Commit graph

38 commits

Author SHA1 Message Date
Bill Currie
d70d72e6e4 [particles] Create a psystem object
This takes care of the global variables to a point (there is still the
global struct shared between the non-vulkan renderers), but it also
takes care of glsl's points-only rendering.
2021-12-24 06:45:13 +09:00
Bill Currie
8d2791752e [particles] Merge particle spawning into client
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
2021-12-24 06:45:13 +09:00
Bill Currie
c5cfcc7bfd [sprite] Separate model and texture loading
As much as it can be since the texture data is interleaved with the
model data in the files (I guess not that bad a design for 25 years ago
with the tight memory constraints), but this paves the way for
supporting sprites in Vulkan.
2021-12-24 06:45:13 +09:00
Bill Currie
84a24dbb34 [renderer] Make R_RenderView private
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.

Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
2021-12-24 06:45:12 +09:00
Bill Currie
c134e9d348 [renderer] Remove R_EnqueueEntity from the plugin funcs
Forgot about this when fixing the ctf flags.
2021-07-23 12:46:53 +09:00
Bill Currie
3351b62318 [renderer] Move driver specific texture chain defs
The GL/GLSL/Vulklan texture chaining defs never should have been in
r_internal.h in the first place. They still need a better name, though.
2021-07-21 16:36:51 +09:00
Bill Currie
a05210d864 [video] Get 16 and 32 bit sw32 mostly working in x11
Lighting on alias models seems to be borked, and skies are borked in
both sw renderers (seems to be nothing to do with this commit, though).
2021-07-11 00:09:41 +09:00
Bill Currie
0be609e0fd [util] Make PI_LoadPlugin always call general init function
As the root cause for #16 was something else, this fixes only the basic
cvar initialization, but does fix #19 (for now, at least).
2021-06-26 16:18:05 +09:00
Bill Currie
ae78c81b3a [render] Fail gracefully on unsupported render targets
Ideally, this won't be the case, but it currently is for Vulkan and SDL.
2021-03-30 18:29:18 +09:00
Bill Currie
c9f1d770e0 Merge master into csqc-improvements
That was a mess
2021-03-25 22:01:31 +09:00
Bill Currie
91e3769c05 Recalculate the fov when the cvar changes.
This separate the FOV calculations from other refdef calcs, cleaning up the
renderer proper and making it easier for other parts of the engine (eg,
csqc) to update the fov.
2021-03-25 18:14:03 +09:00
Bill Currie
6e0cb7b917 [model] Isolate renderer specific texture data
This cleans up texture_t and possibly even improves locality of
reference when running through texture chains (not profiled, and not
actually the goal).
2021-01-19 13:07:31 +09:00
Bill Currie
40fc9f0000 [model] Make Mod_LoadExternalTextures private
It never really needed to be externally accessible as it has always been
gl-specific and can be called by Mod_ProcessTexture anyway.
2021-01-19 12:56:05 +09:00
Bill Currie
858ac19327 [renderer] Move r_screen and r_cvar into main bin
r_screen because of SCR_UpdateScreen, and r_cvar because the cvars
really should never have been in a plugin in the first place (and
r_screen needed access).
2021-01-12 16:14:46 +09:00
Bill Currie
6e636a27d0 [renderer] Continue the job of merging SCR_UpdateScreen
I think this is probably as merged as it will get (though the update
callbacks can probably do with some merging).
2021-01-11 16:57:31 +09:00
Bill Currie
e7106cce9e [plugin] Remove Draw_Init from draw funcs
It's never called outside the renderers.
2021-01-10 15:22:39 +09:00
Bill Currie
8ee06d75a9 Separate render and presentation initialization
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
2019-07-09 01:00:47 +09:00
Bill Currie
6ee2df8445 Move vid callbacks into vid_internal
Currently segfaults because viddef is an alias for *r_data->vid, which
has not yet been initialized (chicken and egg).
2019-07-08 13:40:29 +09:00
Bill Currie
77afc30486 Fix vid renderer plugin types
I guess that plugin type is currently not checked, otherwise I doubt the
mistake would have gone unnoticed.
2019-07-07 14:57:56 +09:00
Bill Currie
3cb0f3e183 Remove viddef in favor of vid in the renderers.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
2013-01-16 11:23:47 +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
1375c3cf03 Finally, load textures for iqm :) 2012-05-15 21:08:47 +09:00
Bill Currie
26a878da48 Stub out the iqm loader. 2012-05-15 21:08:43 +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
42868d308e Initialize the skins and particles subsystems. 2012-04-11 14:58:55 +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
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
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
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