Bill Currie
b657905c83
Bring in Despair's gl error checking from the gl renderer.
2011-12-28 09:05:36 +09:00
Bill Currie
151cc05882
Add support for vertex colors.
...
As I need to control the alpha, they're sent as rgba rather than quake
palette indices. Text works well. All other 2d stuff does not :(.
2011-12-28 09:04:26 +09:00
Bill Currie
b943b6d6e8
Implement crosshairs, mostly.
...
Colored crosshairs aren't supported yet (next).
2011-12-27 17:59:58 +09:00
Bill Currie
705d07fa39
Implement most of the 2d rendering functions.
...
textbox, crosshair, tileclear, fill and fadescreen are the remaining
functions.
There's a problem with 2d icons being drawn over the text (instead of
under), but I'll leave that for later.
2011-12-26 20:33:40 +09:00
Bill Currie
e2a8de33cc
First real texture support function for glsl.
2011-12-26 18:34:51 +09:00
Bill Currie
42034acc03
Organize the text program data.
...
Also, rename the charmap uniform in quake2d.frag as it's more generic than
that.
2011-12-26 18:00:55 +09:00
Bill Currie
2ccfbb0c1c
Move the shader program code into vid_common_glsl.
...
Much more useful in the long run.
2011-12-26 17:17:29 +09:00
Bill Currie
5bed38dcd9
Rename quaketxt.frag to quake2d.frag.
...
It's actually fairly generic for 2d rendering (no lighting, palette lookup)
2011-12-26 17:11:31 +09:00
Bill Currie
f78db6c570
Clean up the generated shader files.
2011-12-26 16:39:02 +09:00
Bill Currie
d743c6c55f
Make a clean break heading for GLES compatibility.
...
Add GLSL directory to QF and use it for all gsls based code (instead of
GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos.
Text drawing now uses triangles instead of quads.
2011-12-26 16:08:55 +09:00
Bill Currie
7bd5ab882c
Get text rendering working.
...
It comes out as a funky green (that's not in the quake palette!!!), but
it's mostly readable.
2011-12-26 10:16:16 +09:00
Bill Currie
9f5eacd1fb
Try to get text rendering.
...
Still a black screen :(
2011-12-26 08:12:05 +09:00
Bill Currie
c161a91d4a
Split out and partially implement the screen code.
2011-12-26 08:09:47 +09:00
Bill Currie
1268830082
Split out the particle code.
2011-12-26 08:02:18 +09:00
Bill Currie
7d653f3676
Start work on outputting text.
...
The shaders now compile. No linking is done yet. Char quads are generated,
but not sent to the card.
2011-12-25 19:42:39 +09:00
Bill Currie
55a0ed49cd
Build qw-client-glslx too.
...
I was asked about timedemo overkill (bigass1 currently gets 40kfps, haha),
so I had to add qw-client-glslx to the build.
2011-12-25 16:41:14 +09:00
Bill Currie
9df7370bcd
Create some shaders for quake text.
...
Still nothing drawn, but this gets my shader scripts into C without me
having to look at ugly strings.
2011-12-25 15:53:12 +09:00
Bill Currie
99c490ce52
Get glsl running as a null renderer.
...
This means that nq-glslx can get through demo1, demo2, demo3 and bigass1
without crashing. However, nothing is rendered, so unless you like black,
it's not very interesting.
2011-12-25 13:02:26 +09:00
Bill Currie
6fe9557dae
Put in the final pieces so nq-glslx can link.
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Everything is still stubs. Trying to run nq-glslx results in a segfault :)
2011-12-23 12:52:55 +09:00
Bill Currie
33c5320c0e
Create stubs for most of the required render functions.
...
nq-glslx almost links. Just some suspicious references in host.c I want to
check before doing anything more.
2011-12-23 12:19:50 +09:00
Bill Currie
497461b4c2
Make a start on making a pure GLSL renderer.
...
For now, only nq-glslx will be built, but as there is no actual code, it
doesn't link. However, this gets the glsl stuff into the build system.
2011-12-23 12:19:13 +09:00