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
Bill Currie
fa82c37bd0
Pre-invert subpic->size.
...
I forgot to do this earlier :/
2012-01-08 17:44:28 +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
Bill Currie
ec7d01f9b2
Merge out R_TextureAnimation.
2012-01-08 10:21:08 +09:00
Bill Currie
655252a506
Fix some warnings.
2012-01-07 23:11:56 +09:00
Bill Currie
aa27a3f49c
Load bsp model textures as repeating mipmaps.
2012-01-07 18:05:54 +09:00
Bill Currie
204c1aba03
Don't use the miptex_t after converting to texture_t.
2012-01-07 17:08:07 +09:00
Bill Currie
29a0dc0b68
Actually build the lightmaps, and fix a silly bug in the scrap allocator.
...
Also, add a command for dumping scrap statistics.
2012-01-07 15:35:08 +09:00
Bill Currie
8a5658ed61
Implement the bulk of the lightmap code.
...
Now just to get surface rendering going and hook in the lights.
2012-01-07 14:53:23 +09:00
Bill Currie
a988c192ab
Fix OSS sound. YAY!!!
...
Much thanks to Spirit from quaddicted for his patient help in testing, and
Spike for his heckling ;)
2012-01-06 21:21:45 +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
c25327f4ed
Add union and merge functions and tests.
2012-01-06 12:57:25 +09:00
Bill Currie
73f2c12815
Delete the intersection rect when finished.
2012-01-06 11:04:50 +09:00
Bill Currie
981760e19a
Add tests for vrect.
2012-01-06 11:04:34 +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
42266cddd5
Get models being lit by the world's lightmaps.
...
Even though the world isn't rendered yet.
2012-01-05 22:37:02 +09:00
Bill Currie
423e08ce21
Add demo to "movie" conversion.
...
It currently writes a series of png files (QF/qfmvNNNNNN.png), at a fixed
rate of 30fps, with no sound recording.
2012-01-05 19:19:37 +09:00
Bill Currie
b13a2b6dbd
Move screenshots to $fs_userpath/QF.
...
I got tired of screenshots getting scatter across the tree. ShotsPath in
the dirconf can override this.
2012-01-05 17:07:27 +09:00
Bill Currie
297a4e2756
Put the D_FlushCaches mess back.
...
It turns out that when it is called is highly timing sensitive :(
However, the rest of R_ClearState remains.
2012-01-05 15:50:20 +09:00
Bill Currie
03bcfb9483
Set the default hudtype.
...
Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
2012-01-05 14:02:53 +09:00
Bill Currie
764cd91879
Set the default hudtype.
...
Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
2012-01-05 14:00:57 +09:00
Bill Currie
6f18035c12
Fix up alias-16 support.
...
After getting in contact with serplord, I now know that the sw alias
loading was correct. Turns out the gl loaders was mostly correct, just a
mistaken subtract rather than add. And with that, I can implement alias-16
support in glsl. better yet, since all the work is done in the loader, the
renderer doesn't know anything about it :) However, I need to create some
16-bit models for testing.
2012-01-05 12:52:12 +09:00
Bill Currie
c6bcd7aedb
Normalize the vertex normals.
...
I was wondering why the lighting looked a little extreme in overkill.
2012-01-05 12:45:43 +09:00
Bill Currie
bfc743fdcd
Add my point shaders before I lose them.
2012-01-04 18:47:03 +09:00
Bill Currie
8fbc6221f7
Get sprite interpolation working.
...
It's not perfect (it can't be), but it looks a whole lot nicer than no
interpolation.
2012-01-04 18:31:35 +09:00
Bill Currie
6050901e0e
Break out the entity blend calculations.
...
This allows alias and sprite model lerping to share the code.
2012-01-04 18:30:47 +09:00
Bill Currie
836209e5c6
Enable lerping of alias models.
...
Done in hardware }:>
2012-01-04 16:36:43 +09:00
Bill Currie
f0e88bbe85
Rip out the duplicate lerp code and merge it.
...
While the vertex lerping needs to be duplicated in the current GL code,
there's no need for the setup code to be duplicated. Also, I want it for
GLSL.
2012-01-04 16:26:52 +09:00
Bill Currie
99381b8b8c
Rework the alias vertex shader and rendering code for lerping.
...
Lerping isn't actually done yet (need to get both poses and blend), but
this still renders correctly with blend forced to 0.0.
2012-01-04 14:35:34 +09:00
Bill Currie
add5440ad1
Upload the normals with the vertex data.
...
Not all hardware can access a texture sampler from the vertex shader, and I
don't want multiple paths this early in the game. Now, vertex normals are
uploaded as shorts. Should be 14 bytes per vertex (was 10, could have been
8 if I had put the normal index with the vertex rather than st).
2012-01-04 09:42:00 +09:00
Bill Currie
fea7acd871
Enable vis calculation.
...
One nice thing about this project: I now KNOW that efrags works the way I
wanted it to: all those torches are now toggleable via r_novis :)
2012-01-03 23:20:01 +09:00
Bill Currie
d0a0440056
Make R_SplitEntityOnNode easier to read.
2012-01-03 23:19:21 +09:00
Bill Currie
454047ab92
Make r_novis 0 take effect immediately.
2012-01-03 23:17:49 +09:00
Bill Currie
0797183201
Merge R_MarkLeaves from gl, sw, and sw32.
...
Other than novis, they're functionally identical. Now sw and sw32 have
novis as well.
2012-01-03 21:09:13 +09:00
Bill Currie
091b714e4c
Implement dynamic lighting.
...
This uses the same calculations as the software renderer. However, as the
lightmap calculations are not done yet, if there is no dlight in the
vicinity, there will be no light. demo1 is pretty cool to watch :)
2012-01-03 20:36:07 +09:00
Bill Currie
209c4cda8b
Scale the light level index correctly before colormap lookup.
...
With this, lighting seems to be working. I'm not certain the normals are
100% correct, but I can see something happening on rotating models.
2012-01-03 19:57:47 +09:00
Bill Currie
e8f863c76f
Remove the hedgehogs from the garden.
...
While the first frame was fine, any subsequent ones were not. I had
forgotten that hdr->poseverts held the edited vertex count rather than
hdr->mdl.numverts.
2012-01-03 18:11:39 +09:00
Bill Currie
d7bc437e2c
Fix the borked texture coordinates.
...
Silly me, doing byte based pointer math on a non-byte pointer :P
2012-01-03 18:10:35 +09:00
Bill Currie
185fded944
Re-enable the matrix optimizations.
...
Turns out my concatenations were correct.
2012-01-03 18:09:33 +09:00
Bill Currie
21c7b84379
Enable face culling and depth testing.
...
I spent way too long trying to figure out why triangle order wasn't making
any difference... :P
2012-01-03 18:08:01 +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
62e564c5cd
Send ALL of the model's verts to GL.
...
Triangles have 3 vertices, not one :P
2012-01-03 11:47:40 +09:00
Bill Currie
ba04cf73d0
Add my test tetrahedrons.
2012-01-03 09:34:17 +09:00
Bill Currie
baab15279f
Correct the alias vertex data types.
...
Vertex locations need to be unsigned byte rather than byte (GL is funy
with that). s and t need to be at least short, and since the normal index
is embedded in the st vector, it needs to be the same type. With this, my
test tetrahedrons seem to be working.
2012-01-03 09:34:17 +09:00
Bill Currie
c378acab6b
Actually load up the mvp and normal matrices.
...
Rather critical. I thought I'd done that :/
2012-01-03 09:34:17 +09:00
Jeff Teunissen
86edf54c40
Build and ignore cleanups
...
GLSL renderer build was checking for BUILD_GL instead of BUILD_GLSL in a
few places. Also, ignore the GLSL .fc and .vc files and the binaries.
2012-01-02 14:16:19 -05:00
Bill Currie
2a3151cecd
Hook in alias model drawing.
...
Nothing is visible yet.
2012-01-02 20:28:40 +09:00
Bill Currie
72e3a8d507
Merge sw and sw32 alias frame selection.
...
I'm leaving GL for later because lerping complicates things. I'll sort it
out when I implement lerping in GLSL.
2012-01-02 17:47:22 +09:00
Bill Currie
1c480bf75e
Merge the alias skin selection code.
...
We really don't need 4 copies of identical code when 1 will do :P
2012-01-02 15:57:43 +09:00
Bill Currie
540bccbc27
Load all the alias vertex data as bytes.
...
I had forgotten I wanted to do it this way.
2012-01-02 13:41:12 +09:00
Bill Currie
a57835866a
Build the vertex normals texture.
2012-01-02 13:40:48 +09:00
Bill Currie
6b4a10819a
Add an RGB texture loader.
2012-01-02 13:15:19 +09:00
Bill Currie
7e5b3304fc
Create the colormap texture.
2012-01-02 11:19:23 +09:00
Bill Currie
fd67f3500b
Load the alias model shaders.
2012-01-02 11:18:34 +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
2ad5aa7aed
Unbind the array and element array buffers when done.
...
Not doing so wreaked havoc on my 2d rendering (what's he doing here, and
why's he messing with my redering? ;)
2012-01-02 10:08:56 +09:00
Bill Currie
d1419c30db
Make a start on alias model rendering.
...
The vertex and fragment shaders are written, and R_InitAlias is stubbed,
but that's it so far.
2012-01-01 23:58:12 +09:00
Bill Currie
f3884c659c
Finish alias skin loading and load vertex data into GL.
2012-01-01 23:55:27 +09:00
Bill Currie
f18cd65526
Implement the "cache" in Draw_CachePic.
2011-12-31 20:36:24 +09:00
Bill Currie
3eae8426e6
Implement in-game screenshots.
2011-12-31 17:24:20 +09:00
Bill Currie
d8dbfa9c24
Create WritePNGqfs so screenshots can be written as png.
2011-12-31 17:23:32 +09:00
Bill Currie
718595db45
Implement sprite rendering.
...
Sprite interpolation seems to work, even :) (maybe)
2011-12-31 14:39:33 +09:00
Bill Currie
091e16f9d2
Bring in GL's R_RecursiveWorldNode as R_VisiteWorldNodes.
...
No surface queuing is done, but entities get queued.
2011-12-31 14:33:20 +09:00
Bill Currie
ea2ae1436c
Fix some bugs in the new matrix functions/macros.
2011-12-31 13:20:31 +09:00
Bill Currie
55e53b796d
Make a start on getting sprites rendering.
...
The plan is to do interpolated sprites based on a discussion I had with
LordHavoc about them: blending between the two sprite frames. He didn't
mention it, but it looks like blending between the sprite frames' verts is
necessary too.
2011-12-30 21:11:59 +09:00
Bill Currie
16f84cd496
Hopefully get the 3d view and projection transforms setup.
2011-12-30 21:10:24 +09:00
Bill Currie
20d93466c7
Frag some magic numbers.
...
More annoying than hipnotic's gremlins.
2011-12-30 21:07:35 +09:00
Bill Currie
35bf957d08
Add a 4x4 matrix type and some functions for it.
2011-12-30 20:11:53 +09:00
Bill Currie
edb05fdfce
Rename Vector3Scale and QuatCompScale.
...
They are now VectorCompMult and QuatCompMult.
2011-12-30 20:04:55 +09:00
Bill Currie
bcdcd7b36d
Implement sprint glsl loading.
...
That was... easy.
2011-12-30 09:36:57 +09:00
Bill Currie
a87a60a6fd
Flush the text buffer before drawing conback or menus.
...
Ok, now really done until I notice something else (I forgot this one
momentarily).
2011-12-29 18:23:09 +09:00
Bill Currie
047b7bcc32
Implement Draw_TileClear.
...
With this, 2d seems to be finished. YAY.
2011-12-29 18:15:15 +09:00
Bill Currie
a1035aafe9
Implement Draw_TextBox.
2011-12-29 17:51:31 +09:00
Bill Currie
0e521a7779
Correctly detect going past the end of the pcx data.
...
palette is just that, the palette, and often won't point to the end of the
pcx data. Use the right end :).
2011-12-29 11:27:54 +09:00
Bill Currie
2b44a25c6b
Flush console text after each screen function.
...
This on its own doesn't fix menus being overwritten with console text, but
it's an important step.
2011-12-29 11:26:14 +09:00
Bill Currie
9fec4d5be0
Implement Draw_Fill.
...
Almost there with 2d.
2011-12-29 11:25:27 +09:00
Bill Currie
9d0ed6b885
Fix the missing text.
...
Silly case and paste error cleared out my text vertex array prematurely.
2011-12-29 08:47:32 +09:00
Bill Currie
bece72e746
Use a quick hack to get colored crosshairs working.
2011-12-28 21:45:20 +09:00
Bill Currie
e69a583f1b
Work around a bug in mesa.
...
Since I'm not specifying the api when creating my context, mesa is giving
me GL2. This is fair enough, but in GL2, vertex attribute 0 is the vertex
position. This too, is fair enough. The problem is, mesa is assigning 0 to
my vcolor attribute and thus I can't set it. The work around is simply to
swap the declaration order of vcolor and vertex (this really shouldn't work
eiter, I suspect).
2011-12-28 20:43:56 +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
8ee13ef8c2
Do some clipping in the draw routines.
...
After fixing Maraakate's crash, I thought it would be a good idea to put
the fixes into QF, too.
2011-12-28 19:20:18 +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
b657905c83
Bring in Despair's gl error checking from the gl renderer.
2011-12-28 09:05:36 +09:00
Bill Currie
151cc05882
Add support for vertex colors.
...
As I need to control the alpha, they're sent as rgba rather than quake
palette indices. Text works well. All other 2d stuff does not :(.
2011-12-28 09:04:26 +09:00
Bill Currie
b943b6d6e8
Implement crosshairs, mostly.
...
Colored crosshairs aren't supported yet (next).
2011-12-27 17:59:58 +09:00
Bill Currie
db8573b774
Make the cross-hair data sharable between renderers.
2011-12-26 21:43:15 +09:00
Bill Currie
705d07fa39
Implement most of the 2d rendering functions.
...
textbox, crosshair, tileclear, fill and fadescreen are the remaining
functions.
There's a problem with 2d icons being drawn over the text (instead of
under), but I'll leave that for later.
2011-12-26 20:33:40 +09:00
Bill Currie
e2a8de33cc
First real texture support function for glsl.
2011-12-26 18:34:51 +09:00
Bill Currie
42034acc03
Organize the text program data.
...
Also, rename the charmap uniform in quake2d.frag as it's more generic than
that.
2011-12-26 18:00:55 +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
5bed38dcd9
Rename quaketxt.frag to quake2d.frag.
...
It's actually fairly generic for 2d rendering (no lighting, palette lookup)
2011-12-26 17:11:31 +09:00
Bill Currie
f78db6c570
Clean up the generated shader files.
2011-12-26 16:39:02 +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
9f5eacd1fb
Try to get text rendering.
...
Still a black screen :(
2011-12-26 08:12:05 +09:00
Bill Currie
c161a91d4a
Split out and partially implement the screen code.
2011-12-26 08:09:47 +09:00
Bill Currie
1268830082
Split out the particle code.
2011-12-26 08:02:18 +09:00
Bill Currie
7d653f3676
Start work on outputting text.
...
The shaders now compile. No linking is done yet. Char quads are generated,
but not sent to the card.
2011-12-25 19:42:39 +09:00
Bill Currie
91afdcf064
Don't call init_box when not doing a box trace.
...
I took the opportunity to pass qf through callgrind. init_box was
surprisingly expensive, especially considering its results were never used.
2011-12-25 17:11:48 +09:00
Bill Currie
55a0ed49cd
Build qw-client-glslx too.
...
I was asked about timedemo overkill (bigass1 currently gets 40kfps, haha),
so I had to add qw-client-glslx to the build.
2011-12-25 16:41:14 +09:00
Bill Currie
9df7370bcd
Create some shaders for quake text.
...
Still nothing drawn, but this gets my shader scripts into C without me
having to look at ugly strings.
2011-12-25 15:53:12 +09:00
Bill Currie
b7c90fa02d
Load the quake palete as a texture.
...
256x1 rgba.
2011-12-25 13:53:52 +09:00
Bill Currie
99c490ce52
Get glsl running as a null renderer.
...
This means that nq-glslx can get through demo1, demo2, demo3 and bigass1
without crashing. However, nothing is rendered, so unless you like black,
it's not very interesting.
2011-12-25 13:02:26 +09:00