Commit graph

4430 commits

Author SHA1 Message Date
Bill Currie
203d981675 Wait for the window to be visible before mouse warping
This fixes the hang during fullscreen startup on my system (the motion
events weren't being generated because there was no window to see the
motion).
2019-07-10 22:18:51 +09:00
Bill Currie
d5cb432911 Add a cvar to block use of x11 vidmode
Or really, allow it if the user specifically requests it: the default is
blocked. Modern systems (particularly displays) do not really like
changing resolution, so doing so by default seems rather wrong.
2019-07-10 22:15:39 +09:00
Bill Currie
2771e9c573 Correct extension handling
I had missed a critical bit from the cookbook.
2019-07-10 13:16:46 +09:00
Bill Currie
ed3c5cb9ec Add a strset "class"
It's just a wrapper around hashtab, but it makes checking if a string is
in a set easy. Way overkill when only a few extensions are enabled, but
more might come later.
2019-07-10 13:09:16 +09:00
Bill Currie
3191604641 Uncomment already implemented functions 2019-07-09 21:07:59 +09:00
Bill Currie
452eb5a83d Preserve parsed cvar values when string is same
Fixes parsed developer flags on the command line getting reset.
2019-07-09 20:16:08 +09:00
Bill Currie
8c238d3def Parse developer flag names when cvar is set
So much easier to remember "vulkan" instead of which power of two it
is.
2019-07-09 20:14:57 +09:00
Bill Currie
8a3cd224a3 Add vulkan developer flag 2019-07-09 20:14:30 +09:00
Bill Currie
68449d0f6f Create a window and a surface for vulkan
Yay, segfaults in R_Init :)
2019-07-09 16:33:44 +09:00
Bill Currie
0f511e8342 Move the string list funcs to their own file
They're not (at this stage, at least) worthy of being promoted out to
the utils lib.
2019-07-09 14:24:55 +09:00
Bill Currie
b3d982bfc3 Remove global vulkan_ctx
While I can't say that I'm happy with the details of vulkan_ctx_t, I am
pretty sure I don't want to be limited to having only one.
2019-07-09 11:54:23 +09:00
Bill Currie
707bdfc5f2 Get vulkan back to where it was 2019-07-09 09:06:35 +09:00
Bill Currie
8ee06d75a9 Separate render and presentation initialization
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
2019-07-09 01:00:47 +09:00
Bill Currie
cb10175824 Pass vid_internal to R_LoadModule
This fixes the segfault and pushes things very much in the desired
direction of proper system independence for rendering and presentation
separation (though things were headed in the right direction before).
2019-07-08 14:04:03 +09:00
Bill Currie
6ee2df8445 Move vid callbacks into vid_internal
Currently segfaults because viddef is an alias for *r_data->vid, which
has not yet been initialized (chicken and egg).
2019-07-08 13:40:29 +09:00
Bill Currie
3e1520c246 Move vid callback access into vid
The plan is to move the callbacks into a "private" struct.
2019-07-08 12:46:22 +09:00
Bill Currie
6137795682 Use deep binding for the vulkan loader
This fixes the problem with using vkGetInstanceProcAddr to find global
vulkan functions.
2019-07-07 16:48:53 +09:00
Bill Currie
7137d61c36 Add some extensions needed for presentation 2019-07-07 16:27:55 +09:00
Bill Currie
a755e50c84 Clean up vid access a little
Things are still a mess, but a proper cleanup will be a lot of work and
will, really, involve properly splitting quake-specific code* out from
the rest of the renderer.

* data loading and format specific stuff
2019-07-07 15:38:29 +09:00
Bill Currie
d95e9f9af3 Correct vulkan plugin strings 2019-07-07 14:59:20 +09:00
Bill Currie
77afc30486 Fix vid renderer plugin types
I guess that plugin type is currently not checked, otherwise I doubt the
mistake would have gone unnoticed.
2019-07-07 14:57:56 +09:00
Bill Currie
940ef833ae Shutdown Vulkan properly
Well, as properly as can be considering how little is started up :P
2019-07-07 14:34:02 +09:00
Bill Currie
ab08e4f207 Create a logical device with a single queue
A single graphics-capable queue should be enough for now. However, I'm
not sure I'm happy with a lot of the code: it's a bit difficult to write
flexibly configured code for Vulkan (or seems to be at this stage),
especially in C.
2019-07-07 01:28:05 +09:00
Bill Currie
2bc78e7f0a Start work on a Vulkan-based renderer
Doesn't do much other than create an instance and enumerate some stuff,
but the build system is working.
2019-07-06 14:56:15 +09:00
Bill Currie
c727f6a130 Rewrite QuatMultVec to be faster
Could be faster still using SSE, but that's another project.
2019-07-06 14:45:40 +09:00
Bill Currie
f68129dc0f Try to use type encodings for function return type
Now return statements in traces make much more sense.
2019-06-09 18:11:56 +09:00
Bill Currie
0f5f2a125a Use a reliable reference for calculating progs offsets.
Now that pr->zone can be null, it cannot be used as a reference. Fixes
random crashes when using qfprogs (random due to heap randomization).
2018-10-13 23:23:45 +09:00
Bill Currie
f58c2fef5a Switch QF's quaterions from wxyz to xyzw.
After messing with SIMD stuff for a little, I think I now understand why
the industry went with xyzw instead of the mathematical wxyz. Anyway, this
will make for less pain in the future (assuming I got everything).
2018-10-12 14:33:55 +09:00
Bill Currie
b7aa5bb8fe Fix an oops messing up edict size. 2018-10-12 14:33:26 +09:00
Bill Currie
33cbc500e8 Fix a segfault when setting up the stack.
Yup, putting {}s around even single statements under flow control (if, etc)
is a good idea. Wonder if there's a gcc warning for that...
2018-10-11 13:34:08 +09:00
Bill Currie
6252faa069 Fix a size error in OP_LOAD_Q.
C&P from OP_LOAD_V :/
2018-10-11 13:25:32 +09:00
Bill Currie
364c2d2c2b Add a stack and push and pop instructions.
The stack is for data, not return addresses.
2018-10-11 13:24:03 +09:00
Bill Currie
61185813fa Cleaner handling of zone_size/zone. 2018-10-11 10:22:10 +09:00
Bill Currie
82809eb856 Simplify the call to PR_LoadProgsFile.
I've decided that setting pr.max_edicts and pr.zone_size as part of the
local progs initialization rather than in PR_LoadProgsFile makes more
sense. For one, it is unlikely for the limits to change every time progs is
reloaded. Also, they seem to be a property of the VM rather than the progs.
However, there is nothing stopping the caller from updating max_edicts and
zone_size every call.
2018-10-11 10:06:48 +09:00
Bill Currie
6f28ab2a68 Add basic quaternion multiplication tests. 2018-10-09 12:44:46 +09:00
Bill Currie
34bcf7faab Do a pure/const/noreturn/format attribute pass.
I always wanted these, but as gcc now provides warnings for functions that
could do with such attributes, finding all the functions is much easier.
2018-10-09 12:42:21 +09:00
Bill Currie
db3df6f8a7 Fix a bunch of dead increments. 2018-09-09 11:12:04 +09:00
Bill Currie
3f638d95ba Remove a possibly spurious break.
I'm not certain despair actually meant for the break to be there. It
certainly would have sped up the game a bit but at the expense of proper
blood trails in the software renderers.
2018-09-09 10:54:38 +09:00
Bill Currie
62793b2dc2 Fix some potentially garbage assignments.
These are the ones where I could easily make scan-build happy. They do seem
to be potential holes where invalid data in one place could result in use
of uninitialized values.
2018-09-09 09:54:16 +09:00
Bill Currie
59e85b7d5e Fix a pile of dead assignments.
Some were actual bugs!
2018-09-08 22:23:57 +09:00
Bill Currie
f75ff2d269 Fix some null argument issues. 2018-09-07 22:30:44 +09:00
Bill Currie
1eb1622420 Fix some strncat issues. 2018-09-07 21:27:34 +09:00
Bill Currie
8f028b8a0d Fix some double frees. 2018-09-07 20:03:19 +09:00
Bill Currie
8fd5be0ee0 Fix a pile of sizeof goofs.
While scan-build wasn't what I was looking for, it has proven useful
anyway: many of the sizeof errors were just noise, but a few were actual
bugs (allocating too much or too little memory).
2018-09-07 20:00:57 +09:00
Bill Currie
575a67b2a1 mat4 test case fixes.
The tests cases themselves were buggy.
2018-08-26 15:06:08 +09:00
Bill Currie
4f58429137 Fix an unhealthy pile of gcc 8 warnings.
While some of the warnings were merely annoying, some where actual bugs or
unearthed bugs in related code.
2018-08-20 00:05:00 +09:00
Bill Currie
0de0eb2fc7 Fix a bunch of bit-rot. 2018-06-08 13:21:30 +09:00
Bill Currie
2329fb1885 Fix some warnings and bitrot. 2016-10-25 00:10:30 +09:00
Bill Currie
bd52e46adf Merge branch 'master' into win 2016-01-22 01:10:49 +09:00
Bill Currie
f163e35f21 Add a builtin to get keydown. 2016-01-10 13:33:05 +09:00
Bill Currie
1ea74c6269 Fix the gl skin segfault.
This was caused by an out-by one error when setting up the skin: if cmap
was 0 then the gl_skin struct would be taken from index -1 of the array and
thus cause all sorts of grief.
2016-01-04 22:04:39 +09:00
Bill Currie
9cb23ba67e Clean up some error messages.
The contractions took the emphasis off where it needed to be.
2016-01-04 16:12:36 +09:00
Bill Currie
aecea5c350 Document most of they key binding system. 2016-01-04 16:11:15 +09:00
Bill Currie
59f60d1ba7 Enable the Key_StringToKeynum builtin.
I don't know why I didn't do it earlier other than lack of need.
2016-01-04 16:10:22 +09:00
Bill Currie
7c16acf4aa Make Key_GetBinding take an imt instead of a name. 2016-01-04 16:06:48 +09:00
Bill Currie
546e333a3c Allow Sys_Error to be hooked.
This makes debugging builtins that wrap normal functions a little easier by
giving a progs dump when such an error occurs.
2016-01-03 23:04:00 +09:00
Bill Currie
735fcf68d5 Clean up usage of va_copy.
AC_TYPE_VA_LIST is no longer necessary, and the code is easier to read.
2016-01-03 21:16:23 +09:00
Bill Currie
2cbb7cb0c8 Remove a redundant va_start/va_end pair.
Found while checking how many places use va_copy.
2016-01-03 18:38:41 +09:00
Bill Currie
61c6a4b68e Include config.h in model tests.
The gcc inlining changes made it necessary.
2016-01-03 16:18:14 +09:00
Bill Currie
7b350b2a1b Indicate calls to builtins when tracing.
This makes following progs traces a little easier.
2016-01-03 16:13:59 +09:00
Bill Currie
331b054d4a Fix an inappropriate reuse of a variable.
Using "ax"is for the joystick "var"iable is a bit confusing.
2015-06-18 21:22:31 +09:00
Jeff Teunissen
890c83ff6e Fix crash in classic GL
GL sometimes crashes when building skins. This probably isn't the correct
fix (finding the situation where fb->tex can become NULL despite fb being
non-null is), but it does kill the segfault. Luckily, this is git and this
commit can just be reverted when the real fix shows up. :)
2014-10-16 13:45:39 -04:00
Bill Currie
d1f1375df5 Increase number of supported joystick buttons.
Also fix a bug where despite supporting 32 buttons, only 18 were actually
supported, and a similar issue for the number of axes.

My saitek x52 has 34 buttons and 10 axes. Whee.
2014-08-17 11:35:40 +09:00
Johnny
d1a8c1b277 Color swizzle & software lighting fix 2014-02-03 16:20:54 +09:00
Bill Currie
d80342e0a8 Fix some compile errors from Johnny's patch.
Turns out he has to compile without -Werror.
2014-02-02 16:42:08 +09:00
Johnny
850382eed4 Fixes crashes when sw32_r_pixbytes is set to 2 or 4 2014-02-02 16:22:53 +09:00
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
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
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
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
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
f5501fbf24 Fix a pile of automake deprecation warnings.
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.
More actual bugs found, too.
2013-09-27 23:09:37 +09:00
Bill Currie
99a8e8f228 Fix the jump instruction.
The offset to compensate for st++ was missing.

Obviously, the code has never been tested.  Found while looking at the
jump code and thinking about using 32-bit addresses for the jump tables.
2013-06-26 09:59:19 +09:00
Bill Currie
88692f92d9 Fix the calls for Draw_Init in the gl renderers.
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.
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
247f3be0c0 Create reentrant versions of the set functions that need it.
Only the functions that allocate or delete sets or iterators.
2013-03-18 13:20:39 +09:00
Bill Currie
27bb337a60 Use set_bits_t for holding set elements.
set_bits_t is now 64 bits for x86_64 machines (in linux, anyway). This gave
qfvis a huge speed boost: from ~815s to ~720s.

Also, expose some of the set internals so custom set operators can be
created.
2013-03-16 21:26:49 +09:00
Bill Currie
7753583bfd Catch accuracy errors.
I'd forgotten to set the result flag. Unfortunately, the errors can get
very bad (1e-3) it seems :(
2013-03-13 17:16:34 +09:00
Bill Currie
6eec76dd49 Implement Fischer's SEB algorithm (for 3d).
Now we can get tight (<1e-6 * radius_squared error) bounding spheres. More
importantly (for qfvis, anyway) very quickly: 1.7Mspheres/second for a 5
point cloud on my 2.33GHz Core 2 :)
2013-03-13 17:10:55 +09:00
Bill Currie
9bbf1a9110 test the right cs function (oops) 2013-03-13 16:38:56 +09:00
Bill Currie
3193ffd9cc Better (-1..1) random numbers.
Now the distribution should be more even as the rng doesn't affect the
exponent.
2013-03-13 14:41:04 +09:00
Bill Currie
b6d4766201 Add a function to find the circumsphere of up to 4 points.
It seems to be a little sloppy (an error of a bit less than 1e-4). This
might be why I'm having trouble with my SEB code.
2013-03-13 14:35:30 +09:00
Bill Currie
0cd6d93030 Add a function to get the barycentric coords of a point.
It "works" for lines, triangles and tetrahedrons. For lines and triangles,
it gives the barycentric coordinates of the perpendicular projection of the
point onto to features. Only tetrahedrons are guaranteed to reproduce the
original point.
2013-03-12 14:16:42 +09:00
Bill Currie
ca0b03687f Change the naming of ALLOC's free-list.
Rather than prefixing free_ to the supplied name, suffix _freelist to the
supplied name. The biggest advantage of this is it allows the free-list to
be a structure member. It also cleans up the name-space a little.
2013-03-08 22:16:31 +09:00
Bill Currie
eb2828e11c Add a function to pre-allocate space for a large set.
When the maximum set size is large but constant, and members will be added
one at a time, growing the set dynamically is not very efficient.
2013-03-07 10:27:30 +09:00
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
7d2e938d37 Correct some error messages.
ED_ParseEntity has been ED_ConvertToPlist for a long time now.
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
32b76b3576 Do not try to create directories that already exist.
It seem that solaris will return EACCESS instead of EEXIST if the user
doesn't have write permission in the parent directory.
2013-02-20 14:03:03 +09:00
Bill Currie
a611ad57de Add Sys_isdir. 2013-02-20 13:59:31 +09:00
Bill Currie
6d7f747577 Add timerefresh to the glsl renderer.
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
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
9047c3e4ad Fix the invalid keydest errors.
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.
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.
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
c376ac1ebd Add some #define magic for SOL_IP on BSD-based stacks. 2013-01-29 12:13:59 +09:00
Bill Currie
8de4db0e2d Fix some sizeof snafus.
I'd failed to notice these earlier.
2013-01-28 21:52:18 +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
9a24c99cf6 Remove the force 1/100 scaling.
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.
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.
Oops.
2013-01-28 19:36:25 +09:00
Bill Currie
8314edce4d Merge branch 'joystick'
This give much better control over individual joystick axes. They now have
per-axis pre and post amplification, the linear controller mappings are
more intuitive, and axes can now bet setup as buttons using thresholds.

Many thanks to Johnny on Flame for his work on the "user interface".
2013-01-28 18:14:16 +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.
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
Bill Currie
c6f9d8b64c Reduce CFLAGS abuse a little for mingw targets.
This fixes missing debug info (useful for fixing linker errors, if nothing
else).
2013-01-28 16:21:42 +09:00
Bill Currie
2336b0bcc8 Do some more code split-up. 2013-01-28 16:02:33 +09:00
Bill Currie
3e27689ca8 Begin splitting the code into more easily digested chunks.
While MH's code certainly does the job, it's rather hard to follow with
functions doing different jobs on different calls.
2013-01-27 20:04:34 +09:00
Bill Currie
1740e14d2a Do a const-correctness run on palettes. 2013-01-27 19:57:40 +09:00
Bill Currie
173af3a992 Tweak the deadzone code to work better with pre-amp.
Everthing was fine with pre-amp == 1, but if it was anything else, the
offset would become invalid.
2013-01-27 14:30:13 +09:00
Bill Currie
f5e1983e0f Produce prettier floats in the output. 2013-01-27 14:09:48 +09:00
Bill Currie
dfbb68d573 Terminate the option arrays.
Before they terminate QF.
2013-01-27 14:08:01 +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
ee436d89f6 More in-game console command documentation for in_joy 2013-01-27 13:17:13 +09:00
Johnny on Flame
86e7392e7a A few fixes + boundary checks 2013-01-27 13:17:12 +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
c56a075199 Get MH's vid_win.c mostly working for sw and sw32.
There are still a great many problems, but pixels get to the screen in the
right place (for windowed mode, anyway).
2013-01-27 12:53:58 +09:00
Bill Currie
a35f6cadf7 Use the cvar's int_val rather than coverting its value.
Let the cvar system to its job :)
2013-01-25 16:36:00 +09:00
Bill Currie
b3a7ed8a62 Use vid_win.c from engoo as a basis.
Thanks to leilei being a diehard sw quake fan, and MH being the hacker he
is, engoo's vid_win.c drops Scitech's MGL :) (I really did not want to
resurrect that). However, I've modified it so it /compiles/ in QF: ripped
out the menu code, ripped out the input handling (that's in in_win.c) and
started trying to get it to work for vid_render. The clients at least link,
but I'm certain they'll segfault (GPF?).
2013-01-24 21:11:33 +09:00
Bill Currie
d6766a07c5 Use a saner default video resolution.
320x200 is way too small these days.
2013-01-24 15:43:04 +09:00
Bill Currie
4d6fe3694d Add the missing function required for -win.
They're just stubs for now, but nq-win.exe and qw-client-win.exe build. I'm
99.999% certain they won't work, though :P
2013-01-24 12:36:14 +09:00
Bill Currie
d7e98dcd6d Build libvid_win.la.
Now libQFwin.la builds. Once I get nq-win and qw-client-win building, the
"fun" begins.
2013-01-24 12:36:14 +09:00
Bill Currie
bd537ac1b1 Fix vid_win.c compilation.
It will not work yet.
2013-01-24 12:36:14 +09:00
Bill Currie
b0ec63ac56 Remove a dead var.
vid_colormap died with the vid_render plugin birth.
2013-01-24 12:36:14 +09:00
Bill Currie
ae6dfd8cb6 Move the mouse activation/deactivation into in_win.c.
It now gets handled by the keydest callback (I hope it still works).
2013-01-24 12:36:14 +09:00
Bill Currie
40af4bb986 Make vid.width/height unsigned and clean up the mess. 2013-01-24 12:36:14 +09:00
Bill Currie
8153646eda Use a callback for in-game keystate detection.
Yay bitrot :P
2013-01-24 12:36:14 +09:00
Bill Currie
23bd3d99f8 Fix the two unsigned/signed comparison warnings.
Now just for the real error in in_win.c: key_dest.
2013-01-24 12:36:14 +09:00
Bill Currie
d14da7f34a Enable the "win" clients.
The win clients are the native windows (NOT sdl!! *twitch*). Things are
already looking on the up: only three errors in in_win.c. I'm not looking
forward to vid_win.c (ex vid_wgl.c), though.
2013-01-24 12:36:14 +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
d139640755 Make fs_userpath default to ~/quakeforge on windows.
The ~ gets expanded to CSIDL_LOCAL_APPDATA, $HOME, $USERPROFILE or just
".", whichever succeeds first. The usual location will be:
"C:\windows\profiles\<user>\Local Settings\Application Data".

"." is now the fallback for *nix systems too.
2013-01-23 11:10:19 +09:00
Bill Currie
47c2d3cb2c Include stdint.h in regex.c
It seems stdint.h gets included automatically in windows builds.
2013-01-22 21:02:50 +09:00
Bill Currie
e27d7cbd2d Handle alloca "correctly".
Use AC_FUNC_ALLOCA and the #ifdef mess suggested by the autoconf docs
(hidden in qfalloca.h).
2013-01-22 21:02:50 +09:00
Bill Currie
f1aefc969d Fix some 64-bit mingw compile issues.
Just one more issue to fix (alloca), but with a hack, QF compiles (no clue
yet if it works: wine doesn't seem to be an option at this stage)
2013-01-22 21:02:49 +09:00
Bill Currie
cb45d248c4 Use the Mersenne Twister for particles.
The seed is currently 0xdeadbeef, but I intend on fixing that soon. Now the
particle velocities and origins use fully independent bits (though a big
chunk is wasted right now).
2013-01-21 20:06:54 +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
3de67589a3 Fix random particle origin/velocity z component.
This is a quick fix until I get a random number generator into QF.

Mingw's RAND_MAX is only 0x7fff and so the (((rnd >> 10) & 63) - 31.5) / 63.0
used for the z component of origin and velocity would never go positive.
For now, change the 10 to 9 (reusing another bit from Y). I plan on
implementing a full 32-bit PRNG in QF so we always have a reliable
generator.
2013-01-21 14:53:13 +09:00
Bill Currie
f3682069e2 Ensure the float pointer to SND_Convert is aligned.
This should fix johnny's SIGBUS.
2013-01-19 16:09:32 +09:00
Bill Currie
22ca96ea46 Put the key_dest default back to key_console.
For now, anyway. This is a quick emergency fix for qw-client crashing when
a key is pressed while the client is waiting at the console on startup.
2013-01-19 12:17:57 +09:00
Bill Currie
6b05a7e964 Add (%Ec) to OP_ADDRESS's format specifier.
This makes OP_ADDRESS and OP_LOAD_* consistent.
2013-01-17 16:43:54 +09:00
Bill Currie
c25e68ecaf Use hex output for %E opcode format specifier.
This makes %E's addresses consistent with other address output.
2013-01-17 16:42:28 +09:00
Bill Currie
3c67e8f020 Fix the vector/quaternion scaling instructions.
It was pointed out by Blub\w (gmqcc) that OP_MUL_FV and friends were buggy
when the operands overlapped (eg, x = x.x * x) as the result would become
'x.x*x.x x.y*x.x*x.x x.z*x.x*x.x' (note the x.x squared for y and z). On
testing, sure enough the bug was present (and is a nice demonstration that
QF's VM does NOT have strict-aliasing bugs). As a very nice benefit: the
code produced by the fixes is actually faster than the broken version :).

The ruamoko code used for testing:
void (string fmt, ...) printf = #0;

vector foo (vector x)
{
    x = x * x.x;
    return x;
}

vector bar (vector x)
{
    x = x.x * x;
    return x;
}

int main ()
{
    vector x = '2 3 4';
    vector y = foo (x);
    vector z = bar (x);
    printf ("x=%v y=%v z=%v 2*x=%v\n", x, y, z, 2*x);
    return 0;
}
2013-01-17 10:23:02 +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
2a3986368e Use callbacks for key repeat control. 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
8975dd95fe Recalculate the refdef when leaving a menu.
A tad brute force, but this should fix the status bar not refreshing when
exiting the menus.
2013-01-16 15:40:47 +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
Ozkan Sezer
cdbb2ad030 Fix incorrect parsing of comments.
Parsing /*..*/ style comments would stop at the first *.
2013-01-16 10:31:02 +09:00
Bill Currie
cf5a3d805b Ensure menu is valid before doing anything. 2013-01-13 21:49:43 +09:00
Bill Currie
a05e7253e4 Force a full update when the fade screen is drawn. 2013-01-13 20:34:39 +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
e8450f6c97 Add builtins to handle menu next/prev/enter. 2013-01-13 18:53:21 +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
b18305351e Rename game_target to key_target.
Much better name :P
2013-01-13 18:14:16 +09:00
Bill Currie
b1ddae927b Add a command to clear specific IMTs.
in_clear <imt>... where each argument to in_clear is an imt identifier. If
any identifiers are incorrect, the incorrect ones will be displayed and no
tables will be cleared. All or nothing.
2013-01-13 18:05:41 +09:00
Bill Currie
0c81364da8 Fix scr_copyeverything in gl and glsl.
Now the gl renderers unconditionally set it to 1. This is required because
the screen is cleared every frame.
2013-01-13 17:23:00 +09:00
Bill Currie
4a95f89760 Correct the handling of r_viewsize and lineadj.
r_viewsize is meant to be clamped to 100, but not limit linadj.
2013-01-13 16:53:22 +09:00
Bill Currie
86b95629cf Complete the move of some vars into vid_render_data.
scr_fullupdate and scr_copyeverything were missed. Possibly others too, but
this is enough for the moment.
2013-01-13 16:46:41 +09:00
Bill Currie
9c812f39ce Apply some wart remover.
hungarian notation... *twitch*
2013-01-13 16:07:11 +09:00
Bill Currie
ed8b289315 Make sdl's VID_SetPalette only queue a palette change.
It seems that SDL_SetColors causes a page flip, so VID_SetPalette only
queue a palette change (by checking for the need to change and storing the
requested palete) and VID_Update now checks for a queued palette change and
updates SDL's palette if required. This fixes the flickering console in sw
-sdl introduced by the cshift/centerprint change.
2013-01-13 14:55:15 +09:00
Bill Currie
82a6861233 Move the call to VID_Update out of the if blocks.
This makes it obvious that VID_Update is unconditionally called when
SCR_UpdateScreen is called.
2013-01-13 14:43:19 +09:00
Bill Currie
5bbb76194f Use stdlib.h instead of alloca.h.
While the manpage does say alloca.h, that's not very portable, it seems.
stdlib.h seems to be better (at least for mingw, anyway)
2013-01-10 21:54:37 +09:00
Bill Currie
6b97967a68 Use g instead of e for the fp values.
Need to up the precision by one due to the difference between g and e, but
much prettier. Might need to rename that function :P I wish I'd thought to
check if g would work, but thanks to divVerent for the suggestion.
2013-01-08 20:15:24 +09:00
Bill Currie
b096a0242e Write fp values to saved games with enough precision.
That is, enough precision to uniquely identify the fp values. No drifts!
2013-01-08 18:50:44 +09:00
Bill Currie
d6bb5bec86 Use the already calculated string length.
No point doing it twice.
2013-01-08 18:10:27 +09:00
Bill Currie
9155338404 Add support for int and quaternion values in saved games. 2013-01-08 18:09:22 +09:00
Bill Currie
3e2a40684c Use dstring in PR_UglyValueString().
I should have done this a long time ago:P. This removes the really silly
255 char limit from strings in saved games (and thus fixes books in ITS).
2013-01-08 17:20:58 +09:00
Bill Currie
a4714ac9b5 Correctly parse octal escapes for plist strings.
It seems the code expected octal escapes to always start with 0. This is
not the case. Also, octal escapes are limited to 3 digits (and hex to 2).

This fixes the garbled bold text in ITS.
2013-01-08 16:54:23 +09:00
Bill Currie
febb615580 Create a test for octal chars in plist strings.
Both reading and writing.
2013-01-08 16:32:57 +09:00
Bill Currie
751417ffb2 Rename R_RecursiveWorldNode to R_VisitWorldNodes.
Finally, the name reflects its actual purpose.
2013-01-07 19:59:49 +09:00
Bill Currie
a852eeb711 Remove the recursive versions of R_RecursiveWorldNode.
They seem to not be needed any more.
2013-01-07 19:57:21 +09:00
Bill Currie
9758302023 Fix sw and sw32's R_RecursiveWorldNode node stack.
I guess I had forgotten to make the node stack dynamically allocated for
these renderers. Now ITS works in all four renderers.
2013-01-07 19:51:36 +09:00
Bill Currie
43702580f5 Clear the texture element chain after drawing.
It was properly cleared after drawing water chains and sky chains, but I
had missed normal surfaces. It took the use of the same texture for both
normal surfaces and water surfaces to trigger the bug. Thanks go to Simon
'Sock' O'Callaghan and his In The Shadows mod.
2013-01-06 20:05:59 +09:00
Bill Currie
49d07ce452 Implement MH's version of Sys_DoubleTime for windows.
From http://forums.inside3d.com/viewtopic.php?p=36239
2013-01-05 17:52:54 +09:00
Bill Currie
e0e69ac71a Fix some signed/unsigned comparison warnings.
It seems mingw's gcc treats pointer subtraction differently to how linux's
gcc does.
2013-01-05 17:52:48 +09:00
Bill Currie
7206756952 Produce a vidmode list for developer output.
vidmode is starting to show its age. Modern X doesn't need a config file,
and when one is not available, the list of available resolutions is quite
strange. Time to look into randr support.
2013-01-01 15:13:27 +09:00
Bill Currie
9d6954efb7 Fixup extended bsp when loading the file.
It turns out the tools need the node conversions too, so doing it in
bspfile seems to be best as it is used by everything that reads a bsp file.
2012-12-30 13:29:24 +09:00
Bill Currie
7a86ea2d41 Do not use the bsp2 header when byteswapping the header.
The bsp2 header is not necessarily correct (or even present), but the bsp29
header is: it was setup via set_bsp32_write. This fixes the bsp corruption
when vising a map (and, I expect, any problems with qfbsp on a big-endian
machine).
2012-12-29 20:57:55 +09:00
Bill Currie
a4d95f3f53 Move Mod_FindClipDepth and recurse_clip_tree into clip_hull.c.
Since the hull depth needs to be set for the hull to be useful, it makes
sense to move the code into the same place that allocates new hulls (to me,
anyway).
2012-12-29 16:25:47 +09:00
Bill Currie
3b63c31b5d Use pr_return for the null pointer check.
The params come after the return slot :P. Getting a null pointer exception
for movep from .return wasn't very funny.
2012-12-26 11:47:53 +09:00
Bill Currie
1fdc32bb39 Check for null VM pointer accesses.
Currently only four words of "null pointer protection" are available, but
it's a start.
2012-12-22 14:24:11 +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
427d52511c Fix an uninitialized variable warning.
It's a false positive, but best to be safe.
2012-12-19 17:13:32 +09:00
Bill Currie
7b38b0b339 Make S_Init safe to use with a null viewentity.
Current work in qwaq doesn't need 3d spacialization, so it wants to pass
null for the viewentity pointer.
2012-12-17 15:07:49 +09:00
Bill Currie
e17d8ac9db Add ruamoko wrappers for the set api.
This includes both normal functions and a Set class (and SetIterator
class). Most of the methods are implemented as builtins.
2012-12-16 13:48:36 +09:00
Bill Currie
3a9fe196b6 Get the return param right for messages to nil.
R_INT(pr) = R_(INT)(pr); is not exactly what I had intended :P
2012-12-16 13:39:59 +09:00
Bill Currie
f631f514e9 Fix the obj_error family of functions.
It seems they were written before quaternion support was added and were not
updated to take into account the variable size of parameters. Now at least
Object's -error: works.
2012-12-16 13:19:31 +09:00
Bill Currie
11b991cf9d Print the error message before the state dump.
Normally, the order doesn't matter, but when tracing code, it becomes very
difficult to tell where the trace ends and the dump begins. Printing the
message first puts the message between the trace and the dump: much easier
:)
2012-12-16 12:27:15 +09:00
Bill Currie
101ca22b5a Fix a couple of warnings found by the mxe gcc.
Finally, a recent gcc for our mingw builds :)
2012-12-14 17:07:53 +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
95c249e8b9 Scale the glsl crosshairs to match gl. 2012-12-12 22:34:49 +09:00
Bill Currie
2ce65d931e Use exact texture coords for 2d pics in glsl.
Moving the texture coordinates in 1/4 pixel made a mess of the 2d pics
(very noticable on the round crosshair).
2012-12-12 22:34:43 +09:00
Bill Currie
cb259823af Scale the glsl crosshairs to match gl. 2012-12-12 21:37:55 +09:00
Bill Currie
f71affdfba Use exact texture coords for 2d pics in glsl.
Moving the texture coordinates in 1/4 pixel made a mess of the 2d pics
(very noticable on the round crosshair).
2012-12-12 21:34:37 +09:00
Bill Currie
a372efee5c Add a new crosshair.
Now all 4 slots of the crosshair table are used :)

Also, fix the offset for pic based crosshairs in glsl, and use just one
func for them.
2012-12-12 19:36:50 +09:00
Bill Currie
814f902e88 Add a new crosshair.
Now all 4 slots of the crosshair table are used :)

Also, fix the offset for pic based crosshairs in glsl, and use just one
func for them.
2012-12-12 19:36:18 +09:00
Bill Currie
6473951daa Make the set notation more correct.
The empty set is now {}, the set of everything is now {...} and the rest
now have {} around the members.
2012-12-09 22:17:55 +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
94e804d786 Make some more set_test fixes.
Two inverted sets can never be disjoint.
2012-12-07 22:25:36 +09:00
Bill Currie
56956fc370 Rewrite the intersection tests.
The early bailout proved to be difficult to get right, so don't bother.
2012-12-07 22:16:51 +09:00
Bill Currie
98c9e4f8c0 White space. 2012-12-07 22:16:22 +09:00
Bill Currie
f3328a61c7 More tests and update a comment. 2012-12-07 22:16:07 +09:00
Bill Currie
b053edee17 Fix the handling of size in set_expand.
It was correct for set_add, but not for other ops :/ (out by 1)
2012-12-07 20:44:09 +09:00
Bill Currie
770a40cef0 Add a bunch more tests.
Even found some bugs :)
2012-12-07 20:43:11 +09:00
Bill Currie
39920a4ea7 Fix the type when converting set of everything to string. 2012-12-07 19:35:37 +09:00
Bill Currie
c76231ca30 Add some very basic tests for sets.
They test creation, empty, everything and inversion. Already found a bug
(typo: "everythign" :P)
2012-12-07 19:34:34 +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
34e3ac1468 Fix jumpb's operand types.
Aliasing the jump table to an integer broke statement_get_targetlist with
the new alias def handling, and was really wrong anyway. I probably did
that due to being fed up with things and wanting to get qfcc working again
rather than spending time getting jumpb right.
2012-12-05 22:20:55 +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
67b796f851 Fix a silly error in bsp extents checking.
Found while hunting for rhinodemons.
2012-11-23 14:38:15 +09:00
Bill Currie
fe9fb41f93 Correct some very suspicious looking code.
While accessing short foo[2][4]; as foo[0][0..7] should work in theory, who
knows what gcc does with it when optimizing. I don't know if this will fix
johnnyonflame's bsp loading problem, but no point in having rhinodemonic
code hanging around.
2012-11-23 14:35:34 +09:00
Bill Currie
4b503c7f72 Store the requested size in the block.
This necessitated disabling the id2 padding, but it's only commented out
incase there's more growth. Now the (compiler) error in -addObjectNoRetain
is caught ealier.
2012-11-19 21:50:42 +09:00
Bill Currie
8ee98e1ef5 Rename memblock_s's size to block_size.
In order to improve the pointer checking, I plan on adding a size field to
represent the requested size.
2012-11-19 21:35:27 +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
d0c37bbc51 Change the int<->float conversion opcode string.
Using "=" was rather confusing, so changing it to "<CONV>" seems to be a
good idea. As the string is used only for selecting opcodes at compile
time, only qfcc is affected.
2012-11-16 14:47:54 +09:00
Bill Currie
b8b626ee81 Change the int<->float conversion opcode string.
Using "=" was rather confusing, so changing it to "<CONV>" seems to be a
good idea. As the string is used only for selecting opcodes at compile
time, only qfcc is affected.
2012-11-16 14:45:11 +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
6b46cde7c8 Move retainCount out of Object.
Going by "standard" Objective-C, retainCount really doesn't belong in
Object itself. The way GNUStep does it is to stash retainCount in memory
just below the object by allocating extra bytes for the count and returning
a pointer just beyond those extra bytes. Now Ruamoko does the same. This
fixes the inconsistencies in structure layouts for Protocol and class
structs between qfcc generated (internal) structs and user visible structs.
2012-11-08 20:24:25 +09:00
Bill Currie
1f9735d0cb Correct the dump format for conj.q. 2012-10-27 11:45:10 +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
eccc1b5b51 Put the over-size range back to its original value.
This fixes the horribly different results between optimized and unoptimized
qfbsp (there is still a difference of 1 brushface). Unfortunately, it also
severely limits the maximum size of a map.
2012-09-18 09:25:10 +09:00
Bill Currie
709da6e7d7 Rotate the skybox -90 degrees on the z axis (gl)
Now gl and glsl match again, and quake's skies are now "correct" (assuming
fitzquake is the standard).
2012-09-13 08:36:28 +09:00
Bill Currie
14f089d08e Correct the orientation of the skybox (for glsl).
It turns out the expected orientation of the sky cube is exactly that of
Blender's default cube looked at from the front view (num-1) and the front
face being the nearest face. This put's Marcher's sun nicely in the view
when exiting the cave.
2012-09-12 19:06:07 +09:00
Bill Currie
536ee48a97 Some minor skybox improvements suggested by mh.
Rearrange the sky_suffix and sky_coords arrays and remove the sky_target
array such that the faces can be loaded using
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i (apparently certain drivers break if
the faces aren't loaded in the correct order).

Also, the nomalization of the direction vector in the fragment isn't
necessary.
2012-09-12 15:20:35 +09:00
Bill Currie
433d9d138b Hook up the pointfile loader in glsl.
I was always wondering what that was for (never bothered looking at the
command registration, I guess :P).
2012-09-12 09:54:24 +09:00
Bill Currie
45c48a6215 Fix bsp2 loading.
Just some problems with the handling of extended bsp29 files. I'm not
quite happy with the code, but it will do for now.
2012-09-08 09:41:00 +09:00
Bill Currie
cfb856b9cf Fix byteswapping of a node's firstface/numfaces.
I'd forgotten to fix this.
2012-09-08 09:38:22 +09:00
Bill Currie
beb0b9e0fc Fix a segfault when no interfaces are available. 2012-09-08 09:37:48 +09:00
Bill Currie
0ce32a793e Return the correct size for set_bsp*_write().
Need to subtract the size of the bsp_t/bsp29_t struct. Now old and new
qfbsp produce identical bsps (so long as they're both unoptimized, or
(probably) both optimized).
2012-09-07 20:42:04 +09:00
Bill Currie
2d30cddc66 Implement bsp2/bsp29 writing.
It's ugly, inefficient, and untested, but it should work.
2012-09-07 18:27:20 +09:00
Bill Currie
3df85a6abe Fix reading bsp29 files. 2012-09-07 17:37:46 +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
69fb78278f Remove the redundant endian conversions from bsp loading.
It's obvious that it's been a very long time since anybody's tried playing
QF on a big-endian machine: double converting data isn't good :/
2012-09-07 15:45:59 +09:00
Bill Currie
6ba6959205 Allow any NxN or 2NxN sky texture for glsl.
Maps that specify a skybox often use a fake sky texture, sometimes 16x16.
Having a hardcoded requiredment of 256x128 is a tad inappropriate.
2012-09-05 14:02:44 +09:00
Bill Currie
d6a1daaf30 Force a refdef update when nearclip or farclip change. 2012-08-29 09:55:17 +09:00
Bill Currie
abc81cee85 Avoid building unneeded libs.
Having better dependency info in build_control.m4 would be nice, but this
works well enough for now.
2012-08-20 14:12:20 +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
0bd613b73d Disable vorbisfile's static callbacks.
Since we use callbacks anyway, they're not needed, and this fixes the
warnings/errors when using ps3toolchain.
2012-08-19 08:05:50 +09:00
Bill Currie
bf41851bd9 Check for ioctl availability.
This gets networking compiling. Now the build gets all the way to qfcc,
where it dies with waidpid/execvp errors :P
2012-08-18 22:02:02 +09:00
Bill Currie
575693e4a0 A bunch of networking compile fixes.
This isn't everything needed to get networking compiling, but it's pretty
close.
2012-08-18 21:49:30 +09:00
Bill Currie
78f7604efc Evil hack to handle duplicated sdl key syms. 2012-08-18 21:44:51 +09:00
Bill Currie
9250eb83bf Yet more char index issues.
Should be getting near the end of these as qfcc tries to link in my hacked
up tree :)
2012-08-18 21:42:49 +09:00
Bill Currie
7f805c2527 Use pkg-config for zlib.
Helps cope with zlib being in weird places (eg, ps3toolchain)
2012-08-18 21:41:33 +09:00
Bill Currie
3b047a3cc1 Check for getuid and cope when it's not there.
The ps3toolchain doesn't have getuid or getpwent. Nor does it have
timeGetTime, so use Sys_DoubleTime instead.
2012-08-18 21:37:54 +09:00
Bill Currie
6200d35109 Don't include SDL_byteorder.h
We don't need it and it's not always available.
2012-08-18 21:35:24 +09:00
Bill Currie
6f484ee757 Add support and tests for 3x3 matrices. 2012-08-18 16:29:57 +09:00
Bill Currie
cc35209f86 Yet more char index issues :P 2012-08-18 12:20:08 +09:00
Bill Currie
ee27c49e70 Separate the checks for building dirent.c and fnmatch.c.
ps3's libc has opendir and friends, but not fnmatch.
2012-08-18 12:12:45 +09:00
Bill Currie
5613b272da Whee, another char index issue. 2012-08-18 11:50:35 +09:00
Bill Currie
d074f4a983 Hack in a fake version of "access".
It seems access is unimplemented in the ps3 toolchain.
2012-08-18 11:45:26 +09:00
Bill Currie
62face768f Fix some char index issues. 2012-08-18 11:02:52 +09:00
Bill Currie
7928274b6e Test for and include sys/select.h. 2012-08-18 10:57:42 +09:00
Bill Currie
6e1f043719 Clean up some unused or local functions. 2012-08-18 09:36:43 +09:00
Bill Currie
a1a2060583 Yet another ps3 plugin fix.
Returning an uninitialized pointer... ouch. Hopefully the last one.
2012-08-17 10:24:41 +09:00
Bill Currie
cbaad33638 Fix a couple more ps3 plugin related warnings.
Whee :P
2012-08-17 10:20:35 +09:00
Bill Currie
41876e8c37 Some compile fixes for when dlopen is not available.
It seems the ps3 gameos build env is... not what we've come to take for
granted.
2012-08-17 09:18:00 +09:00
Bill Currie
5b054dd98b Add "slow grav" for smoke.
Removes one more set of hard codings from particle types.
2012-08-12 11:42:18 +09:00
Bill Currie
5a5b31bae4 Correct the direction of pt_fire particles.
sub_grav() was accelerating the particle in the wrong direction. Down being
+ve gravity caused a bit of confusion (though it was a c&p error).
2012-08-10 13:56:01 +09:00
Bill Currie
31dead3dcd Fix 16-bit mdl loading for glsl.
The extra precision verts are offset by numverts, not numposes :P
2012-08-07 17:06:01 +09:00
Bill Currie
1406cf13de Mask the QFS_Rename message with SYS_FS.
It really should have been masked all along, but I guess developer 1 was
too noisy back then.
2012-07-21 22:34:10 +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
106257d6e9 Allow reconstructed builtins to be found by name.
Certain versions of qcc (fteqcc comes to mind :P) strip the names from
builtin functions. This breaks saved games that happen to have a builtin
function in a saved function variable. The earlier builtin name
reconstruction patch happened to fix the writing of save games for such
progs, and this one fixes the reading.
2012-07-20 16:17:26 +09:00
Bill Currie
15484956f7 Make con_speed 0 instant.
Nice for recording, and should give more accurate timedemos.
2012-07-18 14:50:49 +09:00
Bill Currie
d73b5045d8 Do not do any contents evaluation if not printing contents.
Fixes a segfault when tracing progs caused by the recent entity number
change.
2012-07-18 10:46:59 +09:00
Bill Currie
8691a2fbd1 Dump a stack trace when running out of edicts. 2012-07-18 10:30:58 +09:00
Bill Currie
7d8b0f96d6 Correct the fog distance calculations.
It turns out the pixel's z coord is correctly obtailed by
gl_FragCoord.z/gl_FragCoord.w.
2012-07-17 19:10:10 +09:00
Bill Currie
c4309e7abc Correct the fog blend calculation for transparency.
The incoming pixel's alpha should not be affected by fog. This fixes the
ugly square smoke particles in foggy maps.
2012-07-17 19:08:36 +09:00
Bill Currie
c66e437ebe Enable shadows for grenades.
Now that shadevector is correctly transformed, grenade shadows aren't quite
so silly.
2012-07-17 17:12:34 +09:00
Bill Currie
a7327acb80 Set up shadevector for gl alias models.
The setup had been lost at some stage, thus shadows were always directly
under the entity. Unlike the original quake shadow code, the vector is
correctly transformed into the entity's space.
2012-07-17 17:10:48 +09:00
Bill Currie
fbc0ad59df Implement gl shadows for pure triangle alias models.
I finally found the cause of Despair's gl shadows non-rendering+segfault...
the shadow code expected triangle fans and strips but was getting simple
triangles. Oops.
2012-07-17 16:11:42 +09:00
Sander van Dijk
3c04de1116 Better default vid_gamma value. 2012-07-17 06:30:01 +09:00
Bill Currie
134f9b0e9e Force pr_keys.c to get linked in.
Nothing in the main program currently uses Key_Progs_Init, so the object
file wasn't getting pulled into the link. However, it's quite necessary for
the client console plugin :/
2012-07-16 18:18:13 +09:00
Bill Currie
8333e6578c Fix non-static sw renderer for 32bit x86.
Yet another undefined symbol caused by iqm support. This time caused by
asm/not asm.
2012-07-15 22:34:00 +09:00
Bill Currie
0f34ab8762 Move pr_keys.c from console to video/targets.
It wasn't very accessible/usable in the client console plugin.
2012-07-15 07:39:50 +09:00
Bill Currie
f9c6eacb84 Really fix sw32 renderer loading.
It seems I never tested the sw32 renderer in a non-static build since I put
in IQM support.
2012-07-15 07:30:17 +09:00
Bill Currie
fd6b5edb73 Don't set triangle draw type in sw32 iqm renderer.
It's not used and causes link errors (I never noticed on my system).
2012-07-14 19:48:57 +09:00
Bill Currie
fcf7150c62 Remove some old renderer specific files. 2012-07-14 07:32:53 +09:00
Bill Currie
a9adc94aa8 Force builtin function descriptors to have a name.
That is, the descriptors loaded from the progs file. Some compilers (eg,
fteqcc :P) strip builtin names from the progs, which makes debugging
difficult.
2012-07-13 10:22:25 +09:00
Bill Currie
6fe32103ea Do a bit of bound() usage auditing.
While these seem to be mostly harmless, having function calls in the
bounded value can be nasty.
2012-07-12 19:33:51 +09:00
Bill Currie
a822a683cd Fix the inverted lighting for sw32.
LordHavoc had made lighting positive for sw32, but I had done something in
the plugin code that broke that (probably something to do with the
colormap loading). Going back to id's original code fixes the issue.
2012-07-12 18:15:45 +09:00
Bill Currie
12319cfcdf Revert "Slightly reducde the number of calls to glUniformMatrix4fv."
This reverts commit e170f4ee75.

It turns out I messed up something in the patch. I noticed the problem
while playing digs04.bsp: many sub-model surfaces, particularly those with
animated textures, were not being transformed correctly. As this patch did
not make a large performance difference, it's probably better to just
revert it. I might revisit it later.
2012-07-11 08:12:57 +09:00
Bill Currie
ede65fb28c Use the correct source for the backtile width/height.
Yay, no more garbage on the screen :)
2012-07-09 15:56:51 +09:00
Bill Currie
5014825b39 Fix the backtile for glsl.
Since the backtile is loaded into a scrap and used as a subtexture, we
can't use GL's texture wrapping, thus do the wrapping ourselves. There are
some minor issues with the wrong part of the scrap being drawn: need to
investigate where the bug is (vrect, make_quad, etc).
2012-07-09 15:11:03 +09:00
Bill Currie
6e0907a6b1 Delay the "too many entities" check.
Rather than checking the raw edict count in the entities file against the
progs' max_edicts, check the allocated entity's number. This allows loading
of sophisticated maps (eg, digs04) that prune many of their entities.
2012-07-09 15:07:34 +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
e91b06a144 Better name for the edict count parameter to PR_LoadProgsFile. 2012-07-09 15:02:49 +09:00
Bill Currie
37260018a2 Acutally use the vertex colors for alias models.
Thanks to Spirit trying QF on nvidia drivers, the missing attributes were
found. Now he shouldn't get gl errors :)
2012-07-08 16:52:13 +09:00
Bill Currie
a6d9f5d931 Fix a parallel make issue. 2012-07-06 12:35:50 +09:00
Bill Currie
dbbd6f4535 Fix a couple of missing particle function pointers.
Discovered while getting the location markers working again.
2012-07-06 10:18:05 +09:00
Bill Currie
428d57b7e1 Don't attemt fullbright processing for an unavailable skin.
In the end, it turns out this is the correct fix for the gl seg on
overkill, because build_skin will correctly use the fully setup player skin
if the glskin doesn't have a texture associated with it.
2012-07-05 10:30:41 +09:00
Bill Currie
80bc0e9fb8 Make nq and qw use the new entity state struct.
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie
dea2f48477 Move entity_state_t into client/entities.h
Also, start working on the shared entity manager.
2012-07-05 09:39:16 +09:00
Bill Currie
b65c41efcb Move the colormod lookup table into a new lib.
libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie
ef9e8d05c4 Avoid some unnecessary state changes.
Doesn't make much difference but it doesn't hurt.
2012-07-03 18:20:32 +09:00
Bill Currie
ee1cb24e3d Move the call to R_SetFrustum to gl_R_SetupFrame.
This was meant to be part of the previous commit, but I forgot to write the
file :P
2012-07-03 16:08:12 +09:00
Bill Currie
a8e0bcabf9 Call R_SetFrustum in all renderers.
It turns out glsl, sw and sw32 weren't getting any benefit from R_CullBox
because the frustum wasn't setup :P. Get another 8% out of bigass1
(174->184fps). bigass1 now runs 2x as fast as it did before I started this
optimisation run :)
2012-07-03 15:57:33 +09:00
Bill Currie
e58cd75660 Bound r_maxdlights properly.
QF's implementation doesn't support more than 32 dlights (32 bit int).
2012-07-03 15:27:48 +09:00
Bill Currie
eefefb79b0 Rename char_queue to draw_queue. 2012-07-03 14:45:16 +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
e170f4ee75 Slightly reducde the number of calls to glUniformMatrix4fv.
It doesn't make a big difference to bigass1 (yet ?), but it does clean up
apitrace a little.
2012-07-03 10:57:35 +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
8fa92bf206 Add 32 button support to sdl and win as well.
The world isn't x11 (much as I'd like it to be)
2012-07-02 16:51:14 +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
4da3be5cd6 Get a minor speed gain in glsl bsp rendering.
About 4% (99.5 to 104.4) from not calling VertexAttrib4fv or BindTexture
when not necessary.
2012-06-29 22:13:20 +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
415decb983 Use memmove instead of strcpy when deleting chars.
It seems recent(?) 64-bit strcpy implementations of strcpy don't work
properly for overlapping regions even when moving down. Quite the
surprise, as I thought that would always work. *shrug*
2012-06-23 20:54:55 +09:00
Bill Currie
7b231bc70e Add support for /*..*/ comments to idparse 2012-06-23 19:43:22 +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
b2290d92c9 Nuke UNALIGNED_OK.
It's not really necessary (and was effectively dead anyway).
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
ac1bf2a158 Don't save unnamed fields.
There will normally be only one unnamed field (if any), and it's always the
null field. This will put an eventual end to the "'' is not a field"
messages.
2012-06-10 20:56:22 +09:00
Bill Currie
7d84800250 Remove an unnecessary if.
It needed during initial development of the patch, but with the refactoring
of s_init, it became redundant.
2012-05-28 07:58:11 +09:00
Bill Currie
01fb4f265d Attempt to reconnect to jack on loss of connection. 2012-05-28 07:46:22 +09:00
Bill Currie
dbc203b625 And a few more bits of whitespace. 2012-05-23 08:21:27 +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
85da69a96a Transform normals wrt bones in sw and sw32.
Better lighting :), though any scaling/shearing will produce funny results,
and sw32's lighting is broken in general.
2012-05-20 15:21:25 +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
0fbaa2a88a Add sw32 support for iqm models.
That was easy :)
2012-05-20 14:23:41 +09:00
Bill Currie
3087e685cc Convert texcoords to fixed point.
Bah, another weekend wasted on an oversight :( However, Mr. Fixit looks
quite alright in the quake palette.
2012-05-20 10:02:44 +09:00
Bill Currie
f0285e5a08 Correct the texcoord conversion.
1.0 is to represent the last pixel, not one past it.
2012-05-20 08:51:15 +09:00
Bill Currie
e2db2dcb63 Support static iqm models.
Segging on a model with no animations is not nice :P
2012-05-19 21:26:11 +09:00
Bill Currie
d25f39cc7d Remove pskindesc from affinetridesc_t.
It's never used after being set.
2012-05-19 09:29:05 +09:00
Bill Currie
c1eb3e77c3 Process each vertex texcoord only once.
Double converting texcoords results in 0,0 for all affected texcoords. Mr
Fixit was looking rather ill. Now he looks weird (something wrong in the
renderer?).
2012-05-19 09:15:26 +09:00
Bill Currie
d41bf32d91 Hopefully fix color conversion.
Hard to tell because the triangle rendering is still messed up. However,
storing negative values in bytes doesn't work :)
2012-05-19 09:14:07 +09:00
Bill Currie
be9c0697a2 Give sw iqm its own transform setup.
IQMs don't need to be scaled or offset. This fixes iqms not rendering,
though they actually were: just super tiny.
2012-05-19 00:43:26 +09:00
Bill Currie
c0517b1d97 Factor out the blend palette creation.
gl, sw and sw32 use blend palettes, so share the code. This also abandons
the optimization for transforming verts in sw (had all sorts of problems
anyway). sw still doesn't work, though.
2012-05-19 00:34:15 +09:00
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.
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.
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.
Heh, forgot to remove it again :)
2012-05-17 16:02:13 +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
f958afad53 Optionally allocate extra data for iqm blend frames.
Also, correct the blend parameter type (int->float. oops).
2012-05-17 15:57:07 +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
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.
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.
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.
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 :)
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.
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).
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.
Now that I have things working... :)
2012-05-15 21:08:47 +09:00
Bill Currie
a938c7fb14 Almost fix the animations.
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.
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.
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.
Not the cause of the broken animations :(
2012-05-15 21:08:46 +09:00
Bill Currie
7cda91a879 Temporarily disable dual quaternions.
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.
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().
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.
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.
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.
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.
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.
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.
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.
Forgot this rather important step :P
2012-05-15 21:08:45 +09:00
Bill Currie
41e7a6c70c Search for the "nearest" dlights.
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.
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
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.
Probably more bugs than an old kitchen cupboard :P
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
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
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
8cea6b0a1e Fix a scaling snafu in Mat4Decompose.
Found when checking how rotation affects non-uniform scaling (haven't
written proper tests yet: need to figure out how).
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
52ab4f64f9 Add code for loading vertex colors.
And correct an oopsie in bledweights.
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
8aabb704d2 Add tests for inverting a dual quad transform. 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
3b938592c3 Dump some gl limits. 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
e6c0512f31 Ensure dstring has space for terminating 0.
It seems (some versions of) windows vsnprintf don't count the terminating 0
when limiting the number of chars written to the buffer. Nor do they
guarantee the output string will be terminated.
2012-05-10 14:48:43 +09:00
Bill Currie
0036a5e113 Ensure edict_size is never 0.
Avoids division by / in NUM_FOR_EDICT
2012-05-06 21:35:42 +09:00
Bill Currie
099d9ec3f2 Move the increment of order out of the loop.
I don't know what gcc's optimizations would do with it, but it seems quite
reasonable to pull the code out of the loop by hand.
2012-05-05 18:01:00 +09:00
Bill Currie
cf5c9f067f Make GL_DrawAliasShadow const correct.
Despair's having troubles with segfaults that I can't reproduce. If it's a
strict aliasing problem, this might help.
2012-05-05 17:55:30 +09:00
Bill Currie
a43bd755ca Fix the 32-bit x86 build of the software renderer.
I really need to remove the sledge-hammer approach, but this at least gets
QF working out-of-the-box on 32-bit x86 systems.
2012-04-28 13:02:36 +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
0a22a98b60 Fix some mis-versioned opcodes.
Many of the quaternion opcodes were marked as being available for id progs.
oops
2012-04-26 10:26:43 +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
7b0d48313d Fix a signed type mixup.
I mis-applied calim's patch, and gcc failed to tell me :(
2012-04-26 07:28:22 +09:00
Bill Currie
20b7a46100 Remove a bogus model type check.
This allows 16-bit alias models to render when viewd straight on.
2012-04-25 11:50:20 +09:00
Bill Currie
ba7046ea09 Allow large skins in sw32.
Dirty rotten magic numbers :P
2012-04-25 10:47:44 +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
a7870a98a1 Apply a couple of patches from calim of nouveau.
One's an actual bug, the other a bit of error checking (not sure how
necessary it is, but it's in code that we don't /want/ to run, so it can't
hurt :)
2012-04-25 08:48:46 +09:00
Bill Currie
e167300a84 Fix a segfault in the sw32 renderer on entering e1m7
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.

It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
2012-04-24 22:02:20 +09:00
Bill Currie
95cef4a73e Correct a spelling error. 2012-04-24 14:12:54 +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
1fd84477a2 Rename char to dchar in the text vertex shader.
Thanks to Spirit :)

Turns out certain drivers (nvidia?) reserve "char" even though opengl does
not. This should fix his missing console text.
2012-04-21 20:59:04 +09:00
Bill Currie
3b07928373 Fix an inconsistent numeric constant.
While checking the shaders to see if there might be anything obvious to
work around the current nouveau shader issues, I found a 1 that should have
been a 1.0. I'm surprised it ever compiled.
2012-04-20 16:30:25 +09:00
Bill Currie
561484842c Fix some snafus in PL_ParseData
Found them by inspection while writing a python version of qfplist.
2012-04-17 21:26:33 +09:00
Bill Currie
878764f79d Fix some segfaults in nq-server. 2012-04-15 15:11:16 +09:00
Bill Currie
6f026e9116 Fix some segfaults in server model loading.
I'd forgotten to test the servers when I did the vid_plugin changes.
2012-04-15 14:12:00 +09:00
Bill Currie
bbd277cb72 Fix building libQFrenderer as a helper library. 2012-04-12 17:16:40 +09:00
Bill Currie
61ae793367 Fix two broken symbols for sw32.
Now all 4 render plugins load as standard plugins (though there's still a
problem with libQFrenderer.so)
2012-04-12 17:12:24 +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
7fc99f9c60 Fix gl and glsl support in sdl. 2012-04-12 16:47:37 +09:00
Bill Currie
ab486dcdf6 Unregister the quit command before registering it.
This fixes the quit menu not working.
2012-04-12 15:07:28 +09:00
Bill Currie
e784754a11 Disable the gl_triplebuffer check in glsl.
It doesn't seem to have any useful effect in QF (even before the plugin
project) other than setting the number of frames to update. I'm not sure if
it's a useless variable or one where the user is supposed to match it to
the system configuration. Anyway, with this, the glsl plugin now works.
2012-04-12 14:40:02 +09:00
Bill Currie
8401704c4e Connect up palette setting for gl and glsl.
The GL plugin now seems to work. GLSL still segs :(
2012-04-12 13:57:05 +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
6ff658afe4 Use r_funcs in the client console plugin.
Getting the sw renderer's functions when running gl was nasty.
2012-04-11 16:38:15 +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
799a0ae018 Fix a bogus cshift calculation in sw32.
Found via valgrind and gammatable having become malloced instead of static.
2012-04-11 14:58:55 +09:00
Bill Currie
07ab5600c9 Recache viddef in *D_InitCaches.
sw32 now at least doesn't seg, but doesn't draw any 3d. sw renderer seems
to work.
2012-04-11 14:58:55 +09:00
Bill Currie
42868d308e Initialize the skins and particles subsystems. 2012-04-11 14:58:55 +09:00
Bill Currie
6ea4e6617a Connect up viddef properly.
Or mostly so, anyway. sw32 is actually putting stuff on the screen.
2012-04-11 14:58:55 +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
f5d6959f4b Copy out the model functions pointer. 2012-04-11 14:58:55 +09:00
Bill Currie
6f7b4276e9 Move VID_InitBuffers back from the renderer to targets.
First, it was nearly identical between sw and sw32 (one paranoia line in
sw32), and second, it's common enough.
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
7865f6afe1 Rename sw's R_Init to sw_R_Init.
For now, the only symbol I'll bother messing with in the sw renderer.
2012-04-11 14:58:54 +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
772af29cb3 Move the gl cvars into gl.
That gets rid of the gl_overbrite_f clash. They were put in r_cvar for
saving to the config file, but that was before seta existed.
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
f7007825e4 Run the vacuum cleaner over sw32's global variables.
This seems to be everything that can be made static.
2012-04-11 14:58:54 +09:00
Bill Currie
db4a463727 Remove VISIBLE from the files that will go into the plugins. 2012-04-11 14:58:54 +09:00
Bill Currie
eb536dc995 Remove D_BeginDirectRect and D_EndDirectRect from gl/glsl.
They were never really needed anyway (they're for the sw renderer).
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
80f5cc59e9 Plug a memory leak.
Allocating (and not freeing) rects every frame... ouch.
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
5f5305d61d Map vr_data/funcs to vid_render_data/funcs. 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
1cbabf72c9 Fix a buffer overflow.
gcc 4.7 found it :)
2012-04-11 14:56:49 +09:00
Bill Currie
39e1ccc506 Don't try to process skins in GL without a player model.
If the client receives a skin updated message from the server before having
loaded the player model (shouldn't happen, but some servers have very
strange programmers), no skin data is avaible for updating, so just bail
out.
2012-03-14 16:08:48 +09:00
Bill Currie
82679066cc Run a vacuum cleaner over the diffs between x11 and glx init.
X11 and GLX init are nowhere near as scary as I thought they were, once
they've been tidied up.
2012-02-18 21:33:54 +09:00
Bill Currie
eff8ebd9ba Fix a snafu.
In all that, I forgot to test non-asm builds.
2012-02-18 14:54:20 +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
057da55385 Fix the incorrect linkage of libQFrenderer*
They're now currently not installed, but they were still building as shared
libs, and thus the installed bins were broken.
2012-02-18 11:46:46 +09:00
Bill Currie
78789a6833 Add support for blender's environment maps.
QF will now load a single image with (${skyname}_map.*) using blender's
layout. That is, 3x2 with the top row being back, right, front and the
bottom row being bottom, top, left.
2012-02-16 20:47:38 +09:00
Bill Currie
bfdb2b20d5 Clearify skybox layout.
Turns out quake skynames have left and right backwards.
2012-02-16 20:42:49 +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
699ab70482 Fix audio again.
Bah, even though audio no longer needs models, it was still linking with
it :P
2012-02-13 16:44:30 +09:00
Bill Currie
2ab1367245 Update to reflect the new dependency status. 2012-02-13 16:25:22 +09:00
Bill Currie
3cb4cb59b5 Link QFgamecode directly into QFruamoko.
First step in the library "merge down".

QFgamecode is now a convenience library. The only things that mention it
directly now are ruamoko and qfcc.
2012-02-13 15:05:31 +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
d8a37bc791 Correct the usage of gzFile.
Thanks to spirit for pointing that QF wasn't compiling with zlib 1.2.6
(archlinux, not yet in debian).

I was using gzFile as "gzFile *gzfile", but gzFile is already a pointer. In
older versions of zlib (including the 1.2.3 that's in debian), gzFile is
declared as a void *, and it seems that gcc is happy with assigning void **
to void *. However, in recent zlib, gzFile is now struct gzFile_s *, which
gcc is most definitely unhappy about assigning to struct gzFile **.

I just hope that either I had misread the type back when I wrote quakeio,
or that nobody is using such an ancient zlib.
2012-02-13 09:00:31 +09:00
Bill Currie
02d24189ef Use QF_NEED for plugins.
At the moment, the selection of the default sound driver etc is broken.
2012-02-12 11:37:25 +09:00
Bill Currie
4707706f5d Use QF_NEED for the renderer and model libraries.
This breaks RPM building, but I can fix that later.
2012-02-10 13:29:45 +09:00
Bill Currie
7a8f91edda Move bi_gib.c from ruamoko to gib.
This makes gib depend on gamecode, but removes the dependency on gib from
ruamoko. Unfortunately, carne now needs to be linked against gamecode even
though it never uses it.
2012-02-09 10:00:54 +09:00
Bill Currie
da4fb6178c Correct the client console plugin's dependencies. 2012-02-09 09:51:50 +09:00
Bill Currie
e34f0178b6 Build GLSL clients for SDL.
Just about to do a release, and I realized windows users wouldn't have any
way of checking out the new renderer. I'll add wglsl when I get a chance to
do some testing.
2012-02-08 22:05:58 +09:00
Bill Currie
fe3f0fa7ce Remove snax' object module.
We don't use it for anything. If we ever want it again, we can just pull
it from history.
2012-02-08 15:21:57 +09:00
Bill Currie
b59ffd4cf1 Fix win32 (mingw) builds. 2012-02-07 20:18:23 +09:00
Bill Currie
0a277376ed Fix static builds. 2012-02-07 20:17:32 +09:00
Bill Currie
8ecf74753c Refer to local libs without a path.
I'm sure I've been here before... Anyway, using $(top_builddir)/... to
refer to a local lib confuses make and breaks parallel builds.
2012-02-07 18:45:55 +09:00
Bill Currie
9fbff2f4d5 Do an audit of the Makefile.am files.
o All instances of LIBADD/LDADD have a corresponding DEPENDENCIES
    specificatiion.
  o libraries now use a lib_ldflags macro to keep things consistent
  o duplication of source/lib names has been minimized (particularly in
    the libraries; more work needs to be done for the executables)
  o automake spec blocks have been organized (again, more work needs to be
    done for the executables)
2012-02-07 16:04:19 +09:00
Bill Currie
b5019c8e33 Nuke the engine dicrectory from gamecode.
Not the contents, of course :) Anyway, finally, that totally useless
directory is gone.
2012-02-06 23:44:52 +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
14c0e22494 Tweak Draw_MakePic to be a little more usable. 2012-02-06 15:50:32 +09:00
Bill Currie
c98ffa4eda Create a message buffer API for Ruamoko
The api hides all the gory details of message buffer setup and usage
(particularly the differences between writing and reading). Most
importantly, the api provides a safe way to read and write binary data
(always little endian).
2012-02-06 15:50:32 +09:00
Bill Currie
042f310ed7 Add MSG_WriteBytes to match MSG_ReadBytes. 2012-02-06 15:04:01 +09:00
Bill Currie
42b87ee80c Fix the memory leak in rua Draw_CachePic. 2012-02-06 12:49:57 +09:00
Bill Currie
be9f05ea14 Catch progs zone errors and give a stack dump. 2012-02-06 12:48:22 +09:00
Bill Currie
cef004fc15 Fix a type mismatch on android. 2012-02-05 14:28:23 +09:00
Bill Currie
4bd6bca6f2 Fix a prototype/definition mismatch. 2012-02-05 14:27:48 +09:00
Bill Currie
8c3db9a10d Fix regex.c for android.
Android's headers declare bcmp etc in strings.h, but don't the functions
don't exist in the libs.
2012-02-05 14:26:23 +09:00
Bill Currie
201532ea7e Fix missing library references when linking. 2012-02-05 14:25:22 +09:00
Bill Currie
3bd75cefd8 Autoconfiscate log2f.
Android doesn't supply log2f for us (though it does have all the other
float calls ruamoko wants).
2012-02-05 14:23:33 +09:00
Bill Currie
6f10f0cea6 Fix the x86 sw renderer (intel asm).
I'd forgotten about assembly code versions when I was doing my testing
when I redid skins. Thanks to Sander for pointing it out.
2012-02-02 17:32:27 +09:00
Sander van Dijk
49453b690f glsl_main.c: initialize t[] to silence compiler warning. 2012-02-02 16:55:33 +09:00
Sander van Dijk
82adc67a67 glsl_bsp.c: __builtin_expect() to avoid compiler warnings. 2012-02-02 16:55:25 +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
b9bb7d95bb Remove calls to Sbar_Changed from the libraries.
If this breaks things, we'll have to sort something out, but again, no libs
reaching into the exe.
2012-02-01 20:06:14 +09:00
Bill Currie
5efc78b920 Move the call to R_Particles_Init_Cvars into R_Init_Cvars. 2012-02-01 20:05:11 +09:00
Bill Currie
4b390909f2 Move r_gravity to it's rightful home.
r_part.c makes much more sense.
2012-02-01 20:03:16 +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
d76e4608ab Rewrite the ruamoko draw api internals.
Update for using resources, and add wrappers for Draw_MakePic and
Draw_DestroyPic/Draw_UncachePic.
2012-02-01 18:19:54 +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
a849cf7698 Fix a stale include problem.
Thanks to iku for pointing it out.
2012-02-01 14:13:00 +09:00
Bill Currie
a131a7ab9d Fix the gl test... again :/
Actually, it probably doesn't make any difference, but making it look
right is still important.
2012-02-01 13:01:24 +09:00
Bill Currie
706f09b247 Put the transparent surfaces on the water chain.
I'd actually done this the first time, but then got confused and forgot the
waterchain works with multiple textures. This is actually the right place
as all transparent surfaces need to be sorted irrespective to their
textures. Really, waterchain needs to be renamed.
2012-01-31 18:08:06 +09:00
Bill Currie
b286a35281 Sort transparent surfaces back to front.
This allows overlapping transparent surfaces to look like they are
overlapping each other rather than only the nearest one showing.
2012-01-31 16:17:09 +09:00
Bill Currie
1052bd2624 Fix the segfault on leaving e1m2.
Problem and solution found by Deek, reason by me.
2012-01-31 09:51:44 +09:00
Bill Currie
c3d2365bd8 Fix a missed default_color init.
Wish I'd caught this earlier :/
2012-01-30 21:02:13 +09:00
Bill Currie
c01255a387 Fix a case&paste error.
Doesn't fix the color problem for water surfaces on my eeepc, though :(
2012-01-30 20:31:58 +09:00
Bill Currie
8f0ce733ff Sanitize color handling a little. 2012-01-30 20:31:37 +09:00
Bill Currie
4b948de225 Ensure the lightmap gets rebuilt when the dlights disappear.
I didn't realize what that line was for when I copied the code from GL :/
2012-01-30 18:41:27 +09:00
Bill Currie
e4f63fba6c Fix some integer shift overflows.
Thanks to Ozkan Sezer for pointing them out.
2012-01-30 09:13:06 +09:00
Bill Currie
f8dfee6de7 Merge branch 'master' into glsl 2012-01-29 22:36:35 +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
8f869c001b Fix the missing world on map reload.
If the map got reloaded but the current leaf didn't change the world (and
most entities) didn't get drawn. Forcing a vis update by first setting
r_viewleaf to null and marking surfaces does the trick :)
2012-01-29 16:09:35 +09:00
Bill Currie
462a9047c6 Fix the missing fog on particles and sprites.
Bah, definitely need a metter method of parameter interrogation.
2012-01-29 10:35:23 +09:00
Bill Currie
731236ee07 Implement global fog.
Sprites and particles don't seem to be getting fogged correctly, but bsp
and alias models are working.
2012-01-29 10:27:28 +09:00
Bill Currie
4734c5b64a Implement water alpha. 2012-01-28 21:20:34 +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
315db554b5 Add some instrumentation to check render speeds. 2012-01-28 14:10:47 +09:00
Bill Currie
2595251162 Do not update every visible lightmap every frame.
This takes nq from ~25fps to 65-72 fps on Unforgiven's start map.
2012-01-27 21:48:25 +09:00
Bill Currie
d18aa2fe3e Do not try to unregister ports with a lost jackd.
libjack seems to get stuck when unregistering ports with a broken
connection.
2012-01-27 19:58:03 +09:00
Bill Currie
8ac9ff0134 Link libQFmodels* agains libQFimage.
This is the correct fix for server linking wrt LoadPCX. Sort of. Really, it
would be better to disconnect the dependencies.
2012-01-27 19:55:30 +09:00
Bill Currie
03c7441265 Fix server linking wrt skin stuff. 2012-01-27 17:37:52 +09:00
Bill Currie
ca2c861671 Fix team colors in GL NQ. 2012-01-26 13:53:52 +09:00
Bill Currie
5dcaeae97b Fix custom skins in GL for QW. 2012-01-26 12:50:37 +09:00
Bill Currie
df87cffe15 Start working on the new GL skin code. 2012-01-24 23:06:07 +09:00
Bill Currie
695b38e5e5 Fix a segfault when merging rects. 2012-01-24 19:56:59 +09:00
Bill Currie
d8d21b00f4 Fix some issues found found by valgrind.
Buffer underflow and though strcpy has always been safe there, change to
memmove. Had the added benefit of helping me create more test cases for
better coverage.
2012-01-24 19:54:21 +09:00
Bill Currie
6104db50e1 Fix a gl matrix stack overflow.
I'd missed a couple of places for glPopMatrix (worse, one was push!).
2012-01-24 12:10:37 +09:00
Bill Currie
1ef24e0404 Fix a gl matrix stack overflow.
I'd missed a couple of places for glPopMatrix (worse, one was push!).
2012-01-24 12:08:12 +09:00
Bill Currie
6df8867d69 Implement custom skins for glsl. 2012-01-24 10:27:05 +09:00
Bill Currie
d6683711f4 Clean up some redundant defines. 2012-01-24 09:37:46 +09:00
Bill Currie
19dc579a5a Fix custom player skins for the sw renderers. 2012-01-23 23:38:32 +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
e3f76de898 Avoid a division by zero.
Doing a cache profile on an unused cache wasn't nice.
2012-01-23 16:46:52 +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
61c127abc0 Make a start on skin support.
I had this lying around for a while since it was more important to get
other things working first.
2012-01-22 15:49:01 +09:00
Bill Currie
76cb60461d Tweak the size of point particles.
This looks fairly reasonable, but should probably be tweaked further to
base the point size on resolution.
2012-01-21 22:05:24 +09:00
Bill Currie
5080a6f37e Enable the point size shader variable.
This is a rather "evil" hack because GLES doesn't seem to need
GL_VERTEX_PROGRAM_POINT_SIZE, but GL does, and all my work is currently
done in GL rather than GLES. Point particles now work, but the sizes are
all wrong.
2012-01-21 21:54:36 +09:00
Bill Currie
68d956583d Draw ALL of the particles, not just 2/3 of them.
Using quads requires 4 elements, but triangles require 6. I'd gotten the
element array setup right, but I'd forgotten to tweak vacount when drawing
the particles.
2012-01-21 20:16:18 +09:00
Bill Currie
8345f07db2 Implement QF style particles.
Actually looks pretty good against the sw style world.
2012-01-21 19:51:18 +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
358bbc4439 Disable the sky spin effect.
It's cool, but not appropriate as a default. All that's needed is a way to
set (and optionally update) sky_velocity (map vars? qc?).
2012-01-21 17:18:29 +09:00
Bill Currie
62c5070d8b Use the correct type for particle colors.
Sending byte data as floats doesn't work too well :P Fixes the colors of
the particles, but not the size :(.
2012-01-21 16:17:54 +09:00
Bill Currie
2cb2f230fd Print out the point size range.
I'm not sure if there's a bug in mesa, or if I'm doing something wrong, but
GL_POINTS doesn't seem to be working properly. I get the points, but
writing to gl_PointSize doesn't make a difference despite the size range
being 1-255.
2012-01-21 15:48:21 +09:00
Sander van Dijk
197481bdbb in_sdl.c: default to "have_focus" to "1". 2012-01-21 09:27:35 +09:00
Sander van Dijk
25ffe6bc3e cd_sdl.c: fix typo. 2012-01-21 09:27:30 +09:00
Sander van Dijk
8e6c3f7bf8 Make gl_rsurf.c compile without warnings with "gcc (GCC) 4.4.5 20101112 (Red Hat 4.4.5-2)". 2012-01-20 20:51:29 +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
63893b6a2f Zap some magic numbers. 2012-01-19 10:36:10 +09:00
Sander van Dijk
d8432e78bb Fix a wrongly negated condition in snd_win.c:SNDDMA_UnblockSound(). 2012-01-18 21:39:17 +09:00
Bill Currie
470500f79d Fix an oopsie between pahdr and paliashdr.
I understand the reasons, but ooh, the sw renderer is ugly in places.
2012-01-17 21:00:19 +09:00
Bill Currie
42bb10a3d7 Clear out the lightmap scrap at each level change.
This allows the demo loop to run more than 4 times (12 demos). Once the
rest of the resource management is done, demos should run indefinitely.
2012-01-17 19:31:50 +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
fb428f8067 Rename mod_flood.c to floodfill.c 2012-01-17 19:31:50 +09:00
Bill Currie
05bf637466 SDL sound patches from SVD.
Thanks to "Sander van Dijk" <a.h.vandijk@gmail.com>, we now have much
better SDL sound support.

Here's the promised cleaned up version of the "double buffer" approach
patch for "snd_sdl.c". I've taken some more time to re-read and test
it this time, and it seems to behave well. All memory that is used by
both the main thread and the SDL audio thread is prefixed with "shm_",
and locking is used to ensure that only one thread accesses it at the
same time.
2012-01-17 19:14:42 +09:00
Bill Currie
0abb8a7554 Merge the particle physics. 2012-01-15 20:14:36 +09:00
Bill Currie
ece78f7605 Clean out some useless functions.
D_Start/EndParticles in the sw renderers will likely never have any
content, so no point in calling or even having them.
2012-01-15 09:34:10 +09:00
Bill Currie
e7b01bb6b6 Put the transparent color back to 0,0,0,0 rgba.
Blended sprites were a tad ugly without that.
2012-01-14 22:20:23 +09:00
Bill Currie
c884ef5f80 Convert the colormap to a 2D palette.
This skips one level of indirection in the alias model and brush shaders.
Hopefully, this will improve performance on my eeepc.
2012-01-14 21:42:42 +09:00
Bill Currie
928dd92276 Use 0.0 instead of 0.5 for t for palette lookups.
I realized it's pretty silly using colormap + palette when I can just
combine the two into one and have a 2D palette. This is in preparation for
that.
2012-01-14 20:51:43 +09:00
Bill Currie
2425498479 Enable the view model. 2012-01-14 20:07:43 +09:00
Bill Currie
de022ae72d Rewrite GL_LoadQuakeMipTex to generate mips itself.
Relying on GL to generate mips for 8 bit textures doesn't produce nice
results. These aren't the greatest, either, but they're better.
2012-01-14 19:02:06 +09:00
Bill Currie
7739ba3ea9 Move the 2D set out of the 3D code.
It really belongs exclusively in the screen setup code.
2012-01-13 19:51:45 +09:00
Bill Currie
f5f8b65c81 Fix the wonky viewsize border.
2D mode wasn't getting set after rendering the world. oops.
2012-01-13 19:47:16 +09:00
Bill Currie
eb2e688c9e Clean up some whitespace. 2012-01-13 19:46:52 +09:00
Bill Currie
617107f9c1 Perform some black magic.
}:>
2012-01-12 21:23:39 +09:00
Bill Currie
cbd13ac54e Implement QuatExp and fix up QuatBlend's param names. 2012-01-12 21:22:06 +09:00
Bill Currie
ba1b819173 Merge skyid and skybox begin/end. 2012-01-12 17:34:29 +09:00
Bill Currie
6e2d625d36 Load the skybox faces into the correct cubemap slots.
Quake and GL are rotated relative to each other, so care must be taken
when loading and rendering.
2012-01-12 15:13:19 +09:00
Bill Currie
f1eea0176c Fix the too near far-clip plane.
I don't know if I miss-copied that, or if there's a bug in FTE's code.
2012-01-12 13:41:06 +09:00
Bill Currie
a66fcb8448 Implement skyboxes.
The texture assignments are incorrect, but it's otherwise working.
2012-01-12 11:05:34 +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
Bill Currie
b43d03a98b Let the render specific texture loader decide on sky texture loading.
This is necessary to allow the glsl texture loader to process the sky
textures.
2012-01-11 21:08:04 +09:00
Bill Currie
f6f2e4f406 Create and load the id sky shader. 2012-01-11 16:02:20 +09:00
Bill Currie
89ae6eca8b Even better?
It's difficult getting the same result because GL st are 0-1 but sw quake's
st are 0-inf % 64.
2012-01-11 07:51:15 +09:00
Bill Currie
5dbf913d41 Get the turbulence more correct.
This looks right, and should be easier to tweak.
2012-01-11 06:38:27 +09:00
Bill Currie
d2dae4cc58 Produce a saner turbulence.
I'm not quite sure it's right. Need to watch sw's turb a bit more.
2012-01-10 21:11:21 +09:00
Bill Currie
3508972d66 Draw water surfaces... with some really funky turbulence.
It seems I misunderstood the sw turbulence code.
2012-01-10 20:50:47 +09:00
Bill Currie
e38d72f50b Get brush entity rendering working.
Unfortunately, the intel driver on my eeepc doesn't like the mipmas for
plat_top2 or +2floorsw. If I either don't load their mipmaps, or skip
drawing them, things seem to work nicely.
2012-01-10 13:06:02 +09:00
Bill Currie
3326aceed8 Rewrite the texture chain index list building.
It turns out my complicated plan was just that: complicated. Although there
are currently some bugs, the method I used to build the VBO in the first
place will work equally well for building the index lists.
2012-01-09 21:16:08 +09:00
Bill Currie
754dda92ff Get the lightmap texture properly. 2012-01-09 21:13:40 +09:00
Bill Currie
ef311b60d6 Remove a now dead function. 2012-01-09 18:55:30 +09:00
Bill Currie
2b45cd693f Fix the black overbright dlights.
t was unsigned and underflowing. This fixes the problem but keeps the
bitshift unsigned clean.
2012-01-09 18:05:41 +09:00
Bill Currie
310ba49f17 Make the dynamic lightmaps... dynamic. 2012-01-09 16:46:20 +09:00
Bill Currie
0005c97865 Temporary weaks so things look halfway decent.
GL mipmaps and paletted textures don't mix, and lightmaps work quite well
with linear sampling.
2012-01-09 16:26:28 +09:00
Bill Currie
12fd6bd390 Fix the segfault on map change.
I had forgotten to call R_ClearTextures when I'd rearranged the code.
2012-01-09 10:16:54 +09:00
Bill Currie
cd91fe7c8d Set the pixel unpack alignment to 1.
4 hours chasing that one down. ouch.
2012-01-09 02:18:39 +09:00
Bill Currie
8779755e9c Dump allocated rects for glsl_scraps BLAH. 2012-01-09 01:31:29 +09:00
Bill Currie
f658e6c32e Initialize d_lightstylevalue.
"Let there be light!", but chaos still reigns (broken lightmap updates).
2012-01-09 01:30:26 +09:00
Bill Currie
1229d24ef6 Get world rendering mostly working.
Just some problems with lightmaps. There also seem to be some issues with
seams (t-junctions?) and far clip, but they're quite separate.

There's also a problem with a segfault when loading a second map.
2012-01-08 22:09:51 +09:00
Bill Currie
7428a91526 Try, but fail, to render the world. 2012-01-08 20:39:36 +09:00
Bill Currie
ea377b80c5 Remove some redundate statements. 2012-01-08 20:38:56 +09:00
Bill Currie
f8d7bcf271 Rename R_RecursiveWorldNode to R_VisitWorldNodes in gl. 2012-01-08 18:16:33 +09:00
Bill Currie
6abaa5ea74 Build the display list for all loaded brush models.
The entire vertex set from every model is put into one list (not yet
uploaded). chains of elements arrays are build for non-instanced models
(instanced models will have their chains built each frame).
2012-01-08 17:45:44 +09:00