Commit Graph

1282 Commits

Author SHA1 Message Date
Bill Currie df87cffe15 Start working on the new GL skin code. 2012-01-24 23:06:07 +09:00
Bill Currie 4d66fc175a Avoid processing skins every frame.
Processing skins every frame would slow things down unnecessarily, so call
the skin functions only when something changes.
2012-01-24 10:28:07 +09:00
Bill Currie 19dc579a5a Fix custom player skins for the sw renderers. 2012-01-23 23:38:32 +09:00
Bill Currie 3b6e412bba Clean up skin.h a little. 2012-01-23 21:42:28 +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 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 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 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 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 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 cbd13ac54e Implement QuatExp and fix up QuatBlend's param names. 2012-01-12 21:22:06 +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 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 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 7428a91526 Try, but fail, to render the world. 2012-01-08 20:39:36 +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 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 179c349bb3 Change WANT to NEED.
I forgot to do this when creating the header.
2012-01-08 09:20:04 +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 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 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 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 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 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 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 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 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
Bill Currie 454047ab92 Make r_novis 0 take effect immediately. 2012-01-03 23:17:49 +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 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 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 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 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 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