Bill Currie
e069757ceb
Refactor the skin setup code.
2012-05-19 00:18:03 +09:00
Bill Currie
fb10f38fd4
SW now tries (but fails miserably) to render iqm models.
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Something seems to be very wrong with the transforms.
2012-05-18 23:31:14 +09:00
Bill Currie
da87ac0ce5
Remove some unused parameters.
2012-05-17 21:33:22 +09:00
Bill Currie
da313cfae7
Load iqm models in the sw renderers.
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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
7637f35616
Remove the test scaling.
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Heh, forgot to remove it again :)
2012-05-17 16:02:13 +09:00
Bill Currie
c3801d46e5
Render iqm models in GL.
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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
f958afad53
Optionally allocate extra data for iqm blend frames.
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Also, correct the blend parameter type (int->float. oops).
2012-05-17 15:57:07 +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.
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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
23284536b5
Move IQM freeing into common code.
2012-05-16 18:09:44 +09:00
Bill Currie
041d63c828
Move the frame blending into common code.
2012-05-16 17:44:18 +09:00
Bill Currie
8ada7c02a3
Remove the vertex scaling.
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It was there only because mrfixit is rather small (8qu?) and it made
finding him easier :). Anyway, any scaling should be done in the engine.
2012-05-16 08:13:59 +09:00
Bill Currie
9984925fe8
Correct a comment.
2012-05-15 21:08:47 +09:00
Bill Currie
31772afd13
Add in some ambient light for iqm models.
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Though the bsp loader doesn't yet support colored lighting, the ambient
light will be colored when it does. With this, I guess iqm model support is
done for glsl until I figure out how I want to do dual quaternion support.
2012-05-15 21:08:47 +09:00
Bill Currie
111377f1be
Use buffer objects for iqm vertex arrays and elements.
2012-05-15 21:08:47 +09:00
Bill Currie
5740dba467
Mark iqm models as need-load when clearing.
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This fixes the segfault on map change.
2012-05-15 21:08:47 +09:00
Bill Currie
0fd2b01665
Update the shader to work as it should :)
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I always thought it whould be "light - point" :P. Also, in normal maps, 127
is 0.
2012-05-15 21:08:47 +09:00
Bill Currie
c454b96d2a
Translate lights into entity space.
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Finally, lights work "properly". Probably the nicest lighting we've ever
had :) (still have to put in ambient, though).
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
a032aa5adf
Get the lights working (as such).
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They work nicely now when the normal map and texture are bypassed (don't
know what texture is getting used currently).
2012-05-15 21:08:47 +09:00
Bill Currie
8c5e278bf8
Implement frame blending for iqm.
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Now that I have things working... :)
2012-05-15 21:08:47 +09:00
Bill Currie
c694b9f77e
Add Mat4Blend macro.
2012-05-15 21:08:46 +09:00
Bill Currie
a938c7fb14
Almost fix the animations.
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There's still a problem with his finger tips and feet, but the rest of his
limbs seem to be working well. Much thanks to Spike for encouraging me to
do a dump of the matices that are actually sent to the card.
It turns out that animated joints remain relative right up to the last
moment.
2012-05-15 21:08:46 +09:00
Bill Currie
4ba69b511b
Make quat_origin the right type.
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It's quat_t, not vec3_t :P.
2012-05-15 21:08:46 +09:00
Bill Currie
202ab04572
Ensure the rotation quats are normalized.
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Doesn't make any noticeable difference, but it doesn't hurt.
2012-05-15 21:08:46 +09:00
Bill Currie
31d89782ef
Use the correct index variable when byteswapping the arrays.
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Not the cause of the broken animations :(
2012-05-15 21:08:46 +09:00
Bill Currie
7cda91a879
Temporarily disable dual quaternions.
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The animation data isn't getting loaded or used properly (not sure yet).
This helps ensure it's not something I've done wrong with dual quats.
2012-05-15 21:08:46 +09:00
Bill Currie
4b38048a5c
Create functions for rotation and translation.
2012-05-15 21:08:46 +09:00
Bill Currie
5b4fdd2a93
Use the correct position for light calcs.
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I should have remembered that gl_FragCoord wasn't right.
2012-05-15 21:08:46 +09:00
Bill Currie
2080c337d7
Avoid using malloc/free every model/frame.
2012-05-15 21:08:46 +09:00
Bill Currie
c2e0674d50
Implement R_IQMGetLerpedFrames().
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Like R_AliasGetLerpedFrames, but for IQM. It calcualtes the current frame
number and blend between the previous and current frames.
2012-05-15 21:08:46 +09:00
Bill Currie
8387d987e2
Change position to vposition.
2012-05-15 21:08:46 +09:00
Bill Currie
099ef348c6
Advance the vertex attrib index.
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Disabling the array right after enabling it was causing things to just not
work :P
2012-05-15 21:08:46 +09:00
Bill Currie
d1d4c6142c
Get the frame data from the right places.
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Always using joint[0] of the frames wasn't very useful.
2012-05-15 21:08:46 +09:00
Bill Currie
74cb49ef7c
Free the blended frame data.
2012-05-15 21:08:45 +09:00
Bill Currie
551dfc47fb
Build the iqm vertex arrays in the correct order.
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They need to be built in ascending type order (makes life easier in the
renderer).
2012-05-15 21:08:45 +09:00
Bill Currie
bea8f8f9c4
Fix a segfault when searching for dlights.
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Uninitialized var bites my bum :P
2012-05-15 21:08:45 +09:00
Bill Currie
2e98c31175
Check the corrent bits when reading scale frame data.
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Fixes the invalid reads when loading an iqm (at least for mrfixit).
2012-05-15 21:08:45 +09:00
Bill Currie
9c69404163
Attempt to render iqm models.
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Things are a right mess (segfaults, invalid accesses on load, etc), but
hey, it's a start :)
2012-05-15 21:08:45 +09:00
Bill Currie
15fd3be73a
Allow iqm models when storing efrags.
2012-05-15 21:08:45 +09:00
Bill Currie
a880f33152
Set the model type for iqm.
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Forgot this rather important step :P
2012-05-15 21:08:45 +09:00
Bill Currie
41e7a6c70c
Search for the "nearest" dlights.
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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.
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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.
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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.
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Probably more bugs than an old kitchen cupboard :P
2012-05-15 21:08:45 +09:00
Bill Currie
6ab3bd45e5
Implement IQM animation loading.
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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().
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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