Commit graph

549 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
b59ffd4cf1 Fix win32 (mingw) builds. 2012-02-07 20:18:23 +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
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
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
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
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
Sander van Dijk
197481bdbb in_sdl.c: default to "have_focus" to "1". 2012-01-21 09:27:35 +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
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
0993803006 Add texture sub-image management.
The planned uses are lightmaps and 2d icons.
2012-01-06 16:24:13 +09:00
Bill Currie
2ae044effd Split out vrect_t to its own file and add support functions.
The rest is cleanup after removing a wart from one of the field names.
2012-01-06 09:52:14 +09:00
Bill Currie
1437cbec91 Make the face culling a little more sensible.
GL Quake was weird, culling front faces. Partly understandable, since
Quake's front order is clockwise and GL's default order is
counter-clockwise. However, since the order can be specified, that should
be done instead. Thus, specify the winding order as clockwise (for quake's
data), set culling for back-face removal, and then mess with the winding
direction in the mirror and fish-eye code.
2012-01-03 18:06:26 +09:00
Bill Currie
7e5b3304fc Create the colormap texture. 2012-01-02 11:19:23 +09:00
Bill Currie
df3d9fe4df Correct the fullbright start color extraction.
I don't know what despair and I were thinking, but we obviously didn't
understand the colormap code at the time.
2012-01-02 10:53:57 +09:00
Bill Currie
7be08534be Clearify the program dump info a little.
Calling programs shaders was a little confusing when I use shader to refer
to the sub-programs (vertex and fragment shaders). Also, print the program
number as well.
2012-01-02 10:22:03 +09:00
Bill Currie
6a44978a0f Fix reading of GL_CURRENT_VERTEX_ATTRIB.
Turns out it returns a vec4. oops.
2011-12-28 20:41:26 +09:00
Bill Currie
4e7af5c3e0 Add a function to dump the info for all attribute arrays. 2011-12-28 14:27:59 +09:00
Bill Currie
411ab8f359 Be noisy when resolving uniforms and attributes. 2011-12-28 12:58:26 +09:00
Bill Currie
be9530afb6 Dump a lot of info about shader programs.
New developer bit: SYS_GLSL (2048).
2011-12-28 12:40:28 +09:00
Bill Currie
2ccfbb0c1c Move the shader program code into vid_common_glsl.
Much more useful in the long run.
2011-12-26 17:17:29 +09:00
Bill Currie
d743c6c55f Make a clean break heading for GLES compatibility.
Add GLSL directory to QF and use it for all gsls based code (instead of
GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos.

Text drawing now uses triangles instead of quads.
2011-12-26 16:08:55 +09:00
Bill Currie
e6c6de3a2a Fix the palette uploading.
Ooooops :P
2011-12-26 10:41:16 +09:00
Bill Currie
7bd5ab882c Get text rendering working.
It comes out as a funky green (that's not in the quake palette!!!), but
it's mostly readable.
2011-12-26 10:16:16 +09:00
Bill Currie
b7c90fa02d Load the quake palete as a texture.
256x1 rgba.
2011-12-25 13:53:52 +09:00
Bill Currie
cc5140e3a1 Move min/max/bound and field_offset into better locations.
min/max bound into mathlib.h (they /are/ math functions, after all) and
field_offset into qtypes.h.
2011-12-24 10:04:33 +09:00
Bill Currie
497461b4c2 Make a start on making a pure GLSL renderer.
For now, only nq-glslx will be built, but as there is no actual code, it
doesn't link. However, this gets the glsl stuff into the build system.
2011-12-23 12:19:13 +09:00
Bill Currie
858d95de58 Add a bunch more keys to the X11 clients.
Now, QF does something reasonable for every key on my keyboar for which X
gives us a keycode.
2011-12-19 16:37:48 +09:00
Bill Currie
5cd1f6f5cf Fix a GL version check snafu.
Thanks to MH (on inside3d.com) for pointing this out to me.
2011-12-16 09:43:22 +09:00
Bill Currie
f6ebb78140 More GL_Init_Common() cleanup.
Move the call to GL_Common_Init_Cvars() out of the block of check calls.
2011-12-15 17:09:01 +09:00
Bill Currie
51aaee5c3b Put that OpenGL error message to rest.
The error was quite valid: setting GL_TEXTURE_MAX_ANISOTROPY_EXT to 0 is
incorrect. The problem was caused by the call to glTexParameterf being
before the gl_anisotropy cvar was initialized. Thus, move all of the setup
code in GL_Init_Common() to after all the checks and, more importantly,
after the call to GL_Common_Init_Cvars().
2011-12-15 17:09:01 +09:00
Bill Currie
da552e33e7 Remove execinfo checks.
It seems we no longer need it (if we ever really did).
2011-12-13 21:25:41 +09:00
Bill Currie
c3d41326b3 Do key dest changing properly.
key_demo wasn't so well thought out. This seems to be much better (and nq
is known to be working nicely).
2011-12-10 16:14:25 +09:00
Bill Currie
3ae17e4d37 Fix a silly omission.
Must not check for IMT_MOD bindings when using IMT_CONSOLE etc.
2011-12-10 14:49:56 +09:00
Bill Currie
81a16c925b Add IMT_DEMO for demo playback bindings.
This will allow special key bindings for use during demo playback without
interfering with normal keys.
2011-12-10 14:21:12 +09:00
Bill Currie
14d8e8669f Rework the legacy bind/unbind commands.
in_bind_imt is now gone. I guess mercury was right in that it was a poor
design. However, it was (and still is necessary) to support "bind" and
"unbind". Now, instead, they work only with the IMT_MOD table. IMT_MOD sits
below IMT_0 in the imt hierarchy. If the key is not bound in IMT_0+, then
IMT_MOD will be checked. This way, "bind" and "unbind" can never mess with
a user's more sophisticated binding setup.
2011-12-10 13:56:02 +09:00