Bill Currie
4258f0408a
Remove the version controls.
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They cause problems where they are. When I need them, all add them as
appropriate at the time.
2014-01-31 11:59:07 +09:00
Bill Currie
bcb1049f88
Convert particle physics to a scripted system.
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The script format is the same as the console command-line, so no new
format :). The scripts are compiled to byte code and cached. They are
referenced by name (eg, "pt_fire"), though the names are likely to change.
It seems to work quite well and should prove to be a good basis for
scripting particle effects in general.
2014-01-31 10:40:44 +09:00
Bill Currie
bb5f5dd334
Correct the spelling of Fragment.
2014-01-29 16:37:48 +09:00
Bill Currie
83aa5759a2
Split up the trail fragment shader.
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The barycentric shader is generally useful for debugging.
2014-01-29 16:37:48 +09:00
Bill Currie
8310f2aeee
Add Stefan Gustavson's glsl noise shaders.
2014-01-29 16:37:48 +09:00
Bill Currie
e60132a9b0
Add a copyright block to quakeforge.glsl
2014-01-29 16:37:48 +09:00
Bill Currie
299f305453
Update the trails code to use shader effects.
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Trails was actually the reason I started that project. This is just cleanup
after rebasing.
2014-01-29 16:37:48 +09:00
Bill Currie
bb022bc4fc
Reverse the trail vertex order.
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That webgl app was designed for GL's default of CCW for front faces, but
quake wants CW. Now the disable/enable of face culling isn't necessary.
2014-01-29 16:37:48 +09:00
Bill Currie
1a06712405
Handle the singularities on the trail vectors.
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They're actually guaranteed for the first and last segments due to the
first and last points being duplicated in the buffer (simplifies design).
This also handles the rare case where a vector appears to go directly into
or out of the screen.
Everything works nicely if only one of n1 or n2 is 0, and for the very rare
case of both n1 and n2 being 0, then a final normal of 0 is reasonable.
2014-01-29 16:37:48 +09:00
Bill Currie
2fbab084a1
Build and draw solid trails for rockets.
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And lava balls (handy test, actually).
2014-01-29 16:37:48 +09:00
Bill Currie
bd3647d671
Put the trail frag shader into debug mode.
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This draws the wire-frame of the trail. Yay Florian Boesch.
2014-01-29 16:37:48 +09:00
Bill Currie
ddf4ff871f
Make the entity param to trail functions non-const.
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Needed for adding trails to entities.
2014-01-29 16:37:48 +09:00
Bill Currie
ddd8885cd6
Start working on solid trails for smoke etc.
...
The implementation is based on
http://codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails/
The shaders have been written and compile and link. The next step is to
generate some data for them.
2014-01-29 16:37:48 +09:00
Bill Currie
99678a571b
Remove *.slc on make clean.
2014-01-28 16:26:24 +09:00
Bill Currie
3efb0c538f
Separate file search from loading.
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QFS_LoadFile (and its wrappers) now take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Bill Currie
4d59282641
Find the remaining vertex attribute order issues.
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I hope. I do need to figure out why I made sprite blend an attribute
rather than a uniform.
2014-01-28 16:22:04 +09:00
Bill Currie
a5db0b1a65
Remove the now unnecessary GLSL_CompileShaderS().
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Now that the transition to using shader effects is comlete, there's no
need for the wrapper.
2014-01-28 16:22:04 +09:00
Bill Currie
57d2198140
Use the new shader system for iqm models.
2014-01-28 16:22:04 +09:00
Bill Currie
385175ca65
Use the new shader system for 2d drawing.
2014-01-28 16:22:04 +09:00
Bill Currie
c89e612cd4
Remove redundant fog and palette shader code.
2014-01-28 16:22:04 +09:00
Bill Currie
50bb40be29
Use the new shader system for sprites.
2014-01-28 16:22:04 +09:00
Bill Currie
68bd7e643d
Remove the long dead text vertex shader.
2014-01-28 16:22:04 +09:00
Bill Currie
1d67f8f0c3
Use the new shader system for textured particles.
2014-01-28 16:22:04 +09:00
Bill Currie
1a7b532927
Use the new shader system for point particles.
2014-01-28 16:22:04 +09:00
Bill Currie
3af6a640fe
Missed the old turb frag shader.
2014-01-28 16:22:04 +09:00
Bill Currie
a419fb2c92
Ensure the vertex coord attribute is attribute 0.
...
It seems mesa still has the bug where non-array attributes don't work
when set as attribute 0, and that the allocation order changed sometime
since I last tested with mesa. This fixes the black world and flickering
alias models on my eeepc.
2014-01-28 16:22:04 +09:00
Bill Currie
042d6e5728
Remove a couple of stale files.
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Missed these in the bsp related commit.
2014-01-28 16:22:04 +09:00
Bill Currie
26fc0b74e6
Fix bsp water surfaces.
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Everything seems to be working for the bsp renderer.
2014-01-28 16:22:04 +09:00
Bill Currie
f43592589d
Use the new shader system in the bsp renderer.
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It mostly works. Skybox is untested, and water surfaces are broken.
2014-01-28 16:22:04 +09:00
Bill Currie
b269338947
Start using the new shader system.
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So far, alias model rendering is the only victim, but things are working,
even if only color map lookup and fog blending are broken out at this
stage.
I expect the effect naming scheme will go through some changes until I'm
happy with it.
2014-01-28 16:22:04 +09:00
Bill Currie
323fbe1927
Fix an allocation oopsie.
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I must have been tired when I wrote that line.
2014-01-28 16:22:04 +09:00
Bill Currie
550f1ae788
Fix some bitrot.
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Just updating for the changes to the ALLOC/FREE macros.
2014-01-28 16:22:03 +09:00
Bill Currie
96c40cb9a1
Add basic support for shader "effects".
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Again, based on The OpenGL Shader Wrangler. The wrangling part is not used
yet, but the shader compiler has been modified to take the built up shader.
Just to keep things compiling, a wrapper has been temporarily created.
2014-01-28 16:22:03 +09:00
Bill Currie
f5501fbf24
Fix a pile of automake deprecation warnings.
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s/INCLUDES/AM_CPPFLAGS/g
I <3 sed :)
2013-11-24 13:11:50 +09:00
Bill Currie
6288684fa2
Fix more gcc 4.8 errors.
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More actual bugs found, too.
2013-09-27 23:09:37 +09:00
Bill Currie
88692f92d9
Fix the calls for Draw_Init in the gl renderers.
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While namehack.h took care of the symbol mangling, I do prefer the calls to
be correct as it reduces confusion.
2013-05-09 17:58:33 +09:00
Bill Currie
0f75bdce17
Set the default joystick preamp to 0.01.
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At the request of johnnyonflame. I probably should have done this when I
removed the builtin 1/100 scaling from the joystick code.
2013-04-19 13:54:30 +09:00
Bill Currie
6d7f747577
Add timerefresh to the glsl renderer.
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Also, tweak the formatting of the output for the other renderers (%g
instead of %f) and make gl's timerefresh output unconditional.
2013-02-18 13:57:45 +09:00
Bill Currie
9047c3e4ad
Fix the invalid keydest errors.
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Once and for all: remove the default and move the Sys_Error outside the
switch (changing appropriate breaks to returns). Now gcc will let me know
when I forget to update the switch statements.
2013-02-02 15:22:09 +09:00
Bill Currie
bc12567572
Clean out a leftover from the 128 dlight change.
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I'd missed a set of bit->lightnum conversions that resulting in lightnum
becoming much greater than 128 and thus trashing memory when the surface
was marked.
2013-01-31 22:39:23 +09:00
Bill Currie
37dfad8e04
Add a command to simulate typing.
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It doesn't support backspace or enter yet, but it got the job done for now.
2013-01-29 14:44:33 +09:00
Bill Currie
8de4db0e2d
Fix some sizeof snafus.
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I'd failed to notice these earlier.
2013-01-28 21:52:18 +09:00
Bill Currie
bc2fa38468
Provide support for axis names.
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x/y/z and pitch/yaw/roll (or p/y/r). Johnny's numbers still work, too, of
course.
2013-01-28 21:09:21 +09:00
Bill Currie
9a24c99cf6
Remove the force 1/100 scaling.
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That's part of amp's (or preamp's) job.
2013-01-28 19:37:48 +09:00
Bill Currie
5c08e97b0b
Ensure the axis button's state starts at 0.
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realloc doesn't do that for us.
2013-01-28 19:37:12 +09:00
Bill Currie
1811d00568
Use the correct index for pressing an axis button.
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Oops.
2013-01-28 19:36:25 +09:00
Bill Currie
4163a3a8f2
Reduce the default deadzone to 500.
...
12500 seems a tad high when the range is +/- 32767.
2013-01-28 18:10:49 +09:00
Bill Currie
0ff66268e7
Redo the button axis setup to use key names.
...
Johnny's number->J_AXISn mapping is preserved, but I had intended for any
key to be supported (J_AXISn was just to ensure free keys were available).
This gives both methods (and some range checking on the axis button
number).
2013-01-28 18:06:30 +09:00
Bill Currie
42c2666036
Clear out some old cruft.
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With the new joystic axis system, those cvars are no longer needed.
2013-01-28 18:06:06 +09:00
Bill Currie
475d90e96f
Expose Key_StringToKeynum.
2013-01-28 16:34:29 +09:00