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
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
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
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
3b938592c3
Dump some gl limits.
2012-05-15 21:08:43 +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
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
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
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
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
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
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
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
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
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
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
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
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
a694eed968
Add Draw_Picf to allow smooth placement on low-res consoles.
2012-02-06 19:32:30 +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
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
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
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
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
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
08990ebb5a
Make top/bottom color work for GLSL.
...
Works quite nicely (love those colormaps).
2012-01-23 19:24:12 +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
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
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
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
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
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
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
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