Commit Graph

14 Commits

Author SHA1 Message Date
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
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 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 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 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 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 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 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 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