Commit graph

1030 commits

Author SHA1 Message Date
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
Bill Currie
858d95de58 Add a bunch more keys to the X11 clients.
Now, QF does something reasonable for every key on my keyboar for which X
gives us a keycode.
2011-12-19 16:37:48 +09:00
Bill Currie
52d9269867 Merge brush model with world model rendering.
With this, non-mtex global fog now works properly :).
2011-12-18 08:09:55 +09:00
Bill Currie
a8e354536a Implement the instance surface allocation/freeing.
Not actually used yet, so it's harmless at this stage.
2011-12-17 19:42:19 +09:00
Bill Currie
87b78e5533 Move the surface chain links out of the surfaces.
The links are now in "instance surfaces". For non-instanced models (world,
doors, plats etc (ie, world and its sub-models)), there will be one
instance surface per model surface. However, for instanced models (ammo
boxes etc), there will be many, dynamically allocated (not yet
implemented). This commit gets the static instance surfaces working.
2011-12-17 19:14:14 +09:00
Bill Currie
9f0bdf7794 Add some comments. 2011-12-17 09:39:57 +09:00
Bill Currie
933120d44f Fake vertex arrays for text and particles.
Getting gl_vaelements_max -1 to work produced a rather nasty surprise :P
2011-12-16 20:09:05 +09:00
Bill Currie
5cd1f6f5cf Fix a GL version check snafu.
Thanks to MH (on inside3d.com) for pointing this out to me.
2011-12-16 09:43:22 +09:00
Bill Currie
e67690a1a9 Restore the missing lightmaps in non-mtex mode.
I forgot to blend in the lightmaps in the fogless non-mtex path.
2011-12-16 09:21:39 +09:00
Bill Currie
b2aa5ce554 Register the textures of other brush models; 2011-12-15 17:09:02 +09:00
Bill Currie
962451e2fe Create a list of texture chains.
This moves the texture chains out of the world model and into a separate
list, allowing other brush models to registter their textures.
2011-12-15 17:09:02 +09:00
Bill Currie
d6a668d517 Split out chain_surface() from visit_node(). 2011-12-15 17:09:02 +09:00
Bill Currie
3eb859a88f Move the entity transform setup into the clients.
This has several benifits:
  o The silly issue with alias model pitches being backwards is kept out
    of the renderer (it's a quakec thing: entites do their pitch
    backwards, but originally, only alias models were rotated. Hipnotic
    did brush entity rotations in the correct direction).
  o Angle to frame vector conversions are done only when the entity's
    angles vector changes, rather than every frame. This avoids a lot of
    unnecessary trig function calls.
  o Once transformed, an entity's frame vectors are always available.
    However, the vectors are left handed rather than right handed (ie,
    forward/left/up instead of forward/right/up): just a matter of
    watching the sign. This avoids even more trig calls (flag models in
    qw).
  o This paves the way for merging brush entity surface rendering with the
    world model surface rendering (the actual goal of this patch).
  o This also paves the way for using quaternions to represent entity
    orientation, as that would be a protocol change.
2011-12-15 17:09:01 +09:00
Bill Currie
f6ebb78140 More GL_Init_Common() cleanup.
Move the call to GL_Common_Init_Cvars() out of the block of check calls.
2011-12-15 17:09:01 +09:00
Bill Currie
51aaee5c3b Put that OpenGL error message to rest.
The error was quite valid: setting GL_TEXTURE_MAX_ANISOTROPY_EXT to 0 is
incorrect. The problem was caused by the call to glTexParameterf being
before the gl_anisotropy cvar was initialized. Thus, move all of the setup
code in GL_Init_Common() to after all the checks and, more importantly,
after the call to GL_Common_Init_Cvars().
2011-12-15 17:09:01 +09:00
Bill Currie
da552e33e7 Remove execinfo checks.
It seems we no longer need it (if we ever really did).
2011-12-13 21:25:41 +09:00
Bill Currie
4b515a961b Back out the fitzquake lerp changes.
That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie
b05be59ea0 Fix alias models in non-mtex fog.
It turns out that due to the way we do fullbrights, nothing special needs
to be done to get the fullbright texture blended with the model even when
fog is enabled.
2011-12-12 17:08:22 +09:00
Bill Currie
8e531a58c2 Get global fog working for multi-pass rendering.
For the world textures, anyway. Entity multi-pass rendering still needs to
be verified.
2011-12-12 17:08:22 +09:00
Bill Currie
c3d41326b3 Do key dest changing properly.
key_demo wasn't so well thought out. This seems to be much better (and nq
is known to be working nicely).
2011-12-10 16:14:25 +09:00
Bill Currie
3ae17e4d37 Fix a silly omission.
Must not check for IMT_MOD bindings when using IMT_CONSOLE etc.
2011-12-10 14:49:56 +09:00
Bill Currie
81a16c925b Add IMT_DEMO for demo playback bindings.
This will allow special key bindings for use during demo playback without
interfering with normal keys.
2011-12-10 14:21:12 +09:00
Bill Currie
14d8e8669f Rework the legacy bind/unbind commands.
in_bind_imt is now gone. I guess mercury was right in that it was a poor
design. However, it was (and still is necessary) to support "bind" and
"unbind". Now, instead, they work only with the IMT_MOD table. IMT_MOD sits
below IMT_0 in the imt hierarchy. If the key is not bound in IMT_0+, then
IMT_MOD will be checked. This way, "bind" and "unbind" can never mess with
a user's more sophisticated binding setup.
2011-12-10 13:56:02 +09:00
Bill Currie
49451eea80 Use the new menu/console bingings.
Now, the console toggle will always work (so long as the console is
toggleable in the first place).
2011-12-10 13:24:32 +09:00
Bill Currie
d9d56760e1 Add cvars to control the keys for menus and console.
The backquote is not always usable for toggling the console, and the new
bind system doesn't automatically bind a key to both game and console imts
(by design). Thus create a cvar that allows the "always works" console
toggle to be specified in eg $fs_globalcfg. While I'm at it, do one for the
menus, too.
2011-12-10 13:24:32 +09:00
Bill Currie
91e65b6c80 Rename mplane_t to plane_t and clean up the mess.
I got rather tired of there being multiple definitions of mostly compatible
plane types (and I need a common type anyway). dplane_t still exists for
now because I want to be careful when messing with the actual bsp format.
2011-11-28 20:54:34 +09:00
Bill Currie
8e30d3098e Fix asm ilnking in mingw.
It seems that recent binutils/libtool doesn't like exporting symbols that
don't begin with a _.
2011-09-10 17:49:14 +09:00
Bill Currie
1c47f9e16d Kill some magic numbers. 2011-09-04 09:58:12 +09:00
Bill Currie
f75b0a611b Some compile fixes for OpenBSD 2011-08-25 22:35:20 +09:00
Bill Currie
290ac30efc Fix x11 gamma control.
Seems we lost a header include at one stage.
2011-08-11 16:08:20 +09:00
Bill Currie
e89532cb9f Fix a couple of missed view.h->clview.h changes. 2011-08-02 11:29:20 +09:00
Bill Currie
efa0105748 Rename some headers to fix doxygen warnings. 2011-07-23 15:58:45 +09:00
Antti Harri
358a844a42 Implement --version-info configure switch to override QuakeForge
library versioning. From Lasse Collin, thanks!
2011-07-09 01:23:36 +03:00
Bill Currie
0f7390dd60 Clean up all the "set but not used" warnings.
gcc on my system is failing to treat this specific warning as an error :/
2011-06-19 10:48:02 +09:00
Bill Currie
42ab0a7dbb Ensure consize is correct in the software renderers.
The software renderers force the console size to be the same as the window
size (no scaling), but they weren't telling the console of the resize.
oops. Fixes the crash when running the software renderers with default
sizes.
2011-06-14 17:54:53 +09:00
Bill Currie
74a7e07dfc Use AM_CFLAGS instead of CFLAGS.
CFLAGS is meant to be reserved for the user.
2011-05-10 12:44:44 +09:00
Bill Currie
47e55fe1c6 Properly terminate each fisheye quad strip.
The horizontal quad strips need to be rendered individually rather than as
one single strip. The latter results in ugly triangles crossing the screen.
2011-04-17 13:03:22 +09:00
Bill Currie
14480fd1b4 Move the call to R_ClearEnts to the renderer.
This fixes the hang on certain maps in qw-client.
2010-12-25 19:59:34 +09:00
Bill Currie
e65d1a7ccf Remove a redundant assignment. 2010-12-25 19:59:34 +09:00
Jeff Teunissen
bbc8154ec7 joystick fixes
Make /dev/input/js0 the default joy_device, and temporarily bump max
buttons to 18 (until I kill the maximums entirely)
2010-12-24 05:03:32 -05:00
Bill Currie
de04e1b602 Lots of win32 (mingw cross) build fixes.
HTTP (curl) support is missing, but everything else builds.
2010-12-23 11:40:16 +09:00
Bill Currie
23d3407622 Change a few defaults as suggested by bigfoot.
in_dga -> 0 (until X is fixed)
gl_multitexture -> 1 (why was this 0? not enough support back then?)
cl_usleep -> 1 (seems to be ok)
host_mem_size -> 40 (even 32 isn't enough these days)
rate -> 10000 (we're not in the modem era any more)
cl_mem_size -> 32 (16 is not enough, 32 sounds better than 24)
2010-12-16 11:34:39 +09:00
Bill Currie
774f049646 Fix garbage at edges of conchar characters.
Move the texture coordinates in 1/4 of a pixel. To avoid unnecessary
calculations, pre-caclulate the character cell texture coordinates and
blast them into the the texture coordinate array.
2010-12-11 12:09:30 +09:00
Bill Currie
8919aec663 Get global fog working in mtex mode. 2010-12-10 21:40:36 +09:00
Bill Currie
ce96e6b055 The beginnings of fog support.
gl_fog.c is taken from fitzquake with only minor modifications to get it
into QF. Other than worldspawn/network parsing, it's not used yet.
2010-12-10 17:17:30 +09:00
Bill Currie
6114495870 Don't try to load skys named "".
This makes 'loadsky ""' and 'loadsky none' equivalent.
2010-12-10 17:17:30 +09:00
Bill Currie
c4f71c0cda Move r_skyname handling from R_NewMap to R_LoadSkys.
r_skyname now acts as the default sky to use when no sky name is specified
by other means ("none" is still no sky). 'loadsky foo' will load the
"foo*" sky textures, 'loadsky none' gives the default sky, and 'loadsky
""' causes uses r_skyname.
2010-12-10 17:17:30 +09:00
Bill Currie
b1b1a02c6c Get entity allocation and freeing working correctly.
This fixes the missing static entities.
2010-12-04 23:37:58 +09:00
Bill Currie
a4b97e9e2e Dynamic entity allocation. Unlimited static entities.
Entities can now be allocated dynamically. They are freed whenever a new
map is loaded.

Use the dynamic entities for static entities.
2010-12-03 21:01:52 +09:00