Commit Graph

1392 Commits

Author SHA1 Message Date
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