Commit Graph

3414 Commits

Author SHA1 Message Date
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 15d35fbdc9 Add mvp_mat and some comments. 2012-05-15 21:08:45 +09:00
Bill Currie 59c5bf2f9e Code up an initial version of the iqm vertex shader.
Probably more bugs than an old kitchen cupboard :P
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 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 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 8cea6b0a1e Fix a scaling snafu in Mat4Decompose.
Found when checking how rotation affects non-uniform scaling (haven't
written proper tests yet: need to figure out how).
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 52ab4f64f9 Add code for loading vertex colors.
And correct an oopsie in bledweights.
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 8aabb704d2 Add tests for inverting a dual quad transform. 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 3b938592c3 Dump some gl limits. 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 e6c0512f31 Ensure dstring has space for terminating 0.
It seems (some versions of) windows vsnprintf don't count the terminating 0
when limiting the number of chars written to the buffer. Nor do they
guarantee the output string will be terminated.
2012-05-10 14:48:43 +09:00
Bill Currie 0036a5e113 Ensure edict_size is never 0.
Avoids division by / in NUM_FOR_EDICT
2012-05-06 21:35:42 +09:00
Bill Currie 099d9ec3f2 Move the increment of order out of the loop.
I don't know what gcc's optimizations would do with it, but it seems quite
reasonable to pull the code out of the loop by hand.
2012-05-05 18:01:00 +09:00
Bill Currie cf5c9f067f Make GL_DrawAliasShadow const correct.
Despair's having troubles with segfaults that I can't reproduce. If it's a
strict aliasing problem, this might help.
2012-05-05 17:55:30 +09:00
Bill Currie a43bd755ca Fix the 32-bit x86 build of the software renderer.
I really need to remove the sledge-hammer approach, but this at least gets
QF working out-of-the-box on 32-bit x86 systems.
2012-04-28 13:02:36 +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 0a22a98b60 Fix some mis-versioned opcodes.
Many of the quaternion opcodes were marked as being available for id progs.
oops
2012-04-26 10:26:43 +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 7b0d48313d Fix a signed type mixup.
I mis-applied calim's patch, and gcc failed to tell me :(
2012-04-26 07:28:22 +09:00
Bill Currie 20b7a46100 Remove a bogus model type check.
This allows 16-bit alias models to render when viewd straight on.
2012-04-25 11:50:20 +09:00
Bill Currie ba7046ea09 Allow large skins in sw32.
Dirty rotten magic numbers :P
2012-04-25 10:47:44 +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 a7870a98a1 Apply a couple of patches from calim of nouveau.
One's an actual bug, the other a bit of error checking (not sure how
necessary it is, but it's in code that we don't /want/ to run, so it can't
hurt :)
2012-04-25 08:48:46 +09:00
Bill Currie e167300a84 Fix a segfault in the sw32 renderer on entering e1m7
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.

It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
2012-04-24 22:02:20 +09:00
Bill Currie 95cef4a73e Correct a spelling error. 2012-04-24 14:12:54 +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 1fd84477a2 Rename char to dchar in the text vertex shader.
Thanks to Spirit :)

Turns out certain drivers (nvidia?) reserve "char" even though opengl does
not. This should fix his missing console text.
2012-04-21 20:59:04 +09:00
Bill Currie 3b07928373 Fix an inconsistent numeric constant.
While checking the shaders to see if there might be anything obvious to
work around the current nouveau shader issues, I found a 1 that should have
been a 1.0. I'm surprised it ever compiled.
2012-04-20 16:30:25 +09:00
Bill Currie 561484842c Fix some snafus in PL_ParseData
Found them by inspection while writing a python version of qfplist.
2012-04-17 21:26:33 +09:00
Bill Currie 878764f79d Fix some segfaults in nq-server. 2012-04-15 15:11:16 +09:00
Bill Currie 6f026e9116 Fix some segfaults in server model loading.
I'd forgotten to test the servers when I did the vid_plugin changes.
2012-04-15 14:12:00 +09:00
Bill Currie bbd277cb72 Fix building libQFrenderer as a helper library. 2012-04-12 17:16:40 +09:00
Bill Currie 61ae793367 Fix two broken symbols for sw32.
Now all 4 render plugins load as standard plugins (though there's still a
problem with libQFrenderer.so)
2012-04-12 17:12:24 +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 ab486dcdf6 Unregister the quit command before registering it.
This fixes the quit menu not working.
2012-04-12 15:07:28 +09:00
Bill Currie e784754a11 Disable the gl_triplebuffer check in glsl.
It doesn't seem to have any useful effect in QF (even before the plugin
project) other than setting the number of frames to update. I'm not sure if
it's a useless variable or one where the user is supposed to match it to
the system configuration. Anyway, with this, the glsl plugin now works.
2012-04-12 14:40:02 +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