Commit graph

1057 commits

Author SHA1 Message Date
Bill Currie
4e7af5c3e0 Add a function to dump the info for all attribute arrays. 2011-12-28 14:27:59 +09:00
Bill Currie
411ab8f359 Be noisy when resolving uniforms and attributes. 2011-12-28 12:58:26 +09:00
Bill Currie
be9530afb6 Dump a lot of info about shader programs.
New developer bit: SYS_GLSL (2048).
2011-12-28 12:40:28 +09:00
Bill Currie
b657905c83 Bring in Despair's gl error checking from the gl renderer. 2011-12-28 09:05:36 +09:00
Bill Currie
151cc05882 Add support for vertex colors.
As I need to control the alpha, they're sent as rgba rather than quake
palette indices. Text works well. All other 2d stuff does not :(.
2011-12-28 09:04:26 +09:00
Bill Currie
b943b6d6e8 Implement crosshairs, mostly.
Colored crosshairs aren't supported yet (next).
2011-12-27 17:59:58 +09:00
Bill Currie
db8573b774 Make the cross-hair data sharable between renderers. 2011-12-26 21:43:15 +09:00
Bill Currie
705d07fa39 Implement most of the 2d rendering functions.
textbox, crosshair, tileclear, fill and fadescreen are the remaining
functions.

There's a problem with 2d icons being drawn over the text (instead of
under), but I'll leave that for later.
2011-12-26 20:33:40 +09:00
Bill Currie
e2a8de33cc First real texture support function for glsl. 2011-12-26 18:34:51 +09:00
Bill Currie
42034acc03 Organize the text program data.
Also, rename the charmap uniform in quake2d.frag as it's more generic than
that.
2011-12-26 18:00:55 +09:00
Bill Currie
2ccfbb0c1c Move the shader program code into vid_common_glsl.
Much more useful in the long run.
2011-12-26 17:17:29 +09:00
Bill Currie
5bed38dcd9 Rename quaketxt.frag to quake2d.frag.
It's actually fairly generic for 2d rendering (no lighting, palette lookup)
2011-12-26 17:11:31 +09:00
Bill Currie
f78db6c570 Clean up the generated shader files. 2011-12-26 16:39:02 +09:00
Bill Currie
d743c6c55f Make a clean break heading for GLES compatibility.
Add GLSL directory to QF and use it for all gsls based code (instead of
GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos.

Text drawing now uses triangles instead of quads.
2011-12-26 16:08:55 +09:00
Bill Currie
e6c6de3a2a Fix the palette uploading.
Ooooops :P
2011-12-26 10:41:16 +09:00
Bill Currie
7bd5ab882c Get text rendering working.
It comes out as a funky green (that's not in the quake palette!!!), but
it's mostly readable.
2011-12-26 10:16:16 +09:00
Bill Currie
9f5eacd1fb Try to get text rendering.
Still a black screen :(
2011-12-26 08:12:05 +09:00
Bill Currie
c161a91d4a Split out and partially implement the screen code. 2011-12-26 08:09:47 +09:00
Bill Currie
1268830082 Split out the particle code. 2011-12-26 08:02:18 +09:00
Bill Currie
7d653f3676 Start work on outputting text.
The shaders now compile. No linking is done yet. Char quads are generated,
but not sent to the card.
2011-12-25 19:42:39 +09:00
Bill Currie
55a0ed49cd Build qw-client-glslx too.
I was asked about timedemo overkill (bigass1 currently gets 40kfps, haha),
so I had to add qw-client-glslx to the build.
2011-12-25 16:41:14 +09:00
Bill Currie
9df7370bcd Create some shaders for quake text.
Still nothing drawn, but this gets my shader scripts into C without me
having to look at ugly strings.
2011-12-25 15:53:12 +09:00
Bill Currie
b7c90fa02d Load the quake palete as a texture.
256x1 rgba.
2011-12-25 13:53:52 +09:00
Bill Currie
99c490ce52 Get glsl running as a null renderer.
This means that nq-glslx can get through demo1, demo2, demo3 and bigass1
without crashing. However, nothing is rendered, so unless you like black,
it's not very interesting.
2011-12-25 13:02:26 +09:00
Bill Currie
cc5140e3a1 Move min/max/bound and field_offset into better locations.
min/max bound into mathlib.h (they /are/ math functions, after all) and
field_offset into qtypes.h.
2011-12-24 10:04:33 +09:00
Bill Currie
6fe9557dae Put in the final pieces so nq-glslx can link.
Everything is still stubs. Trying to run nq-glslx results in a segfault :)
2011-12-23 12:52:55 +09:00
Bill Currie
53d89bf85a Clean up the mess around D_FlushCaches.
Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
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