Commit graph

3301 commits

Author SHA1 Message Date
Bill Currie
6104db50e1 Fix a gl matrix stack overflow.
I'd missed a couple of places for glPopMatrix (worse, one was push!).
2012-01-24 12:10:37 +09:00
Bill Currie
1ef24e0404 Fix a gl matrix stack overflow.
I'd missed a couple of places for glPopMatrix (worse, one was push!).
2012-01-24 12:08:12 +09:00
Bill Currie
6df8867d69 Implement custom skins for glsl. 2012-01-24 10:27:05 +09:00
Bill Currie
d6683711f4 Clean up some redundant defines. 2012-01-24 09:37:46 +09:00
Bill Currie
19dc579a5a Fix custom player skins for the sw renderers. 2012-01-23 23:38:32 +09:00
Bill Currie
3dbb5724db Rename Skin_SetColormap_ to Skin_SetupSkin. 2012-01-23 21:40:12 +09:00
Bill Currie
08990ebb5a Make top/bottom color work for GLSL.
Works quite nicely (love those colormaps).
2012-01-23 19:24:12 +09:00
Bill Currie
9a4b065eaf Fix top/bottom colors for the SW renderers. 2012-01-23 17:33:19 +09:00
Bill Currie
e3f76de898 Avoid a division by zero.
Doing a cache profile on an unused cache wasn't nice.
2012-01-23 16:46:52 +09:00
Bill Currie
7bfddd7ffe Gut most of the old skin code.
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie
61c127abc0 Make a start on skin support.
I had this lying around for a while since it was more important to get
other things working first.
2012-01-22 15:49:01 +09:00
Bill Currie
76cb60461d Tweak the size of point particles.
This looks fairly reasonable, but should probably be tweaked further to
base the point size on resolution.
2012-01-21 22:05:24 +09:00
Bill Currie
5080a6f37e Enable the point size shader variable.
This is a rather "evil" hack because GLES doesn't seem to need
GL_VERTEX_PROGRAM_POINT_SIZE, but GL does, and all my work is currently
done in GL rather than GLES. Point particles now work, but the sizes are
all wrong.
2012-01-21 21:54:36 +09:00
Bill Currie
68d956583d Draw ALL of the particles, not just 2/3 of them.
Using quads requires 4 elements, but triangles require 6. I'd gotten the
element array setup right, but I'd forgotten to tweak vacount when drawing
the particles.
2012-01-21 20:16:18 +09:00
Bill Currie
8345f07db2 Implement QF style particles.
Actually looks pretty good against the sw style world.
2012-01-21 19:51:18 +09:00
Bill Currie
4955caafe5 Make the dynamic textures more readily available.
I want to get QF style particles going in glsl (since id style is currently
stuck at one pixel), but I don't want multiple copies of the texture code.
2012-01-21 19:13:01 +09:00
Bill Currie
358bbc4439 Disable the sky spin effect.
It's cool, but not appropriate as a default. All that's needed is a way to
set (and optionally update) sky_velocity (map vars? qc?).
2012-01-21 17:18:29 +09:00
Bill Currie
62c5070d8b Use the correct type for particle colors.
Sending byte data as floats doesn't work too well :P Fixes the colors of
the particles, but not the size :(.
2012-01-21 16:17:54 +09:00
Bill Currie
2cb2f230fd Print out the point size range.
I'm not sure if there's a bug in mesa, or if I'm doing something wrong, but
GL_POINTS doesn't seem to be working properly. I get the points, but
writing to gl_PointSize doesn't make a difference despite the size range
being 1-255.
2012-01-21 15:48:21 +09:00
Sander van Dijk
197481bdbb in_sdl.c: default to "have_focus" to "1". 2012-01-21 09:27:35 +09:00
Sander van Dijk
25ffe6bc3e cd_sdl.c: fix typo. 2012-01-21 09:27:30 +09:00
Sander van Dijk
8e6c3f7bf8 Make gl_rsurf.c compile without warnings with "gcc (GCC) 4.4.5 20101112 (Red Hat 4.4.5-2)". 2012-01-20 20:51:29 +09:00
Bill Currie
5e1a80e016 Implement particles as points.
Unfortunately, the maximum point size on Intel hardwar seems to be 1, so I
can't tell if the colors are right.

This is largely just a hacked version of GL's particle code.
2012-01-19 10:39:03 +09:00
Bill Currie
63893b6a2f Zap some magic numbers. 2012-01-19 10:36:10 +09:00
Sander van Dijk
d8432e78bb Fix a wrongly negated condition in snd_win.c:SNDDMA_UnblockSound(). 2012-01-18 21:39:17 +09:00
Bill Currie
470500f79d Fix an oopsie between pahdr and paliashdr.
I understand the reasons, but ooh, the sw renderer is ugly in places.
2012-01-17 21:00:19 +09:00
Bill Currie
42bb10a3d7 Clear out the lightmap scrap at each level change.
This allows the demo loop to run more than 4 times (12 demos). Once the
rest of the resource management is done, demos should run indefinitely.
2012-01-17 19:31:50 +09:00
Bill Currie
fc43e5a307 Allow clearing of a scrap.
This "frees" all rectangles and subpics allocated from a scrap. subpics
are owned by the scrap from which they are allocated.
2012-01-17 19:31:50 +09:00
Bill Currie
3669e3aa2e Make alias model caching optional.
For now, only the glsl loader disables caching, but it stores the frame
vertices in GL memory, so its hunk usage is relatively lower (and will be
lower still when I get skins sorted out).
2012-01-17 19:31:50 +09:00
Bill Currie
fb428f8067 Rename mod_flood.c to floodfill.c 2012-01-17 19:31:50 +09:00
Bill Currie
05bf637466 SDL sound patches from SVD.
Thanks to "Sander van Dijk" <a.h.vandijk@gmail.com>, we now have much
better SDL sound support.

Here's the promised cleaned up version of the "double buffer" approach
patch for "snd_sdl.c". I've taken some more time to re-read and test
it this time, and it seems to behave well. All memory that is used by
both the main thread and the SDL audio thread is prefixed with "shm_",
and locking is used to ensure that only one thread accesses it at the
same time.
2012-01-17 19:14:42 +09:00
Bill Currie
0abb8a7554 Merge the particle physics. 2012-01-15 20:14:36 +09:00
Bill Currie
ece78f7605 Clean out some useless functions.
D_Start/EndParticles in the sw renderers will likely never have any
content, so no point in calling or even having them.
2012-01-15 09:34:10 +09:00
Bill Currie
e7b01bb6b6 Put the transparent color back to 0,0,0,0 rgba.
Blended sprites were a tad ugly without that.
2012-01-14 22:20:23 +09:00
Bill Currie
c884ef5f80 Convert the colormap to a 2D palette.
This skips one level of indirection in the alias model and brush shaders.
Hopefully, this will improve performance on my eeepc.
2012-01-14 21:42:42 +09:00
Bill Currie
928dd92276 Use 0.0 instead of 0.5 for t for palette lookups.
I realized it's pretty silly using colormap + palette when I can just
combine the two into one and have a 2D palette. This is in preparation for
that.
2012-01-14 20:51:43 +09:00
Bill Currie
2425498479 Enable the view model. 2012-01-14 20:07:43 +09:00
Bill Currie
de022ae72d Rewrite GL_LoadQuakeMipTex to generate mips itself.
Relying on GL to generate mips for 8 bit textures doesn't produce nice
results. These aren't the greatest, either, but they're better.
2012-01-14 19:02:06 +09:00
Bill Currie
7739ba3ea9 Move the 2D set out of the 3D code.
It really belongs exclusively in the screen setup code.
2012-01-13 19:51:45 +09:00
Bill Currie
f5f8b65c81 Fix the wonky viewsize border.
2D mode wasn't getting set after rendering the world. oops.
2012-01-13 19:47:16 +09:00
Bill Currie
eb2e688c9e Clean up some whitespace. 2012-01-13 19:46:52 +09:00
Bill Currie
617107f9c1 Perform some black magic.
}:>
2012-01-12 21:23:39 +09:00
Bill Currie
cbd13ac54e Implement QuatExp and fix up QuatBlend's param names. 2012-01-12 21:22:06 +09:00
Bill Currie
ba1b819173 Merge skyid and skybox begin/end. 2012-01-12 17:34:29 +09:00
Bill Currie
6e2d625d36 Load the skybox faces into the correct cubemap slots.
Quake and GL are rotated relative to each other, so care must be taken
when loading and rendering.
2012-01-12 15:13:19 +09:00
Bill Currie
f1eea0176c Fix the too near far-clip plane.
I don't know if I miss-copied that, or if there's a bug in FTE's code.
2012-01-12 13:41:06 +09:00
Bill Currie
a66fcb8448 Implement skyboxes.
The texture assignments are incorrect, but it's otherwise working.
2012-01-12 11:05:34 +09:00
Bill Currie
8bcef272e6 Render the id skys :)
Wow... smooth.
2012-01-11 21:26:12 +09:00
Bill Currie
7ba7130f42 Load the sky texture as two separate textures.
The sky texture is normally 256x128, with each 128 wide side being the two
layers of the sky.
2012-01-11 21:09:57 +09:00
Bill Currie
b43d03a98b Let the render specific texture loader decide on sky texture loading.
This is necessary to allow the glsl texture loader to process the sky
textures.
2012-01-11 21:08:04 +09:00
Bill Currie
f6f2e4f406 Create and load the id sky shader. 2012-01-11 16:02:20 +09:00
Bill Currie
89ae6eca8b Even better?
It's difficult getting the same result because GL st are 0-1 but sw quake's
st are 0-inf % 64.
2012-01-11 07:51:15 +09:00
Bill Currie
5dbf913d41 Get the turbulence more correct.
This looks right, and should be easier to tweak.
2012-01-11 06:38:27 +09:00
Bill Currie
d2dae4cc58 Produce a saner turbulence.
I'm not quite sure it's right. Need to watch sw's turb a bit more.
2012-01-10 21:11:21 +09:00
Bill Currie
3508972d66 Draw water surfaces... with some really funky turbulence.
It seems I misunderstood the sw turbulence code.
2012-01-10 20:50:47 +09:00
Bill Currie
e38d72f50b Get brush entity rendering working.
Unfortunately, the intel driver on my eeepc doesn't like the mipmas for
plat_top2 or +2floorsw. If I either don't load their mipmaps, or skip
drawing them, things seem to work nicely.
2012-01-10 13:06:02 +09:00
Bill Currie
3326aceed8 Rewrite the texture chain index list building.
It turns out my complicated plan was just that: complicated. Although there
are currently some bugs, the method I used to build the VBO in the first
place will work equally well for building the index lists.
2012-01-09 21:16:08 +09:00
Bill Currie
754dda92ff Get the lightmap texture properly. 2012-01-09 21:13:40 +09:00
Bill Currie
ef311b60d6 Remove a now dead function. 2012-01-09 18:55:30 +09:00
Bill Currie
2b45cd693f Fix the black overbright dlights.
t was unsigned and underflowing. This fixes the problem but keeps the
bitshift unsigned clean.
2012-01-09 18:05:41 +09:00
Bill Currie
310ba49f17 Make the dynamic lightmaps... dynamic. 2012-01-09 16:46:20 +09:00
Bill Currie
0005c97865 Temporary weaks so things look halfway decent.
GL mipmaps and paletted textures don't mix, and lightmaps work quite well
with linear sampling.
2012-01-09 16:26:28 +09:00
Bill Currie
12fd6bd390 Fix the segfault on map change.
I had forgotten to call R_ClearTextures when I'd rearranged the code.
2012-01-09 10:16:54 +09:00
Bill Currie
cd91fe7c8d Set the pixel unpack alignment to 1.
4 hours chasing that one down. ouch.
2012-01-09 02:18:39 +09:00
Bill Currie
8779755e9c Dump allocated rects for glsl_scraps BLAH. 2012-01-09 01:31:29 +09:00
Bill Currie
f658e6c32e Initialize d_lightstylevalue.
"Let there be light!", but chaos still reigns (broken lightmap updates).
2012-01-09 01:30:26 +09:00
Bill Currie
1229d24ef6 Get world rendering mostly working.
Just some problems with lightmaps. There also seem to be some issues with
seams (t-junctions?) and far clip, but they're quite separate.

There's also a problem with a segfault when loading a second map.
2012-01-08 22:09:51 +09:00
Bill Currie
7428a91526 Try, but fail, to render the world. 2012-01-08 20:39:36 +09:00
Bill Currie
ea377b80c5 Remove some redundate statements. 2012-01-08 20:38:56 +09:00
Bill Currie
f8d7bcf271 Rename R_RecursiveWorldNode to R_VisitWorldNodes in gl. 2012-01-08 18:16:33 +09:00
Bill Currie
6abaa5ea74 Build the display list for all loaded brush models.
The entire vertex set from every model is put into one list (not yet
uploaded). chains of elements arrays are build for non-instanced models
(instanced models will have their chains built each frame).
2012-01-08 17:45:44 +09:00
Bill Currie
fa82c37bd0 Pre-invert subpic->size.
I forgot to do this earlier :/
2012-01-08 17:44:28 +09:00
Bill Currie
601cc6e3d1 Make a start on bsp rendering.
Still nothing being rendered: still in the process of building the display
lists, but I'm making good progress. Get this into git before something
goes wrong :)
2012-01-08 10:29:38 +09:00
Bill Currie
ec7d01f9b2 Merge out R_TextureAnimation. 2012-01-08 10:21:08 +09:00
Bill Currie
655252a506 Fix some warnings. 2012-01-07 23:11:56 +09:00
Bill Currie
aa27a3f49c Load bsp model textures as repeating mipmaps. 2012-01-07 18:05:54 +09:00
Bill Currie
204c1aba03 Don't use the miptex_t after converting to texture_t. 2012-01-07 17:08:07 +09:00
Bill Currie
29a0dc0b68 Actually build the lightmaps, and fix a silly bug in the scrap allocator.
Also, add a command for dumping scrap statistics.
2012-01-07 15:35:08 +09:00
Bill Currie
8a5658ed61 Implement the bulk of the lightmap code.
Now just to get surface rendering going and hook in the lights.
2012-01-07 14:53:23 +09:00
Bill Currie
a988c192ab Fix OSS sound. YAY!!!
Much thanks to Spirit from quaddicted for his patient help in testing, and
Spike for his heckling ;)
2012-01-06 21:21:45 +09:00
Bill Currie
0993803006 Add texture sub-image management.
The planned uses are lightmaps and 2d icons.
2012-01-06 16:24:13 +09:00
Bill Currie
c25327f4ed Add union and merge functions and tests. 2012-01-06 12:57:25 +09:00
Bill Currie
73f2c12815 Delete the intersection rect when finished. 2012-01-06 11:04:50 +09:00
Bill Currie
981760e19a Add tests for vrect. 2012-01-06 11:04:34 +09:00
Bill Currie
2ae044effd Split out vrect_t to its own file and add support functions.
The rest is cleanup after removing a wart from one of the field names.
2012-01-06 09:52:14 +09:00
Bill Currie
42266cddd5 Get models being lit by the world's lightmaps.
Even though the world isn't rendered yet.
2012-01-05 22:37:02 +09:00
Bill Currie
423e08ce21 Add demo to "movie" conversion.
It currently writes a series of png files (QF/qfmvNNNNNN.png), at a fixed
rate of 30fps, with no sound recording.
2012-01-05 19:19:37 +09:00
Bill Currie
b13a2b6dbd Move screenshots to $fs_userpath/QF.
I got tired of screenshots getting scatter across the tree. ShotsPath in
the dirconf can override this.
2012-01-05 17:07:27 +09:00
Bill Currie
297a4e2756 Put the D_FlushCaches mess back.
It turns out that when it is called is highly timing sensitive :(
However, the rest of R_ClearState remains.
2012-01-05 15:50:20 +09:00
Bill Currie
03bcfb9483 Set the default hudtype.
Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
2012-01-05 14:02:53 +09:00
Bill Currie
764cd91879 Set the default hudtype.
Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
2012-01-05 14:00:57 +09:00
Bill Currie
6f18035c12 Fix up alias-16 support.
After getting in contact with serplord, I now know that the sw alias
loading was correct. Turns out the gl loaders was mostly correct, just a
mistaken subtract rather than add. And with that, I can implement alias-16
support in glsl. better yet, since all the work is done in the loader, the
renderer doesn't know anything about it :) However, I need to create some
16-bit models for testing.
2012-01-05 12:52:12 +09:00
Bill Currie
c6bcd7aedb Normalize the vertex normals.
I was wondering why the lighting looked a little extreme in overkill.
2012-01-05 12:45:43 +09:00
Bill Currie
bfc743fdcd Add my point shaders before I lose them. 2012-01-04 18:47:03 +09:00
Bill Currie
8fbc6221f7 Get sprite interpolation working.
It's not perfect (it can't be), but it looks a whole lot nicer than no
interpolation.
2012-01-04 18:31:35 +09:00
Bill Currie
6050901e0e Break out the entity blend calculations.
This allows alias and sprite model lerping to share the code.
2012-01-04 18:30:47 +09:00
Bill Currie
836209e5c6 Enable lerping of alias models.
Done in hardware }:>
2012-01-04 16:36:43 +09:00
Bill Currie
f0e88bbe85 Rip out the duplicate lerp code and merge it.
While the vertex lerping needs to be duplicated in the current GL code,
there's no need for the setup code to be duplicated. Also, I want it for
GLSL.
2012-01-04 16:26:52 +09:00
Bill Currie
99381b8b8c Rework the alias vertex shader and rendering code for lerping.
Lerping isn't actually done yet (need to get both poses and blend), but
this still renders correctly with blend forced to 0.0.
2012-01-04 14:35:34 +09:00
Bill Currie
add5440ad1 Upload the normals with the vertex data.
Not all hardware can access a texture sampler from the vertex shader, and I
don't want multiple paths this early in the game. Now, vertex normals are
uploaded as shorts. Should be 14 bytes per vertex (was 10, could have been
8 if I had put the normal index with the vertex rather than st).
2012-01-04 09:42:00 +09:00