Bill Currie
c378acab6b
Actually load up the mvp and normal matrices.
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Rather critical. I thought I'd done that :/
2012-01-03 09:34:17 +09:00
Jeff Teunissen
86edf54c40
Build and ignore cleanups
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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.
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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
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
fd67f3500b
Load the alias model shaders.
2012-01-02 11:18:34 +09:00
Bill Currie
d1419c30db
Make a start on alias model rendering.
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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
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
718595db45
Implement sprite rendering.
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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.
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No surface queuing is done, but entities get queued.
2011-12-31 14:33:20 +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
a87a60a6fd
Flush the text buffer before drawing conback or menus.
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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.
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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
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.
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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
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
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
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
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
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
6fe9557dae
Put in the final pieces so nq-glslx can link.
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Everything is still stubs. Trying to run nq-glslx results in a segfault :)
2011-12-23 12:52:55 +09:00
Bill Currie
53d89bf85a
Clean up the mess around D_FlushCaches.
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Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
Bill Currie
33c5320c0e
Create stubs for most of the required render functions.
...
nq-glslx almost links. Just some suspicious references in host.c I want to
check before doing anything more.
2011-12-23 12:19:50 +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
52d9269867
Merge brush model with world model rendering.
...
With this, non-mtex global fog now works properly :).
2011-12-18 08:09:55 +09:00