Commit graph

1225 commits

Author SHA1 Message Date
Bill Currie
7c1d9d2b84 Make the angle and light hacks optional.
I'd forgotten that ED_ConvertToPlist mangled light into light_lev and
single component angle values into a vector. This fixes much of the
breakage in qflight (but not the light levels)
2013-03-07 09:11:23 +09:00
Bill Currie
675db274a6 Use Sys_Error instead of PR_Error in ED_ConvertToPlist.
ED_ConvertToPlist is now independent of the progs engine as its only use
for the progs_t * param was for PR_Error.
2013-03-07 09:11:22 +09:00
Bill Currie
8e86ce9de9 Implement Sys_LongTime and wrap it with Sys_DoubleTime.
Sys_LongTime returns time in microseconds as a 64-bit int. Sys_DoubleTime
uses Sys_LongTime, converts to double and offsets 0 time by 4G (2**32).
This gives us consistent sub-microsecond precision for a very long time.

See http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/
2013-02-27 14:29:28 +09:00
Bill Currie
a611ad57de Add Sys_isdir. 2013-02-20 13:59:31 +09:00
Bill Currie
4e7e7c3ab0 Rename Sys_FileTime to Sys_FileExists.
The function never did anything but check the readability of the file.
2013-02-07 15:43:26 +09:00
Bill Currie
bc2fa38468 Provide support for axis names.
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
475d90e96f Expose Key_StringToKeynum. 2013-01-28 16:34:29 +09:00
Bill Currie
1a33d2f682 Do a whitespace run.
Just for long-term sanity's sake.
2013-01-27 14:05:24 +09:00
Johnny on Flame
e3e0d6aaa9 Add menu commands + fixes 2013-01-27 13:17:13 +09:00
Johnny on Flame
637d751aa7 Saves axes behaviours on the config file. 2013-01-27 13:17:12 +09:00
Johnny on Flame
4f92bceb4f Joystick configuration commands. 2013-01-27 13:17:12 +09:00
Bill Currie
b2e92c2864 Rewrite joy_axis and JOY_Move for axis buttons.
First, this completely smashes joystick input: it will not work (though it
doesn't crash). This is because there is, as of yet, no means to configure
the system.

Each joystick axis has:
    - per-axis amplification (both pre and post).
    - per-axis offset (offset applied after pre-amp but before post amp)
    - selectable destination:
        - linear delta: position and angles (as before)
        - axis button: if the value crosses the threshold, the given key is
          pressed or released as appropriate.

The axis amplification still uses joy_amp and joy_pre_amp (and
in_amp/in_pre_amp), but now also has the per-axis settings.

The per-axis offset is most useful for axis buttons. For example, the xbox
360 controller triggers are analong but go "all the way to negative on 0
state". Offsetting the input keeps axis button thresholds simple.

Amplification and offset is applied before anything is done with the axis
value. The formula is:

    joy_amp * in_amp * axis-amp *
        (offset + value * joy_pre_amp * in_pre_amp * axis-pre_amp)

Axis button thresholds are very simple: if the sign of the value is the
same as the sign of the threshold and abs(value) >= abs(threshold), the
button is pressed. While multiple thresholds and keys can be placed on an
axis, only one can be pressed at a time. The threshold furthest from 0
wins.
2013-01-23 13:15:02 +09:00
Bill Currie
35edfae2a0 Add keys for joystick axis buttons.
The idea is to allow a joystick axis to be mapped to button presses. These
allow the buttons to be bound without consuming other possibly valid keys.
2013-01-23 13:15:02 +09:00
Bill Currie
5188644e75 Implement the Mersenne Twister PRNG.
This gives QF a consistent qualilty PRNG on all platforms. The
implementation is slightly different from the standard, but gives the same
results for the same speed (details in mersenne.c).
2013-01-21 20:05:16 +09:00
Bill Currie
e8721122b1 Use __attribute__((gcc_struct)) on dstatement_t.
Trust Microsoft to have really weird structure layout rules. Ah, well, this
fixes the weird progs errors Sock was getting.
2013-01-20 22:13:55 +09:00
Bill Currie
ace8d9ebc5 Implement dynamic IMTs.
Now the user can create and destroy IMTs at will, though currently
destroying IMTs is currently all or nothing (imt_drop_all).

An IMT is created via imt_create which takes the keydest name (key_game
etc), the name of the IMT (must be unique for all IMTs) and optionally the
name of the IMT to which the key binding search will fall back if there is
no binding in the current IMT, but must be already defined and on the same
keydest. This means that IMTs now have user determined fallback paths. The
requirements for the fallback IMT prevent loops and other weird behaviour.

Actual key binding via in_bind is unaffected. This is why the IMT name must
be unique across all IMTs.

The "imt" command works with the key_game keydest, but imt_keydest is
provided for specifying the active IMT for a specific keydest.

At startup, default IMTs are setup to emulate the previous static IMTs so
old configs will continue to work (mostly). New config files will be
written with commands to drop all of the current IMTs and build new ones,
with the bindings and active IMT set as well.
2013-01-16 19:48:54 +09:00
Bill Currie
ec6ba8a03c Make key_dest private to keys.c
This has the bonus feature of making nq pause the game when input focus is
lost (same conditions as dropping the console or bringing up the menu).
2013-01-16 19:48:54 +09:00
Bill Currie
5d8aab744f Eliminate key_none.
It is no longer needed as it was a hack to get key repeat control working
properly.
2013-01-16 19:48:54 +09:00
Bill Currie
cf0729c818 Support more than one keydest callback. 2013-01-16 19:48:54 +09:00
Bill Currie
3cb0f3e183 Remove viddef in favor of vid in the renderers.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
2013-01-16 11:23:47 +09:00
Bill Currie
a8542c2d48 Correct the spelling of QFK_HIRAGANA_KATAKANA.
'twas QFK_HIRAGANA_kATAKANA. Took a while to spot it :P
2013-01-13 18:54:23 +09:00
Bill Currie
e3b8157469 Create a new imt_menu imt.
It seems to work nicely as F10 no longer tries to quit while the menu is
displayed.
2013-01-13 18:19:00 +09:00
Bill Currie
1503626847 Remove a stray variable declaration.
Quite bogus. How that got in there is beyond me.
2013-01-13 15:10:39 +09:00
Bill Currie
167977dfd9 Ensure ShortNoSwap is always uint16_t.
It turns out gcc on little endian machines didn't guarantee the type of
ShortNoSwap due to it being a macro that just returned its parameter. At
the same time, LongNoSwap and FloatNoSwap have been fixed.
2012-12-30 13:29:12 +09:00
Bill Currie
6eb6b6c0ba Change pointer_t to unsigned and clean up the mess.
It doesn't make sense to have negative pointers. The size of the commit is
from enabling gcc's -Wtype-limits warning and cleaning up that mess too.
2012-12-21 21:53:13 +09:00
Bill Currie
84a68b139e Rename set_iter_t's value to element.
Correct terminology and all :)
2012-12-21 14:09:00 +09:00
Bill Currie
3e38c4aa48 Merge branch 'qfcc-cse'
qfcc now does local common subexpression elimination. It seems to work, but
is optional (default off): use -O to enable. Also, uninitialized variable
detection is finally back :)

The progs engine now has very basic valgrind-like functionality for
checking pointer accesses. Enable with pr_boundscheck 2
2012-12-13 20:17:28 +09:00
Bill Currie
061e2be5d4 Re-write the set testing code.
Getting everything right with an enum proved to be too difficult if not
impossible. Also use better tests for equivalence and intersection.

Many more tests have been added. All pass :)
2012-12-09 13:52:48 +09:00
Bill Currie
f3328a61c7 More tests and update a comment. 2012-12-07 22:16:07 +09:00
Bill Currie
dbcf8f3774 Make the default map size smaller.
256 is pretty big. Now, set_t is always 32 bytes, giving 64 members for 64
bit machines and (probably) 128 members for 32 bit machines.
2012-12-07 20:41:23 +09:00
Bill Currie
e0c92b6089 Rename set_iter_t's member to value.
Makes more sense now that the membership of the value depends on the
inversion of the set.
2012-12-06 21:11:38 +09:00
Bill Currie
eb8fd55677 Move set.c into libQFutil.
Also move the ALLOC/FREE macros from qfcc.h to QF/alloc.h (needed to for
set.c).

Both modules are more generally useful than just for qfcc (eg, set
builtins for ruamoko).
2012-12-06 20:52:53 +09:00
Bill Currie
a12eb940f1 Remove the hard-coded bsp maximum depths.
The depth limits in the gl and glsl renderers and in the trace code really
bothered me, but then the fix hit me: at load-time, recurse the trees
normally and record the depth in the appropriate place. The node stacks can
then be allocated as necessary (I chose to add a paranoia buffer of 2, but
I expect the maximum depth will rarely be used).
2012-11-28 21:29:03 +09:00
Bill Currie
eb8dfd78d0 Fix a comment.
The information I most wanted wasn't there :P
2012-11-22 21:59:00 +09:00
Bill Currie
49ad301d3d Add improved memory checking to progs.
With pr_boundscheck >= 2, pointer access will be checked against allocated
blocks (qfvalgrind?:). Currently extremely basic, but it seems to work.
2012-11-19 20:03:21 +09:00
Bill Currie
d5c831b6da Add a little test case for accessing types.
Using ruamoko to access ruamoko type encodings is actually quite pleasant
:)
2012-11-15 13:40:11 +09:00
Bill Currie
ec42bde527 Make hash tables more const correct.
And clean up the resulting mess :/
2012-10-27 11:44:31 +09:00
Ozkan Sezer
6e04fd5ff6 signed int viddef_t members
The attached patch (against quakeforge git) changes the [con]width,
[con]height, and most importantly the rowbytes members of viddef_t
from unsigned to signed int, like in q2.  This allows for a properly
negative vid.rowbytes which may be needed in, e.g. a DIB sections
windows driver if needed.  Along with it, I changed a few places
where unsigned int is used along with comparisons against the relevant
vid.* members.
One thing I am not 100% sure is the signedness requirements of
d_zrowbytes and d_zwidth: q2 has them as unsigned but I am not sure
whether that is because they are needed as unsigned or it was just an
oversight of the id developers. They do look like they should be OK
as signed int to me, though: comments?

==
Note from Bill Currie: I had to do some extra changes as many
signed/unsigned comparisons were somehow missed.
2012-10-21 09:00:50 +09:00
Bill Currie
a37c5465e1 First step for BSP2 support. DOES NOT WORK!
All of the nastiness is hidden in bspfile.c (including the old bsp29
specific data types). However, the conversions between bsp29 and bsp2 are
implemented but not yet hooked up properly. This commit just gets the data
structures in place and the obvious changes necessary to the rest of the
engine to get it to compile, plus a few obvious "make it work" changes.
2012-09-07 16:09:24 +09:00
Bill Currie
54b4d589aa Split up mathlib.h into several smaller headers.
This should make maintaining them a little easier.

The copyright block in most of the new headers (execpt vector.h) reflect
when the functions in the relevant header were first created.
2012-08-19 17:39:09 +09:00
Bill Currie
9bfcdad35a Fix some type-size safety issues.
Expecting int to be 32 bits is a little dangerous, and the function
versions of swap/noswap should be unsigned rather than signed.
2012-08-19 13:37:06 +09:00
Bill Currie
6f484ee757 Add support and tests for 3x3 matrices. 2012-08-18 16:29:57 +09:00
Bill Currie
6e1f043719 Clean up some unused or local functions. 2012-08-18 09:36:43 +09:00
Bill Currie
ae81b79390 Remove a long dead field. 2012-08-18 09:36:43 +09:00
Bill Currie
848db2e306 Correct a comment.
The shear factors were listed next to scale... a tad confusing.
2012-08-04 10:47:46 +09:00
Bill Currie
372defc1be Support up to 128 dlights.
More or less as per MH's tut, but really just finishing something that
should have been done years ago.
2012-07-21 13:58:54 +09:00
Bill Currie
ce16750b04 Cache the max_edicts value in the progs struct.
Makes checks a little easier.
2012-07-09 15:06:42 +09:00
Bill Currie
0aac004c98 Rearrange the edict related fields of progs_t. 2012-07-09 15:04:12 +09:00
Bill Currie
e91b06a144 Better name for the edict count parameter to PR_LoadProgsFile. 2012-07-09 15:02:49 +09:00
Bill Currie
b25de4d995 Rewrite the 2d code to use a scrap.
This severely reduces the calles to BindTexture, and more importantly,
glUseProgram, EnableVertexAttribArray etc. The biggest changes are:

 o  icons and text are all in the one giant texture
 o  icons and text are mixed in the one queue

This gave ~9% speedup for bigass1 (159->174fps).
2012-07-03 13:38:35 +09:00
Bill Currie
df35b22af4 Parameterize the linear filtering of scrap textures. 2012-07-03 12:10:24 +09:00
Bill Currie
1a6b56b0a2 Call glTexSubImage2D only once per frame.
Instead of once per surface... ouch. Gives about 20% speed boost on demo1
(154.7->185.7)
2012-07-02 20:01:28 +09:00
Bill Currie
7cd8806ec0 Add support for up to 32 mouse buttons.
My new mouse reports only up to 9 (skipping 6 and 9, it seems), but I
/have/ seen 32 button mice...
2012-07-02 16:33:57 +09:00
Bill Currie
603fe92cba Add a callback for when key_dest is set. 2012-06-29 18:00:21 +09:00
Bill Currie
3406cad99a Many distcheck fixes.
Yay, bitrot :P
2012-06-29 10:49:21 +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
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
e730608dd7 Implement r_flatlightstyles from fitzquake. 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
6ace105e31 Fix some macro parenthesis issues. 2012-05-19 21:25:58 +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
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
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
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
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
26a878da48 Stub out the iqm loader. 2012-05-15 21:08:43 +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
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
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
87e56e0655 Fix some doxygen issues. 2012-04-22 22:20:45 +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
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
525dbcc13e Ensure code paths stay within the one renderer.
The gl renderer calling sw functions is bad news. Still all black, but I
think that's because palette setting is disabled.
2012-04-11 22:45:23 +09:00
Bill Currie
898bfa5e5f Split up the vid plugin init sequence.
This gets gl so it no longer segs. However, the screen remains black
(expect for cshifts).
2012-04-11 16:44:38 +09:00
Bill Currie
d62772e9cc Separate render module loading from initialization.
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
2012-04-11 14:58:56 +09:00
Bill Currie
4d9c3408a1 Start putting the pieces back together.
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
2012-04-11 14:58:55 +09:00
Bill Currie
1d864521e9 Fix the sprite model loader for plugins. 2012-04-11 14:58:55 +09:00
Bill Currie
cbdbfdd12f Fix the alias model loader for plugins. 2012-04-11 14:58:55 +09:00
Bill Currie
52e518bb1b Fix skin functions for plugins. 2012-04-11 14:58:55 +09:00
Bill Currie
a093e6af97 Move palette setting into viddef_t. 2012-04-11 14:58:55 +09:00
Bill Currie
e08d5ccb41 Move the gl util functions into viddef_t.
Static plugins almost link now, just two more symbols to sort out.
2012-04-11 14:58:55 +09:00
Bill Currie
7ed33f6345 Hide D_FlushCaches.
There'd been a way to do so all along :/ There might be some issues with
this, but those will be easy to fix :)
2012-04-11 14:58:55 +09:00
Bill Currie
1dd1aec48f Make libgl_handle static.
This will make life interesting for getting the final stages working, but
it helps for now.
2012-04-11 14:58:54 +09:00
Bill Currie
65bd29353c Make a start on putting the pieces together.
Still many undefined and multiply defined symbols, but there seems to be a
light in this darkness. I just hope it's not an oncoming train :)
2012-04-11 14:58:54 +09:00
Bill Currie
d445b4ef88 Rename the glsl qfgl functions to qfegl.
Keep them separate from the gl renderer :)
2012-04-11 14:58:54 +09:00
Bill Currie
36504547a8 Rename the public symbols for gl, glsl and sw32.
Evil hack, but it does the job.
2012-04-11 14:58:54 +09:00
Bill Currie
8de5c9ae3f Do a final cleanup before doing the big rename. 2012-04-11 14:58:54 +09:00
Bill Currie
e991c1fed3 Make a bit of progress cleaning up vid for plugins. 2012-04-11 14:58:54 +09:00
Bill Currie
96b80433d8 Make some progress in getting static plugins to link.
Still many redefined symbols (and I expect more to come), and many
undefined symbols too.
2012-04-11 14:58:54 +09:00
Bill Currie
ad61c7a30c Start working on creating the render plugins.
Things blow up quite nicely. :)
2012-04-11 14:58:53 +09:00
Bill Currie
8530959752 Link the model libs to the render plugins. 2012-04-11 14:58:53 +09:00
Bill Currie
8e91fb7bc1 Get the basics linking.
Still, nothing will work: no plugins are loaded and they're all broken
anyway.

glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
2012-04-11 14:58:53 +09:00
Bill Currie
a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie
72fb96245f Cleanup global symbols for the sw and sw32 renderers.
Names not mangled, but those symbols that could be made static have been.
Also, many dead variables have been removed.
2012-02-18 14:34:14 +09:00
Bill Currie
ef37ed39a9 Clean up global symbols for the glsl renderer.
Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
2012-02-18 11:48:52 +09:00
Bill Currie
447ff2f2f5 Clean up global symbols for the gl renderer.
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
2012-02-18 11:48:52 +09:00
Bill Currie
ce6ab908a5 Don't include the specific plugin headers in plugin.h.
This lets files that use plugins not depend on plugins they don't use.
2012-02-13 22:02:07 +09:00
Bill Currie
9a91aff93c Move the ambient level check out of the sound renderer.
Instead, the client gets the current leaf and passes ambient_sound_level
from the leaf to S_Update.
2012-02-13 13:44:29 +09:00
Bill Currie
115ae82223 Fix an install oopsie.
VISIBLE snuck into a header while I wasn't looking.
2012-02-06 23:32:26 +09:00
Bill Currie
a694eed968 Add Draw_Picf to allow smooth placement on low-res consoles. 2012-02-06 19:32:30 +09:00
Bill Currie
042f310ed7 Add MSG_WriteBytes to match MSG_ReadBytes. 2012-02-06 15:04:01 +09:00
Bill Currie
be9f05ea14 Catch progs zone errors and give a stack dump. 2012-02-06 12:48:22 +09:00
Bill Currie
44c6aad7fe Add some headers for make distcheck. 2012-02-02 21:41:39 +09:00
Bill Currie
f800e79a38 Make the init process more dependency based.
Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).
2012-02-01 21:52:47 +09:00
Bill Currie
c4e08bc152 Fix a compile problem with struct cvar_s. 2012-02-01 20:07:21 +09:00
Bill Currie
fa0ff96533 Clean up the mess with host_basepal and vid_colormap.
Libs should not be reaching into the exe :P
2012-02-01 19:52:13 +09:00
Bill Currie
bc2aca53c3 Add functions to create/destroy qpics.
The creation uses raw 8-bit data (and the system palette). Destroying a
qpic loaded via other means will probably produce nasal demons.
2012-02-01 17:46:15 +09:00
Bill Currie
2b6adaa2d4 Do some more const correctness. 2012-02-01 17:44:55 +09:00
Bill Currie
7e406c20e5 Allow uncaching of qpics.
qpics loaded via Draw_CachePic can now be uncached via Draw_UncachePic.
2012-02-01 16:55:35 +09:00
Bill Currie
497718cc40 Plug the memory/texture/vbo leaks.
QF still leaks about 3MB/run on demo1, but even 100 runs didn't show any
render issues.
2012-01-29 22:32:35 +09:00
Bill Currie
b03e937b67 Implement brush entity alpha.
http://www.celephais.net/board/view_thread.php?id=60157& has a good map for
testing (you see an example straight away if you look up). (+set max_edicts
2048)
2012-01-29 16:56:50 +09:00
Bill Currie
7e078c7f9c Revamp cshifts and implement in glsl.
The renderer should now be free of any direct access to client code. Even
3d rendering is now done via a function pointer.

The cshift code is done as a 2d screen function.
2012-01-28 20:45:14 +09:00
Bill Currie
df87cffe15 Start working on the new GL skin code. 2012-01-24 23:06:07 +09:00
Bill Currie
19dc579a5a Fix custom player skins for the sw renderers. 2012-01-23 23:38:32 +09:00
Bill Currie
3b6e412bba Clean up skin.h a little. 2012-01-23 21:42:28 +09:00
Bill Currie
3dbb5724db Rename Skin_SetColormap_ to Skin_SetupSkin. 2012-01-23 21:40:12 +09:00
Bill Currie
08990ebb5a Make top/bottom color work for GLSL.
Works quite nicely (love those colormaps).
2012-01-23 19:24:12 +09:00
Bill Currie
9a4b065eaf Fix top/bottom colors for the SW renderers. 2012-01-23 17:33:19 +09:00
Bill Currie
7bfddd7ffe Gut most of the old skin code.
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie
4955caafe5 Make the dynamic textures more readily available.
I want to get QF style particles going in glsl (since id style is currently
stuck at one pixel), but I don't want multiple copies of the texture code.
2012-01-21 19:13:01 +09:00
Bill Currie
5e1a80e016 Implement particles as points.
Unfortunately, the maximum point size on Intel hardwar seems to be 1, so I
can't tell if the colors are right.

This is largely just a hacked version of GL's particle code.
2012-01-19 10:39:03 +09:00
Bill Currie
fc43e5a307 Allow clearing of a scrap.
This "frees" all rectangles and subpics allocated from a scrap. subpics
are owned by the scrap from which they are allocated.
2012-01-17 19:31:50 +09:00
Bill Currie
3669e3aa2e Make alias model caching optional.
For now, only the glsl loader disables caching, but it stores the frame
vertices in GL memory, so its hunk usage is relatively lower (and will be
lower still when I get skins sorted out).
2012-01-17 19:31:50 +09:00
Bill Currie
cbd13ac54e Implement QuatExp and fix up QuatBlend's param names. 2012-01-12 21:22:06 +09:00
Bill Currie
8bcef272e6 Render the id skys :)
Wow... smooth.
2012-01-11 21:26:12 +09:00
Bill Currie
7ba7130f42 Load the sky texture as two separate textures.
The sky texture is normally 256x128, with each 128 wide side being the two
layers of the sky.
2012-01-11 21:09:57 +09:00