Commit graph

47 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +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
db4a463727 Remove VISIBLE from the files that will go into the plugins. 2012-04-11 14:58:54 +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
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
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
Sander van Dijk
82adc67a67 glsl_bsp.c: __builtin_expect() to avoid compiler warnings. 2012-02-02 16:55:25 +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
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
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
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
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
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
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
617107f9c1 Perform some black magic.
}:>
2012-01-12 21:23:39 +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
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
f6f2e4f406 Create and load the id sky shader. 2012-01-11 16:02:20 +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
310ba49f17 Make the dynamic lightmaps... dynamic. 2012-01-09 16:46:20 +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
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
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
Bill Currie
601cc6e3d1 Make a start on bsp rendering.
Still nothing being rendered: still in the process of building the display
lists, but I'm making good progress. Get this into git before something
goes wrong :)
2012-01-08 10:29:38 +09:00