie
724427a976
Add component-wise vector and quaternion division.
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Mostly for non-uniform scaling.
2012-05-15 21:08:44 +09:00
Bill Currie
215d2e9747
Add a function to decompose a matrix.
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The function gives rotation(quaternion), scale, shear, and translation (all
three as vectors), shear is (XY, XZ, YZ).
2012-05-15 21:08:44 +09:00
Bill Currie
1be9384f10
Load the iqm vertex and triangle data.
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Still have the meshes, joints and animations to go.
2012-05-15 21:08:43 +09:00
Bill Currie
890223ef8e
Correct the definition of DualQuatNorm.
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I'd gotten the norm and magnitude mixed up (partly because the document I
was following got the names mixed up), and then munged the formulas
together.
2012-05-15 21:08:43 +09:00
Bill Currie
f874aeb941
Add support for duals and dual quaternions.
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Not everything is unit-tested, but the currently important stuff is.
2012-05-15 21:08:43 +09:00
Bill Currie
26a878da48
Stub out the iqm loader.
2012-05-15 21:08:43 +09:00
Bill Currie
f9a384ffd4
Make simple gravity acceleration framerate independent.
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Now it doesn't matter if you get 22 fps or 72, you jump the same height,
which actually happens to be slightly higher than the previous 72fps jump.
Effectively, you jump the height you would if you got infinite fps ;)
2012-04-28 14:54:58 +09:00
Bill Currie
8791b35e55
Add support for half floats.
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iqm and OpenGL use them, so they might come in handy. The tests use values
from wikipedia and a couple extra.
2012-04-26 20:55:11 +09:00
Bill Currie
1a0ccf6a92
Add vec = quat * vec to the progs engine.
2012-04-26 11:58:20 +09:00
Bill Currie
efaef89c5f
Add a shortcut function for quaterion/vector multiplication.
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I got the idea from blender when I discovered by accident that quat * vect
produces the same result as quat * qvect * quat* and looked up the code to
check what was going on. While matrix/vector multiplication still beats the
pants off quaternion/vector multiplication, QuatMultVec is a slight
optimization over quat * qvect * quat* (17+,24* vs 24+,32*, plus no need to
to generate quat*).
2012-04-26 09:48:08 +09:00
Bill Currie
866c56c236
Do not try to lerp entities when their model changes.
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This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
2012-04-25 10:09:23 +09:00
Bill Currie
87e56e0655
Fix some doxygen issues.
2012-04-22 22:20:45 +09:00
Bill Currie
bc1b483525
Nuke the rcsid stuff.
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It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
7fc700b802
Allow alias textures up to 1024x1024.
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Blender's default texture size is 1024x1024, and there doesn't seem to be
any reason not to support it.
2012-04-15 14:13:05 +09:00
Bill Currie
633f70b2f1
Remove a functionally dead symbol.
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The only purpose clearnotify seemed to be serving was to stop the console
plugin from loading :P
2012-04-12 17:05:42 +09:00
Bill Currie
7fc99f9c60
Fix gl and glsl support in sdl.
2012-04-12 16:47:37 +09:00
Bill Currie
8401704c4e
Connect up palette setting for gl and glsl.
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The GL plugin now seems to work. GLSL still segs :(
2012-04-12 13:57:05 +09:00