Commit graph

249 commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
0993803006 Add texture sub-image management.
The planned uses are lightmaps and 2d icons.
2012-01-06 16:24:13 +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
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
836209e5c6 Enable lerping of alias models.
Done in hardware }:>
2012-01-04 16:36:43 +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
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
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
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.
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.
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
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
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
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
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
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
6fe9557dae Put in the final pieces so nq-glslx can link.
Everything is still stubs. Trying to run nq-glslx results in a segfault :)
2011-12-23 12:52:55 +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