Commit graph

10018 commits

Author SHA1 Message Date
Bill Currie
9d71d9bb7a Remove maxwarpwidth and maxwarpheight.
Only the sw32 renderer even tried to use them, and they didn't get set
properly. This fixes JohnnyonFlame's waterwarp issue.
2014-02-02 14:41:58 +09:00
Bill Currie
2cd59c962c Rename qfcc's basename to file_basename.
Avoids naming conflicts with JohnnyonFlame's toolchain.
2014-01-31 12:22:11 +09:00
Bill Currie
946561ba44 Don't bail out prematurely when searching for files.
This fixes the problem of not finding files without a .gz extension when
gzip support is enabled (most of my quake data is compressed, so it took a
while for me to notice the problem).
2014-01-29 16:13:24 +09:00
Bill Currie
99678a571b Remove *.slc on make clean. 2014-01-28 16:26:24 +09:00
Bill Currie
ab3f554a0e Limit the search for lit and ent files.
The search for these files will stop in the vpath that contains the .bsp
file to which they belong. This will prevent problems with
id1/maps/start.lit being used for shadows/maps/start.bsp.
2014-01-28 16:22:05 +09:00
Bill Currie
8bea6a66ca Create _QFS_VOpenFile and QFS_VOpenFile.
_QFS_VOpenFile is actually _QFS_FOpenFile reimplemented to take vpath start
and end parameters so the search can be limited. QFS_VOpenFile,
_QFS_FOpenFile, and QFS_FOpenFile are all wrappers for _QFS_VOpenFile.
2014-01-28 16:22:05 +09:00
Bill Currie
3efb0c538f Separate file search from loading.
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
328b997843 Save the vpath in the model.
This will be used for restricting searches for auxiliary model files.
2014-01-28 16:22:05 +09:00
Bill Currie
83c47aacef Remove the stack loading from QFS_LoadFile. 2014-01-28 16:22:05 +09:00
Bill Currie
a561477274 Nuke QFS_LoadStackFile().
It was used in only one place and is really not necessary (these days,
anyway).
2014-01-28 16:22:05 +09:00
Bill Currie
25a060f369 Remove the foundname param from _QFS_FOpenFile.
It's now obsolete with qfs_foundfile.
2014-01-28 16:22:05 +09:00
Bill Currie
576c73cf7c Replace qfs_file_from_pak with qfs_foundfile.
This exposes the found name, vpath and in_pak status.
2014-01-28 16:22:05 +09:00
Bill Currie
e5148493db Prepend qfs_ to file_from_pak.
A little better name-spacing.
2014-01-28 16:22:05 +09:00
Bill Currie
53d267c030 Correct some doc comments. 2014-01-28 16:22:05 +09:00
Bill Currie
cb448f21b5 Update for doxygen 1.8.5 2014-01-28 16:22:05 +09:00
Bill Currie
82ded3fbe5 Fix some bitrot resulting from a rebase. 2014-01-28 16:22:05 +09:00
Bill Currie
5560696a65 Fix some unused variables. 2014-01-28 16:22:05 +09:00
Bill Currie
4b18501b00 Fix an uninitialized variable. 2014-01-28 16:22:05 +09:00
Bill Currie
40206904ba Reimplement _QFS_FOpenFile using QFS_FindFile's internals.
_QFS_FOpenFile does a full search, however.
2014-01-28 16:22:05 +09:00
Bill Currie
6b87ddbb7c Add QFS_FindFile.
QFS_FindFile's search can be constrained to begin or end at a certain
vpath.
2014-01-28 16:22:04 +09:00
Bill Currie
8bc2f7f6df Print the vpath name when dumping the paths. 2014-01-28 16:22:04 +09:00
Bill Currie
098821e35d Fix QFS_FilelistFill to work with vpaths. 2014-01-28 16:22:04 +09:00
Bill Currie
f05c7179c3 Split up the search paths into vpath chunks.
A vpath is the union of all locations searched for a file in a single
gamedir (eg, shadows, id1 etc). This is a necessary step to preventing
problems like id1/maps/start.lit being used for shadows/maps/start.bsp.

However, QFS_FilelistFill still needs to be reworked as it does not compile
yet (testing was done with a gutted QFS_FilelistFill).
2014-01-28 16:22:04 +09:00
Bill Currie
6910c50a43 Clean up the #ifdef mess in _QFS_FOpenFile
With proper initialization, only the one chunk of #ifdefs is needed. Now
the code is much easier to read.
2014-01-28 16:22:04 +09:00
Bill Currie
4d59282641 Find the remaining vertex attribute order issues.
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().
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.
Missed these in the bsp related commit.
2014-01-28 16:22:04 +09:00
Bill Currie
26fc0b74e6 Fix bsp water surfaces.
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.
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.
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
4bd82eb2b8 Add some documentation.
Nowhere near adequate.
2014-01-28 16:22:04 +09:00
Bill Currie
323fbe1927 Fix an allocation oopsie.
I must have been tired when I wrote that line.
2014-01-28 16:22:04 +09:00
Bill Currie
550f1ae788 Fix some bitrot.
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".
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
3b56f0e3bf Advance src with next_line.
This fixes the double counting of the \n at the end of the chunk separator
line.
2014-01-28 16:22:03 +09:00
Bill Currie
d1848a93c8 Add tests for chunk line numbers.
Which happen to find errors :P
2014-01-28 16:22:03 +09:00
Bill Currie
d912970cd3 Add support for segmented text files.
The idea comes from The OpenGL Shader Wrangler
(http://prideout.net/blog/?p=11). Text files are broken up into chunks via
lines beginning with -- (^-- in regex). The chunks are optionally named
with tags of the form: [0-9A-Za-z._]+. Unnamed chunks cannot be found.
Searching for chunks looks for the longest tag that matches the beginning
of the search tag (eg, a chunk named "Vertex" will be found with a search
tag of "Vertex.foo"). Note that '.' forms the units for the searc
("Vertex.foo" will not find "Vertex.f").

Unlike glsw, this implementation does not have the concept of effects keys
as that will be separate. Also, this implementation takes strings rather
than file names (thus is more generally useful).
2014-01-28 16:22:03 +09:00
Bill Currie
b133e9a092 Remove a stray -e from bootstrap's error report.
Not sure it was there, unless I had intended -n.
2014-01-17 15:47:29 +09:00
Bill Currie
7de0317a22 Avoid a segfault at the end of hipnotic.
This is based on ccr's patch, but a little more thorough (he missed some
potential problems) and probably more readable (the original code wasn't
the greatest (still isn't, but...))..
2013-11-27 16:08:30 +09:00
Bill Currie
4c6478c77f Strip trailing spaces from field names.
A certain mod (glare at rogue) has a space at the end of a field name in
the bsp entity data causing a crash. Thanks to ccr for the report.
2013-11-26 14:27:49 +09:00
Bill Currie
6c0f271783 Fix some more automake warnings. 2013-11-24 13:26:12 +09:00