Commit graph

8111 commits

Author SHA1 Message Date
Bill Currie
091b714e4c Implement dynamic lighting.
This uses the same calculations as the software renderer. However, as the
lightmap calculations are not done yet, if there is no dlight in the
vicinity, there will be no light. demo1 is pretty cool to watch :)
2012-01-03 20:36:07 +09:00
Bill Currie
209c4cda8b Scale the light level index correctly before colormap lookup.
With this, lighting seems to be working. I'm not certain the normals are
100% correct, but I can see something happening on rotating models.
2012-01-03 19:57:47 +09:00
Bill Currie
e8f863c76f Remove the hedgehogs from the garden.
While the first frame was fine, any subsequent ones were not. I had
forgotten that hdr->poseverts held the edited vertex count rather than
hdr->mdl.numverts.
2012-01-03 18:11:39 +09:00
Bill Currie
d7bc437e2c Fix the borked texture coordinates.
Silly me, doing byte based pointer math on a non-byte pointer :P
2012-01-03 18:10:35 +09:00
Bill Currie
185fded944 Re-enable the matrix optimizations.
Turns out my concatenations were correct.
2012-01-03 18:09:33 +09:00
Bill Currie
21c7b84379 Enable face culling and depth testing.
I spent way too long trying to figure out why triangle order wasn't making
any difference... :P
2012-01-03 18:08:01 +09:00
Bill Currie
1437cbec91 Make the face culling a little more sensible.
GL Quake was weird, culling front faces. Partly understandable, since
Quake's front order is clockwise and GL's default order is
counter-clockwise. However, since the order can be specified, that should
be done instead. Thus, specify the winding order as clockwise (for quake's
data), set culling for back-face removal, and then mess with the winding
direction in the mirror and fish-eye code.
2012-01-03 18:06:26 +09:00
Bill Currie
62e564c5cd Send ALL of the model's verts to GL.
Triangles have 3 vertices, not one :P
2012-01-03 11:47:40 +09:00
Bill Currie
ba04cf73d0 Add my test tetrahedrons. 2012-01-03 09:34:17 +09:00
Bill Currie
baab15279f Correct the alias vertex data types.
Vertex locations need to be unsigned byte rather than byte (GL is funy
with that). s and t need to be at least short, and since the normal index
is embedded in the st vector, it needs to be the same type. With this, my
test tetrahedrons seem to be working.
2012-01-03 09:34:17 +09:00
Bill Currie
c378acab6b Actually load up the mvp and normal matrices.
Rather critical. I thought I'd done that :/
2012-01-03 09:34:17 +09:00
Jeff Teunissen
86edf54c40 Build and ignore cleanups
GLSL renderer build was checking for BUILD_GL instead of BUILD_GLSL in a
few places. Also, ignore the GLSL .fc and .vc files and the binaries.
2012-01-02 14:16:19 -05:00
Bill Currie
2a3151cecd Hook in alias model drawing.
Nothing is visible yet.
2012-01-02 20:28:40 +09:00
Bill Currie
72e3a8d507 Merge sw and sw32 alias frame selection.
I'm leaving GL for later because lerping complicates things. I'll sort it
out when I implement lerping in GLSL.
2012-01-02 17:47:22 +09:00
Bill Currie
1c480bf75e Merge the alias skin selection code.
We really don't need 4 copies of identical code when 1 will do :P
2012-01-02 15:57:43 +09:00
Bill Currie
540bccbc27 Load all the alias vertex data as bytes.
I had forgotten I wanted to do it this way.
2012-01-02 13:41:12 +09:00
Bill Currie
a57835866a Build the vertex normals texture. 2012-01-02 13:40:48 +09:00
Bill Currie
6b4a10819a Add an RGB texture loader. 2012-01-02 13:15:19 +09:00
Bill Currie
7e5b3304fc Create the colormap texture. 2012-01-02 11:19:23 +09:00
Bill Currie
fd67f3500b Load the alias model shaders. 2012-01-02 11:18:34 +09:00
Bill Currie
df3d9fe4df Correct the fullbright start color extraction.
I don't know what despair and I were thinking, but we obviously didn't
understand the colormap code at the time.
2012-01-02 10:53:57 +09:00
Bill Currie
7be08534be Clearify the program dump info a little.
Calling programs shaders was a little confusing when I use shader to refer
to the sub-programs (vertex and fragment shaders). Also, print the program
number as well.
2012-01-02 10:22:03 +09:00
Bill Currie
2ad5aa7aed Unbind the array and element array buffers when done.
Not doing so wreaked havoc on my 2d rendering (what's he doing here, and
why's he messing with my redering? ;)
2012-01-02 10:08:56 +09:00
Bill Currie
d1419c30db Make a start on alias model rendering.
The vertex and fragment shaders are written, and R_InitAlias is stubbed,
but that's it so far.
2012-01-01 23:58:12 +09:00
Bill Currie
f3884c659c Finish alias skin loading and load vertex data into GL. 2012-01-01 23:55:27 +09:00
Bill Currie
f18cd65526 Implement the "cache" in Draw_CachePic. 2011-12-31 20:36:24 +09:00
Bill Currie
3eae8426e6 Implement in-game screenshots. 2011-12-31 17:24:20 +09:00
Bill Currie
d8dbfa9c24 Create WritePNGqfs so screenshots can be written as png. 2011-12-31 17:23:32 +09:00
Bill Currie
718595db45 Implement sprite rendering.
Sprite interpolation seems to work, even :) (maybe)
2011-12-31 14:39:33 +09:00
Bill Currie
091e16f9d2 Bring in GL's R_RecursiveWorldNode as R_VisiteWorldNodes.
No surface queuing is done, but entities get queued.
2011-12-31 14:33:20 +09:00
Bill Currie
ea2ae1436c Fix some bugs in the new matrix functions/macros. 2011-12-31 13:20:31 +09:00
Bill Currie
55e53b796d Make a start on getting sprites rendering.
The plan is to do interpolated sprites based on a discussion I had with
LordHavoc about them: blending between the two sprite frames. He didn't
mention it, but it looks like blending between the sprite frames' verts is
necessary too.
2011-12-30 21:11:59 +09:00
Bill Currie
16f84cd496 Hopefully get the 3d view and projection transforms setup. 2011-12-30 21:10:24 +09:00
Bill Currie
20d93466c7 Frag some magic numbers.
More annoying than hipnotic's gremlins.
2011-12-30 21:07:35 +09:00
Bill Currie
35bf957d08 Add a 4x4 matrix type and some functions for it. 2011-12-30 20:11:53 +09:00
Bill Currie
edb05fdfce Rename Vector3Scale and QuatCompScale.
They are now VectorCompMult and QuatCompMult.
2011-12-30 20:04:55 +09:00
Bill Currie
bcdcd7b36d Implement sprint glsl loading.
That was... easy.
2011-12-30 09:36:57 +09:00
Bill Currie
a87a60a6fd Flush the text buffer before drawing conback or menus.
Ok, now really done until I notice something else (I forgot this one
momentarily).
2011-12-29 18:23:09 +09:00
Bill Currie
047b7bcc32 Implement Draw_TileClear.
With this, 2d seems to be finished. YAY.
2011-12-29 18:15:15 +09:00
Bill Currie
a1035aafe9 Implement Draw_TextBox. 2011-12-29 17:51:31 +09:00
Bill Currie
2b44a25c6b Flush console text after each screen function.
This on its own doesn't fix menus being overwritten with console text, but
it's an important step.
2011-12-29 11:26:14 +09:00
Bill Currie
9fec4d5be0 Implement Draw_Fill.
Almost there with 2d.
2011-12-29 11:25:27 +09:00
Bill Currie
9d0ed6b885 Fix the missing text.
Silly case and paste error cleared out my text vertex array prematurely.
2011-12-29 08:47:32 +09:00
Bill Currie
bece72e746 Use a quick hack to get colored crosshairs working. 2011-12-28 21:45:20 +09:00
Bill Currie
e69a583f1b Work around a bug in mesa.
Since I'm not specifying the api when creating my context, mesa is giving
me GL2. This is fair enough, but in GL2, vertex attribute 0 is the vertex
position. This too, is fair enough. The problem is, mesa is assigning 0 to
my vcolor attribute and thus I can't set it. The work around is simply to
swap the declaration order of vcolor and vertex (this really shouldn't work
eiter, I suspect).
2011-12-28 20:43:56 +09:00
Bill Currie
6a44978a0f Fix reading of GL_CURRENT_VERTEX_ATTRIB.
Turns out it returns a vec4. oops.
2011-12-28 20:41:26 +09:00
Bill Currie
4e7af5c3e0 Add a function to dump the info for all attribute arrays. 2011-12-28 14:27:59 +09:00
Bill Currie
411ab8f359 Be noisy when resolving uniforms and attributes. 2011-12-28 12:58:26 +09:00
Bill Currie
be9530afb6 Dump a lot of info about shader programs.
New developer bit: SYS_GLSL (2048).
2011-12-28 12:40:28 +09:00
Bill Currie
b657905c83 Bring in Despair's gl error checking from the gl renderer. 2011-12-28 09:05:36 +09:00