Commit Graph

1544 Commits

Author SHA1 Message Date
Bill Currie ea7f446eff Add qfalloca.h to EXTRA_DIST.
make distcheck now passes again.
2013-01-23 11:58:45 +09:00
Bill Currie e27d7cbd2d Handle alloca "correctly".
Use AC_FUNC_ALLOCA and the #ifdef mess suggested by the autoconf docs
(hidden in qfalloca.h).
2013-01-22 21:02:50 +09:00
Bill Currie 5188644e75 Implement the Mersenne Twister PRNG.
This gives QF a consistent qualilty PRNG on all platforms. The
implementation is slightly different from the standard, but gives the same
results for the same speed (details in mersenne.c).
2013-01-21 20:05:16 +09:00
Bill Currie e8721122b1 Use __attribute__((gcc_struct)) on dstatement_t.
Trust Microsoft to have really weird structure layout rules. Ah, well, this
fixes the weird progs errors Sock was getting.
2013-01-20 22:13:55 +09:00
Bill Currie ace8d9ebc5 Implement dynamic IMTs.
Now the user can create and destroy IMTs at will, though currently
destroying IMTs is currently all or nothing (imt_drop_all).

An IMT is created via imt_create which takes the keydest name (key_game
etc), the name of the IMT (must be unique for all IMTs) and optionally the
name of the IMT to which the key binding search will fall back if there is
no binding in the current IMT, but must be already defined and on the same
keydest. This means that IMTs now have user determined fallback paths. The
requirements for the fallback IMT prevent loops and other weird behaviour.

Actual key binding via in_bind is unaffected. This is why the IMT name must
be unique across all IMTs.

The "imt" command works with the key_game keydest, but imt_keydest is
provided for specifying the active IMT for a specific keydest.

At startup, default IMTs are setup to emulate the previous static IMTs so
old configs will continue to work (mostly). New config files will be
written with commands to drop all of the current IMTs and build new ones,
with the bindings and active IMT set as well.
2013-01-16 19:48:54 +09:00
Bill Currie ec6ba8a03c Make key_dest private to keys.c
This has the bonus feature of making nq pause the game when input focus is
lost (same conditions as dropping the console or bringing up the menu).
2013-01-16 19:48:54 +09:00
Bill Currie 5d8aab744f Eliminate key_none.
It is no longer needed as it was a hack to get key repeat control working
properly.
2013-01-16 19:48:54 +09:00
Bill Currie cf0729c818 Support more than one keydest callback. 2013-01-16 19:48:54 +09:00
Bill Currie 3cb0f3e183 Remove viddef in favor of vid in the renderers.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
2013-01-16 11:23:47 +09:00
Bill Currie a8542c2d48 Correct the spelling of QFK_HIRAGANA_KATAKANA.
'twas QFK_HIRAGANA_kATAKANA. Took a while to spot it :P
2013-01-13 18:54:23 +09:00
Bill Currie e3b8157469 Create a new imt_menu imt.
It seems to work nicely as F10 no longer tries to quit while the menu is
displayed.
2013-01-13 18:19:00 +09:00
Bill Currie 86b95629cf Complete the move of some vars into vid_render_data.
scr_fullupdate and scr_copyeverything were missed. Possibly others too, but
this is enough for the moment.
2013-01-13 16:46:41 +09:00
Bill Currie 1503626847 Remove a stray variable declaration.
Quite bogus. How that got in there is beyond me.
2013-01-13 15:10:39 +09:00
Bill Currie 167977dfd9 Ensure ShortNoSwap is always uint16_t.
It turns out gcc on little endian machines didn't guarantee the type of
ShortNoSwap due to it being a macro that just returned its parameter. At
the same time, LongNoSwap and FloatNoSwap have been fixed.
2012-12-30 13:29:12 +09:00
Bill Currie 6eb6b6c0ba Change pointer_t to unsigned and clean up the mess.
It doesn't make sense to have negative pointers. The size of the commit is
from enabling gcc's -Wtype-limits warning and cleaning up that mess too.
2012-12-21 21:53:13 +09:00
Bill Currie 84a68b139e Rename set_iter_t's value to element.
Correct terminology and all :)
2012-12-21 14:09:00 +09:00
Bill Currie e17d8ac9db Add ruamoko wrappers for the set api.
This includes both normal functions and a Set class (and SetIterator
class). Most of the methods are implemented as builtins.
2012-12-16 13:48:36 +09:00
Bill Currie 3e38c4aa48 Merge branch 'qfcc-cse'
qfcc now does local common subexpression elimination. It seems to work, but
is optional (default off): use -O to enable. Also, uninitialized variable
detection is finally back :)

The progs engine now has very basic valgrind-like functionality for
checking pointer accesses. Enable with pr_boundscheck 2
2012-12-13 20:17:28 +09:00
Bill Currie 061e2be5d4 Re-write the set testing code.
Getting everything right with an enum proved to be too difficult if not
impossible. Also use better tests for equivalence and intersection.

Many more tests have been added. All pass :)
2012-12-09 13:52:48 +09:00
Bill Currie f3328a61c7 More tests and update a comment. 2012-12-07 22:16:07 +09:00
Bill Currie dbcf8f3774 Make the default map size smaller.
256 is pretty big. Now, set_t is always 32 bytes, giving 64 members for 64
bit machines and (probably) 128 members for 32 bit machines.
2012-12-07 20:41:23 +09:00
Bill Currie e0c92b6089 Rename set_iter_t's member to value.
Makes more sense now that the membership of the value depends on the
inversion of the set.
2012-12-06 21:11:38 +09:00
Bill Currie eb8fd55677 Move set.c into libQFutil.
Also move the ALLOC/FREE macros from qfcc.h to QF/alloc.h (needed to for
set.c).

Both modules are more generally useful than just for qfcc (eg, set
builtins for ruamoko).
2012-12-06 20:52:53 +09:00
Bill Currie a12eb940f1 Remove the hard-coded bsp maximum depths.
The depth limits in the gl and glsl renderers and in the trace code really
bothered me, but then the fix hit me: at load-time, recurse the trees
normally and record the depth in the appropriate place. The node stacks can
then be allocated as necessary (I chose to add a paranoia buffer of 2, but
I expect the maximum depth will rarely be used).
2012-11-28 21:29:03 +09:00
Bill Currie eb8dfd78d0 Fix a comment.
The information I most wanted wasn't there :P
2012-11-22 21:59:00 +09:00
Bill Currie 49ad301d3d Add improved memory checking to progs.
With pr_boundscheck >= 2, pointer access will be checked against allocated
blocks (qfvalgrind?:). Currently extremely basic, but it seems to work.
2012-11-19 20:03:21 +09:00
Bill Currie d5c831b6da Add a little test case for accessing types.
Using ruamoko to access ruamoko type encodings is actually quite pleasant
:)
2012-11-15 13:40:11 +09:00
Bill Currie ec42bde527 Make hash tables more const correct.
And clean up the resulting mess :/
2012-10-27 11:44:31 +09:00
Ozkan Sezer 6e04fd5ff6 signed int viddef_t members
The attached patch (against quakeforge git) changes the [con]width,
[con]height, and most importantly the rowbytes members of viddef_t
from unsigned to signed int, like in q2.  This allows for a properly
negative vid.rowbytes which may be needed in, e.g. a DIB sections
windows driver if needed.  Along with it, I changed a few places
where unsigned int is used along with comparisons against the relevant
vid.* members.
One thing I am not 100% sure is the signedness requirements of
d_zrowbytes and d_zwidth: q2 has them as unsigned but I am not sure
whether that is because they are needed as unsigned or it was just an
oversight of the id developers. They do look like they should be OK
as signed int to me, though: comments?

==
Note from Bill Currie: I had to do some extra changes as many
signed/unsigned comparisons were somehow missed.
2012-10-21 09:00:50 +09:00
Bill Currie a37c5465e1 First step for BSP2 support. DOES NOT WORK!
All of the nastiness is hidden in bspfile.c (including the old bsp29
specific data types). However, the conversions between bsp29 and bsp2 are
implemented but not yet hooked up properly. This commit just gets the data
structures in place and the obvious changes necessary to the rest of the
engine to get it to compile, plus a few obvious "make it work" changes.
2012-09-07 16:09:24 +09:00
Bill Currie 54b4d589aa Split up mathlib.h into several smaller headers.
This should make maintaining them a little easier.

The copyright block in most of the new headers (execpt vector.h) reflect
when the functions in the relevant header were first created.
2012-08-19 17:39:09 +09:00
Bill Currie 9bfcdad35a Fix some type-size safety issues.
Expecting int to be 32 bits is a little dangerous, and the function
versions of swap/noswap should be unsigned rather than signed.
2012-08-19 13:37:06 +09:00
Bill Currie 6f484ee757 Add support and tests for 3x3 matrices. 2012-08-18 16:29:57 +09:00
Bill Currie 6e1f043719 Clean up some unused or local functions. 2012-08-18 09:36:43 +09:00
Bill Currie ae81b79390 Remove a long dead field. 2012-08-18 09:36:43 +09:00
Bill Currie 848db2e306 Correct a comment.
The shear factors were listed next to scale... a tad confusing.
2012-08-04 10:47:46 +09:00
Bill Currie 372defc1be Support up to 128 dlights.
More or less as per MH's tut, but really just finishing something that
should have been done years ago.
2012-07-21 13:58:54 +09:00
Bill Currie ce16750b04 Cache the max_edicts value in the progs struct.
Makes checks a little easier.
2012-07-09 15:06:42 +09:00
Bill Currie 0aac004c98 Rearrange the edict related fields of progs_t. 2012-07-09 15:04:12 +09:00
Bill Currie e91b06a144 Better name for the edict count parameter to PR_LoadProgsFile. 2012-07-09 15:02:49 +09:00
Bill Currie 66ef8e16c1 Fix the ghost entities in demo playback.
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +09:00
Bill Currie 80bc0e9fb8 Make nq and qw use the new entity state struct.
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie dea2f48477 Move entity_state_t into client/entities.h
Also, start working on the shared entity manager.
2012-07-05 09:39:16 +09:00
Bill Currie b65c41efcb Move the colormod lookup table into a new lib.
libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie a8e0bcabf9 Call R_SetFrustum in all renderers.
It turns out glsl, sw and sw32 weren't getting any benefit from R_CullBox
because the frustum wasn't setup :P. Get another 8% out of bigass1
(174->184fps). bigass1 now runs 2x as fast as it did before I started this
optimisation run :)
2012-07-03 15:57:33 +09:00
Bill Currie b25de4d995 Rewrite the 2d code to use a scrap.
This severely reduces the calles to BindTexture, and more importantly,
glUseProgram, EnableVertexAttribArray etc. The biggest changes are:

 o  icons and text are all in the one giant texture
 o  icons and text are mixed in the one queue

This gave ~9% speedup for bigass1 (159->174fps).
2012-07-03 13:38:35 +09:00
Bill Currie df35b22af4 Parameterize the linear filtering of scrap textures. 2012-07-03 12:10:24 +09:00
Bill Currie 1a6b56b0a2 Call glTexSubImage2D only once per frame.
Instead of once per surface... ouch. Gives about 20% speed boost on demo1
(154.7->185.7)
2012-07-02 20:01:28 +09:00
Bill Currie 7cd8806ec0 Add support for up to 32 mouse buttons.
My new mouse reports only up to 9 (skipping 6 and 9, it seems), but I
/have/ seen 32 button mice...
2012-07-02 16:33:57 +09:00
Bill Currie 603fe92cba Add a callback for when key_dest is set. 2012-06-29 18:00:21 +09:00
Bill Currie 3406cad99a Many distcheck fixes.
Yay, bitrot :P
2012-06-29 10:49:21 +09:00
Bill Currie 276b6f9662 Add support for sv_antilag (from fteqw).
I'm not 100% certain it actually works, but it doesn't seem to have broken
anything :)
2012-06-28 16:03:56 +09:00
Bill Currie 40da338674 Change SV_ClipToLinks's clip.type to be flags.
More feature swiping from fte: the flags are needed for antilag, but I
thought I'd grab the related features (mainly linking) while I was at it.
2012-06-28 15:09:49 +09:00
Bill Currie 3626f34c9a Add entnum to edict_t for faster edict->num.
Swiped from fte :)
2012-06-28 14:43:29 +09:00
Bill Currie 6e5bc62f78 More client.h cleanup. 2012-06-28 07:22:28 +09:00
Bill Currie 8612696816 Clean up entity_state_t diffs. 2012-06-20 08:01:32 +09:00
Bill Currie 2897dc5a16 Frame-rate independent cshift fades.
As per mh's post on inside3d.com. I don't see any difference, but it still
fades well, so... :)
http://forums.inside3d.com/viewtopic.php?f=12&t=4899
2012-06-15 22:02:18 +09:00
Bill Currie aa2a8e8909 Mostly "merge" cl_screen.c.
Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie b2290d92c9 Nuke UNALIGNED_OK.
It's not really necessary (and was effectively dead anyway).
2012-06-15 22:02:17 +09:00
Bill Currie 83d6dd7262 Fix idealpitch and viewheight in qw.
For certain values of "fix" ;). Both are brought back to life but
idealpitch is never set (always 0) and veiwheight is set in V_RenderView().
However, this brings the rest of the code in cl_view.c just that little bit
closer to merged :)
2012-06-15 22:02:15 +09:00
Bill Currie e730608dd7 Implement r_flatlightstyles from fitzquake. 2012-06-15 22:02:14 +09:00
Bill Currie 476ad75724 Add a fixme to remove skin from qw's entity_state_t. 2012-06-15 22:02:14 +09:00
Bill Currie 9c440ad9e2 Rename entity_state_t's skln to skinnum in nq.
Also some whitespace and comment corrections.
2012-06-15 22:02:14 +09:00
Bill Currie b4ad695e16 Make info_t opaque.
I didn't like the way client/server code was poking around at the
implementation. Instead, provide a couple of accessor functions for the
same information.
2012-06-14 22:46:23 +09:00
Bill Currie 23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie b5add680f7 Add Mat4as3MultVec.
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.
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.
It's never used after being set.
2012-05-19 09:29:05 +09:00
Bill Currie c0517b1d97 Factor out the blend palette creation.
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.
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.
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.
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.
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.
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().
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.
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.
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.
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.
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().
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.
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.
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.
Mostly for non-uniform scaling.
2012-05-15 21:08:44 +09:00
Bill Currie 215d2e9747 Add a function to decompose a matrix.
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.
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.
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.
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.
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.
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.
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.
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.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie 7fc700b802 Allow alias textures up to 1024x1024.
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.
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.
The GL plugin now seems to work. GLSL still segs :(
2012-04-12 13:57:05 +09:00
Bill Currie 525dbcc13e Ensure code paths stay within the one renderer.
The gl renderer calling sw functions is bad news. Still all black, but I
think that's because palette setting is disabled.
2012-04-11 22:45:23 +09:00
Bill Currie 898bfa5e5f Split up the vid plugin init sequence.
This gets gl so it no longer segs. However, the screen remains black
(expect for cshifts).
2012-04-11 16:44:38 +09:00
Bill Currie d62772e9cc Separate render module loading from initialization.
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
2012-04-11 14:58:56 +09:00
Bill Currie 6ea4e6617a Connect up viddef properly.
Or mostly so, anyway. sw32 is actually putting stuff on the screen.
2012-04-11 14:58:55 +09:00
Bill Currie 4d9c3408a1 Start putting the pieces back together.
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
2012-04-11 14:58:55 +09:00
Bill Currie 1d864521e9 Fix the sprite model loader for plugins. 2012-04-11 14:58:55 +09:00
Bill Currie cbdbfdd12f Fix the alias model loader for plugins. 2012-04-11 14:58:55 +09:00
Bill Currie 52e518bb1b Fix skin functions for plugins. 2012-04-11 14:58:55 +09:00
Bill Currie a093e6af97 Move palette setting into viddef_t. 2012-04-11 14:58:55 +09:00
Bill Currie e08d5ccb41 Move the gl util functions into viddef_t.
Static plugins almost link now, just two more symbols to sort out.
2012-04-11 14:58:55 +09:00
Bill Currie 7ed33f6345 Hide D_FlushCaches.
There'd been a way to do so all along :/ There might be some issues with
this, but those will be easy to fix :)
2012-04-11 14:58:55 +09:00
Bill Currie 7865f6afe1 Rename sw's R_Init to sw_R_Init.
For now, the only symbol I'll bother messing with in the sw renderer.
2012-04-11 14:58:54 +09:00
Bill Currie 1dd1aec48f Make libgl_handle static.
This will make life interesting for getting the final stages working, but
it helps for now.
2012-04-11 14:58:54 +09:00
Bill Currie 65bd29353c Make a start on putting the pieces together.
Still many undefined and multiply defined symbols, but there seems to be a
light in this darkness. I just hope it's not an oncoming train :)
2012-04-11 14:58:54 +09:00
Bill Currie d445b4ef88 Rename the glsl qfgl functions to qfegl.
Keep them separate from the gl renderer :)
2012-04-11 14:58:54 +09:00
Bill Currie 36504547a8 Rename the public symbols for gl, glsl and sw32.
Evil hack, but it does the job.
2012-04-11 14:58:54 +09:00
Bill Currie 8de5c9ae3f Do a final cleanup before doing the big rename. 2012-04-11 14:58:54 +09:00
Bill Currie f7007825e4 Run the vacuum cleaner over sw32's global variables.
This seems to be everything that can be made static.
2012-04-11 14:58:54 +09:00
Bill Currie e991c1fed3 Make a bit of progress cleaning up vid for plugins. 2012-04-11 14:58:54 +09:00
Bill Currie 96b80433d8 Make some progress in getting static plugins to link.
Still many redefined symbols (and I expect more to come), and many
undefined symbols too.
2012-04-11 14:58:54 +09:00
Bill Currie 5f5305d61d Map vr_data/funcs to vid_render_data/funcs. 2012-04-11 14:58:54 +09:00
Bill Currie ad61c7a30c Start working on creating the render plugins.
Things blow up quite nicely. :)
2012-04-11 14:58:53 +09:00
Bill Currie 8530959752 Link the model libs to the render plugins. 2012-04-11 14:58:53 +09:00
Bill Currie 8e91fb7bc1 Get the basics linking.
Still, nothing will work: no plugins are loaded and they're all broken
anyway.

glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
2012-04-11 14:58:53 +09:00
Bill Currie a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie 82679066cc Run a vacuum cleaner over the diffs between x11 and glx init.
X11 and GLX init are nowhere near as scary as I thought they were, once
they've been tidied up.
2012-02-18 21:33:54 +09:00
Bill Currie 72fb96245f Cleanup global symbols for the sw and sw32 renderers.
Names not mangled, but those symbols that could be made static have been.
Also, many dead variables have been removed.
2012-02-18 14:34:14 +09:00
Bill Currie ef37ed39a9 Clean up global symbols for the glsl renderer.
Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
2012-02-18 11:48:52 +09:00
Bill Currie 447ff2f2f5 Clean up global symbols for the gl renderer.
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
2012-02-18 11:48:52 +09:00
Bill Currie ce6ab908a5 Don't include the specific plugin headers in plugin.h.
This lets files that use plugins not depend on plugins they don't use.
2012-02-13 22:02:07 +09:00
Bill Currie 9a91aff93c Move the ambient level check out of the sound renderer.
Instead, the client gets the current leaf and passes ambient_sound_level
from the leaf to S_Update.
2012-02-13 13:44:29 +09:00
Bill Currie b59ffd4cf1 Fix win32 (mingw) builds. 2012-02-07 20:18:23 +09:00
Bill Currie 115ae82223 Fix an install oopsie.
VISIBLE snuck into a header while I wasn't looking.
2012-02-06 23:32:26 +09:00
Bill Currie a694eed968 Add Draw_Picf to allow smooth placement on low-res consoles. 2012-02-06 19:32:30 +09:00
Bill Currie c98ffa4eda Create a message buffer API for Ruamoko
The api hides all the gory details of message buffer setup and usage
(particularly the differences between writing and reading). Most
importantly, the api provides a safe way to read and write binary data
(always little endian).
2012-02-06 15:50:32 +09:00