Commit Graph

73 Commits

Author SHA1 Message Date
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