Bill Currie
0fbaa2a88a
Add sw32 support for iqm models.
...
That was easy :)
2012-05-20 14:23:41 +09:00
Bill Currie
6ace105e31
Fix some macro parenthesis issues.
2012-05-19 21:25:58 +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
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
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
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
02f8aa6b75
Add Mat4MultAdd macro.
2012-05-17 15:56:01 +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
e722352a61
Add SYS_MODEL developer flag (8192)
2012-05-17 13:39:45 +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
111377f1be
Use buffer objects for iqm vertex arrays and elements.
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
c694b9f77e
Add Mat4Blend macro.
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
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
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
9a3206795e
Add VectorUnshear().
...
VectorUnshear uses the exact same shear vector to remove shear from a
sheared vector. ie with:
VectorShear (shear, v, w);
VectorUnshear (shear, w, x);
x == v within fp math limits.
2012-05-15 21:08:44 +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
1473dbd526
Add a comment about the evaluation order in VectorShear.
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
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
724427a976
Add component-wise vector and quaternion division.
...
Mostly for non-uniform scaling.
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
890223ef8e
Correct the definition of DualQuatNorm.
...
I'd gotten the norm and magnitude mixed up (partly because the document I
was following got the names mixed up), and then munged the formulas
together.
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
26a878da48
Stub out the iqm loader.
2012-05-15 21:08:43 +09:00
Bill Currie
f9a384ffd4
Make simple gravity acceleration framerate independent.
...
Now it doesn't matter if you get 22 fps or 72, you jump the same height,
which actually happens to be slightly higher than the previous 72fps jump.
Effectively, you jump the height you would if you got infinite fps ;)
2012-04-28 14:54:58 +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
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
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
87e56e0655
Fix some doxygen issues.
2012-04-22 22:20:45 +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
7fc700b802
Allow alias textures up to 1024x1024.
...
Blender's default texture size is 1024x1024, and there doesn't seem to be
any reason not to support it.
2012-04-15 14:13:05 +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
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
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
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
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
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
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
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
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
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
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
b59ffd4cf1
Fix win32 (mingw) builds.
2012-02-07 20:18:23 +09:00
Bill Currie
115ae82223
Fix an install oopsie.
...
VISIBLE snuck into a header while I wasn't looking.
2012-02-06 23:32:26 +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
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
be9f05ea14
Catch progs zone errors and give a stack dump.
2012-02-06 12:48:22 +09:00
Bill Currie
44c6aad7fe
Add some headers for make distcheck.
2012-02-02 21:41:39 +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
c4e08bc152
Fix a compile problem with struct cvar_s.
2012-02-01 20:07:21 +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
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
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
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
df87cffe15
Start working on the new GL skin code.
2012-01-24 23:06:07 +09:00
Bill Currie
4d66fc175a
Avoid processing skins every frame.
...
Processing skins every frame would slow things down unnecessarily, so call
the skin functions only when something changes.
2012-01-24 10:28:07 +09:00
Bill Currie
19dc579a5a
Fix custom player skins for the sw renderers.
2012-01-23 23:38:32 +09:00
Bill Currie
3b6e412bba
Clean up skin.h a little.
2012-01-23 21:42:28 +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
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
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
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
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
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
cbd13ac54e
Implement QuatExp and fix up QuatBlend's param names.
2012-01-12 21:22:06 +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
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
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
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
Bill Currie
179c349bb3
Change WANT to NEED.
...
I forgot to do this when creating the header.
2012-01-08 09:20:04 +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
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
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
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
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
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
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
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
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
454047ab92
Make r_novis 0 take effect immediately.
2012-01-03 23:17:49 +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
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
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.
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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
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
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
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
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
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