Commit graph

1616 commits

Author SHA1 Message Date
Bill Currie
2f9ad73f78 Implement buffer memory up to barriers
Still lots to go (views, destruction, transfer...) and I'm uncertain
about the location of the pipeline barrier function.
2020-02-10 15:07:35 +09:00
Bill Currie
8148f256f5 Rework object device caching
It turned out I needed access to the physical device from a buffer
object, so rather than storing the vulkan logical device directly in
buffer (and other) objects, store the qfv logical device.
2020-02-07 11:45:05 +09:00
Bill Currie
d3b4e4653e Cache physical devices in the instance 2020-02-06 19:04:28 +09:00
Bill Currie
8819d26c95 Fix a compile error
not sure how that one got through
2019-10-16 20:57:39 +09:00
Bill Currie
4957c4f31a Implement the rest of the command stuff 2019-07-23 13:05:32 +09:00
Bill Currie
a165d67dfa Add a queue type 2019-07-23 12:37:47 +09:00
Bill Currie
411b897f09 Implement most of the stuff for command submission 2019-07-23 12:28:57 +09:00
Bill Currie
1f24a1408a Destroy the surface 2019-07-13 01:20:02 +09:00
Bill Currie
dd1c2db249 Clean up the swapchain
And be a little safer about it
2019-07-13 01:14:21 +09:00
Bill Currie
b4dc746a66 Clean up the debug callback 2019-07-13 01:11:34 +09:00
Bill Currie
1eafc33052 Ensure vulkan gets shut down 2019-07-13 00:36:21 +09:00
Bill Currie
4e4d1b99b4 Clean up all the system shutdown calls
I added Sys_RegisterShutdown years ago and never really did anything
with it: now any system that needs to be shutdown can ensure it gets
shutdown on program exit, and in the correct order (ie, reverse to init
order).
2019-07-12 23:15:26 +09:00
Bill Currie
b2e12d701b Fix up swapchain creation
Things are working again.
2019-07-12 14:09:42 +09:00
Bill Currie
66e7336b62 Initialize device extension checks early
They need to be initialized before attempting to load the function
pointers.
2019-07-12 13:37:30 +09:00
Bill Currie
75f19f7243 Completely rework the vulkan related api
Things don't work yet, but this feels much cleaner.
2019-07-12 13:34:31 +09:00
Bill Currie
b5828bc2ce Output validation message severity
It's nice knowing if something is an error or otherwise.
2019-07-11 00:58:37 +09:00
Bill Currie
c0bc5cfad6 Implement swapchain creation 2019-07-11 00:58:14 +09:00
Bill Currie
302a462c32 Make SetMouse timeout after 2 seconds
This makes sure that some unchecked event doesn't cause a lockup.
However, blocking input is really not the way to go: need to implement a
state machine and use non-blocking event reads.
2019-07-10 22:28:33 +09:00
Bill Currie
980cf58ac5 Wait for the window to be visible before mouse warping
This fixes the hang during fullscreen startup on my system (the motion
events weren't being generated because there was no window to see the
motion).
2019-07-10 22:28:33 +09:00
Bill Currie
a4f963f67b Add a cvar to block use of x11 vidmode
Or really, allow it if the user specifically requests it: the default is
blocked. Modern systems (particularly displays) do not really like
changing resolution, so doing so by default seems rather wrong.
2019-07-10 22:28:33 +09:00
Bill Currie
4eb6cf6f9e Make SetMouse timeout after 2 seconds
This makes sure that some unchecked event doesn't cause a lockup.
However, blocking input is really not the way to go: need to implement a
state machine and use non-blocking event reads.
2019-07-10 22:24:11 +09:00
Bill Currie
203d981675 Wait for the window to be visible before mouse warping
This fixes the hang during fullscreen startup on my system (the motion
events weren't being generated because there was no window to see the
motion).
2019-07-10 22:18:51 +09:00
Bill Currie
d5cb432911 Add a cvar to block use of x11 vidmode
Or really, allow it if the user specifically requests it: the default is
blocked. Modern systems (particularly displays) do not really like
changing resolution, so doing so by default seems rather wrong.
2019-07-10 22:15:39 +09:00
Bill Currie
2771e9c573 Correct extension handling
I had missed a critical bit from the cookbook.
2019-07-10 13:16:46 +09:00
Bill Currie
ed3c5cb9ec Add a strset "class"
It's just a wrapper around hashtab, but it makes checking if a string is
in a set easy. Way overkill when only a few extensions are enabled, but
more might come later.
2019-07-10 13:09:16 +09:00
Bill Currie
3191604641 Uncomment already implemented functions 2019-07-09 21:07:59 +09:00
Bill Currie
8a3cd224a3 Add vulkan developer flag 2019-07-09 20:14:30 +09:00
Bill Currie
68449d0f6f Create a window and a surface for vulkan
Yay, segfaults in R_Init :)
2019-07-09 16:33:44 +09:00
Bill Currie
0f511e8342 Move the string list funcs to their own file
They're not (at this stage, at least) worthy of being promoted out to
the utils lib.
2019-07-09 14:24:55 +09:00
Bill Currie
b3d982bfc3 Remove global vulkan_ctx
While I can't say that I'm happy with the details of vulkan_ctx_t, I am
pretty sure I don't want to be limited to having only one.
2019-07-09 11:54:23 +09:00
Bill Currie
707bdfc5f2 Get vulkan back to where it was 2019-07-09 09:06:35 +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
cb10175824 Pass vid_internal to R_LoadModule
This fixes the segfault and pushes things very much in the desired
direction of proper system independence for rendering and presentation
separation (though things were headed in the right direction before).
2019-07-08 14:04:03 +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
3e1520c246 Move vid callback access into vid
The plan is to move the callbacks into a "private" struct.
2019-07-08 12:46:22 +09:00
Bill Currie
6137795682 Use deep binding for the vulkan loader
This fixes the problem with using vkGetInstanceProcAddr to find global
vulkan functions.
2019-07-07 16:48:53 +09:00
Bill Currie
7137d61c36 Add some extensions needed for presentation 2019-07-07 16:27:55 +09:00
Bill Currie
a755e50c84 Clean up vid access a little
Things are still a mess, but a proper cleanup will be a lot of work and
will, really, involve properly splitting quake-specific code* out from
the rest of the renderer.

* data loading and format specific stuff
2019-07-07 15:38:29 +09:00
Bill Currie
d95e9f9af3 Correct vulkan plugin strings 2019-07-07 14:59:20 +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
940ef833ae Shutdown Vulkan properly
Well, as properly as can be considering how little is started up :P
2019-07-07 14:34:02 +09:00
Bill Currie
ab08e4f207 Create a logical device with a single queue
A single graphics-capable queue should be enough for now. However, I'm
not sure I'm happy with a lot of the code: it's a bit difficult to write
flexibly configured code for Vulkan (or seems to be at this stage),
especially in C.
2019-07-07 01:28:05 +09:00
Bill Currie
2bc78e7f0a Start work on a Vulkan-based renderer
Doesn't do much other than create an instance and enumerate some stuff,
but the build system is working.
2019-07-06 14:56:15 +09:00
Bill Currie
f58c2fef5a Switch QF's quaterions from wxyz to xyzw.
After messing with SIMD stuff for a little, I think I now understand why
the industry went with xyzw instead of the mathematical wxyz. Anyway, this
will make for less pain in the future (assuming I got everything).
2018-10-12 14:33:55 +09:00
Bill Currie
34bcf7faab Do a pure/const/noreturn/format attribute pass.
I always wanted these, but as gcc now provides warnings for functions that
could do with such attributes, finding all the functions is much easier.
2018-10-09 12:42:21 +09:00
Bill Currie
db3df6f8a7 Fix a bunch of dead increments. 2018-09-09 11:12:04 +09:00
Bill Currie
3f638d95ba Remove a possibly spurious break.
I'm not certain despair actually meant for the break to be there. It
certainly would have sped up the game a bit but at the expense of proper
blood trails in the software renderers.
2018-09-09 10:54:38 +09:00
Bill Currie
62793b2dc2 Fix some potentially garbage assignments.
These are the ones where I could easily make scan-build happy. They do seem
to be potential holes where invalid data in one place could result in use
of uninitialized values.
2018-09-09 09:54:16 +09:00
Bill Currie
59e85b7d5e Fix a pile of dead assignments.
Some were actual bugs!
2018-09-08 22:23:57 +09:00
Bill Currie
1eb1622420 Fix some strncat issues. 2018-09-07 21:27:34 +09:00
Bill Currie
8fd5be0ee0 Fix a pile of sizeof goofs.
While scan-build wasn't what I was looking for, it has proven useful
anyway: many of the sizeof errors were just noise, but a few were actual
bugs (allocating too much or too little memory).
2018-09-07 20:00:57 +09:00
Bill Currie
4f58429137 Fix an unhealthy pile of gcc 8 warnings.
While some of the warnings were merely annoying, some where actual bugs or
unearthed bugs in related code.
2018-08-20 00:05:00 +09:00
Bill Currie
2329fb1885 Fix some warnings and bitrot. 2016-10-25 00:10:30 +09:00
Bill Currie
f163e35f21 Add a builtin to get keydown. 2016-01-10 13:33:05 +09:00
Bill Currie
9cb23ba67e Clean up some error messages.
The contractions took the emphasis off where it needed to be.
2016-01-04 16:12:36 +09:00
Bill Currie
aecea5c350 Document most of they key binding system. 2016-01-04 16:11:15 +09:00
Bill Currie
59f60d1ba7 Enable the Key_StringToKeynum builtin.
I don't know why I didn't do it earlier other than lack of need.
2016-01-04 16:10:22 +09:00
Bill Currie
7c16acf4aa Make Key_GetBinding take an imt instead of a name. 2016-01-04 16:06:48 +09:00
Bill Currie
331b054d4a Fix an inappropriate reuse of a variable.
Using "ax"is for the joystick "var"iable is a bit confusing.
2015-06-18 21:22:31 +09:00
Bill Currie
d1f1375df5 Increase number of supported joystick buttons.
Also fix a bug where despite supporting 32 buttons, only 18 were actually
supported, and a similar issue for the number of axes.

My saitek x52 has 34 buttons and 10 axes. Whee.
2014-08-17 11:35:40 +09:00
Johnny
d1a8c1b277 Color swizzle & software lighting fix 2014-02-03 16:20:54 +09:00
Bill Currie
d80342e0a8 Fix some compile errors from Johnny's patch.
Turns out he has to compile without -Werror.
2014-02-02 16:42:08 +09:00
Johnny
850382eed4 Fixes crashes when sw32_r_pixbytes is set to 2 or 4 2014-02-02 16:22:53 +09:00
Bill Currie
9d71d9bb7a Remove maxwarpwidth and maxwarpheight.
Only the sw32 renderer even tried to use them, and they didn't get set
properly. This fixes JohnnyonFlame's waterwarp issue.
2014-02-02 14:41:58 +09:00
Bill Currie
99678a571b Remove *.slc on make clean. 2014-01-28 16:26:24 +09:00
Bill Currie
3efb0c538f Separate file search from loading.
QFS_LoadFile (and its wrappers) now  take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Bill Currie
4d59282641 Find the remaining vertex attribute order issues.
I hope. I do need to figure out why I made sprite blend an attribute
rather than a uniform.
2014-01-28 16:22:04 +09:00
Bill Currie
a5db0b1a65 Remove the now unnecessary GLSL_CompileShaderS().
Now that the transition to using shader effects is comlete, there's no
need for the wrapper.
2014-01-28 16:22:04 +09:00
Bill Currie
57d2198140 Use the new shader system for iqm models. 2014-01-28 16:22:04 +09:00
Bill Currie
385175ca65 Use the new shader system for 2d drawing. 2014-01-28 16:22:04 +09:00
Bill Currie
c89e612cd4 Remove redundant fog and palette shader code. 2014-01-28 16:22:04 +09:00
Bill Currie
50bb40be29 Use the new shader system for sprites. 2014-01-28 16:22:04 +09:00
Bill Currie
68bd7e643d Remove the long dead text vertex shader. 2014-01-28 16:22:04 +09:00
Bill Currie
1d67f8f0c3 Use the new shader system for textured particles. 2014-01-28 16:22:04 +09:00
Bill Currie
1a7b532927 Use the new shader system for point particles. 2014-01-28 16:22:04 +09:00
Bill Currie
3af6a640fe Missed the old turb frag shader. 2014-01-28 16:22:04 +09:00
Bill Currie
a419fb2c92 Ensure the vertex coord attribute is attribute 0.
It seems mesa still has the bug where non-array attributes don't work
when set as attribute 0, and that the allocation order changed sometime
since I last tested with mesa. This fixes the black world and flickering
alias models on my eeepc.
2014-01-28 16:22:04 +09:00
Bill Currie
042d6e5728 Remove a couple of stale files.
Missed these in the bsp related commit.
2014-01-28 16:22:04 +09:00
Bill Currie
26fc0b74e6 Fix bsp water surfaces.
Everything seems to be working for the bsp renderer.
2014-01-28 16:22:04 +09:00
Bill Currie
f43592589d Use the new shader system in the bsp renderer.
It mostly works. Skybox is untested, and water surfaces are broken.
2014-01-28 16:22:04 +09:00
Bill Currie
b269338947 Start using the new shader system.
So far, alias model rendering is the only victim, but things are working,
even if only color map lookup and fog blending are broken out at this
stage.

I expect the effect naming scheme will go through some changes until I'm
happy with it.
2014-01-28 16:22:04 +09:00
Bill Currie
323fbe1927 Fix an allocation oopsie.
I must have been tired when I wrote that line.
2014-01-28 16:22:04 +09:00
Bill Currie
550f1ae788 Fix some bitrot.
Just updating for the changes to the ALLOC/FREE macros.
2014-01-28 16:22:03 +09:00
Bill Currie
96c40cb9a1 Add basic support for shader "effects".
Again, based on The OpenGL Shader Wrangler. The wrangling part is not used
yet, but the shader compiler has been modified to take the built up shader.
Just to keep things compiling, a wrapper has been temporarily created.
2014-01-28 16:22:03 +09:00
Bill Currie
f5501fbf24 Fix a pile of automake deprecation warnings.
s/INCLUDES/AM_CPPFLAGS/g

I <3 sed :)
2013-11-24 13:11:50 +09:00
Bill Currie
6288684fa2 Fix more gcc 4.8 errors.
More actual bugs found, too.
2013-09-27 23:09:37 +09:00
Bill Currie
88692f92d9 Fix the calls for Draw_Init in the gl renderers.
While namehack.h took care of the symbol mangling, I do prefer the calls to
be correct as it reduces confusion.
2013-05-09 17:58:33 +09:00
Bill Currie
0f75bdce17 Set the default joystick preamp to 0.01.
At the request of johnnyonflame. I probably should have done this when I
removed the builtin 1/100 scaling from the joystick code.
2013-04-19 13:54:30 +09:00
Bill Currie
6d7f747577 Add timerefresh to the glsl renderer.
Also, tweak the formatting of the output for the other renderers (%g
instead of %f) and make gl's timerefresh output unconditional.
2013-02-18 13:57:45 +09:00
Bill Currie
9047c3e4ad Fix the invalid keydest errors.
Once and for all: remove the default and move the Sys_Error outside the
switch (changing appropriate breaks to returns). Now gcc will let me know
when I forget to update the switch statements.
2013-02-02 15:22:09 +09:00
Bill Currie
bc12567572 Clean out a leftover from the 128 dlight change.
I'd missed a set of bit->lightnum conversions that resulting in lightnum
becoming much greater than 128 and thus trashing memory when the surface
was marked.
2013-01-31 22:39:23 +09:00
Bill Currie
37dfad8e04 Add a command to simulate typing.
It doesn't support backspace or enter yet, but it got the job done for now.
2013-01-29 14:44:33 +09:00
Bill Currie
8de4db0e2d Fix some sizeof snafus.
I'd failed to notice these earlier.
2013-01-28 21:52:18 +09:00
Bill Currie
bc2fa38468 Provide support for axis names.
x/y/z and pitch/yaw/roll (or p/y/r). Johnny's numbers still work, too, of
course.
2013-01-28 21:09:21 +09:00
Bill Currie
9a24c99cf6 Remove the force 1/100 scaling.
That's part of amp's (or preamp's) job.
2013-01-28 19:37:48 +09:00
Bill Currie
5c08e97b0b Ensure the axis button's state starts at 0.
realloc doesn't do that for us.
2013-01-28 19:37:12 +09:00
Bill Currie
1811d00568 Use the correct index for pressing an axis button.
Oops.
2013-01-28 19:36:25 +09:00
Bill Currie
4163a3a8f2 Reduce the default deadzone to 500.
12500 seems a tad high when the range is +/- 32767.
2013-01-28 18:10:49 +09:00
Bill Currie
0ff66268e7 Redo the button axis setup to use key names.
Johnny's number->J_AXISn mapping is preserved, but I had intended for any
key to be supported (J_AXISn was just to ensure free keys were available).
This gives both methods (and some range checking on the axis button
number).
2013-01-28 18:06:30 +09:00
Bill Currie
42c2666036 Clear out some old cruft.
With the new joystic axis system, those cvars are no longer needed.
2013-01-28 18:06:06 +09:00
Bill Currie
475d90e96f Expose Key_StringToKeynum. 2013-01-28 16:34:29 +09:00
Bill Currie
173af3a992 Tweak the deadzone code to work better with pre-amp.
Everthing was fine with pre-amp == 1, but if it was anything else, the
offset would become invalid.
2013-01-27 14:30:13 +09:00
Bill Currie
f5e1983e0f Produce prettier floats in the output. 2013-01-27 14:09:48 +09:00
Bill Currie
dfbb68d573 Terminate the option arrays.
Before they terminate QF.
2013-01-27 14:08:01 +09:00
Bill Currie
1a33d2f682 Do a whitespace run.
Just for long-term sanity's sake.
2013-01-27 14:05:24 +09:00
Johnny on Flame
e3e0d6aaa9 Add menu commands + fixes 2013-01-27 13:17:13 +09:00
Johnny on Flame
ee436d89f6 More in-game console command documentation for in_joy 2013-01-27 13:17:13 +09:00
Johnny on Flame
86e7392e7a A few fixes + boundary checks 2013-01-27 13:17:12 +09:00
Johnny on Flame
637d751aa7 Saves axes behaviours on the config file. 2013-01-27 13:17:12 +09:00
Johnny on Flame
4f92bceb4f Joystick configuration commands. 2013-01-27 13:17:12 +09:00
Bill Currie
b2e92c2864 Rewrite joy_axis and JOY_Move for axis buttons.
First, this completely smashes joystick input: it will not work (though it
doesn't crash). This is because there is, as of yet, no means to configure
the system.

Each joystick axis has:
    - per-axis amplification (both pre and post).
    - per-axis offset (offset applied after pre-amp but before post amp)
    - selectable destination:
        - linear delta: position and angles (as before)
        - axis button: if the value crosses the threshold, the given key is
          pressed or released as appropriate.

The axis amplification still uses joy_amp and joy_pre_amp (and
in_amp/in_pre_amp), but now also has the per-axis settings.

The per-axis offset is most useful for axis buttons. For example, the xbox
360 controller triggers are analong but go "all the way to negative on 0
state". Offsetting the input keeps axis button thresholds simple.

Amplification and offset is applied before anything is done with the axis
value. The formula is:

    joy_amp * in_amp * axis-amp *
        (offset + value * joy_pre_amp * in_pre_amp * axis-pre_amp)

Axis button thresholds are very simple: if the sign of the value is the
same as the sign of the threshold and abs(value) >= abs(threshold), the
button is pressed. While multiple thresholds and keys can be placed on an
axis, only one can be pressed at a time. The threshold furthest from 0
wins.
2013-01-23 13:15:02 +09:00
Bill Currie
35edfae2a0 Add keys for joystick axis buttons.
The idea is to allow a joystick axis to be mapped to button presses. These
allow the buttons to be bound without consuming other possibly valid keys.
2013-01-23 13:15:02 +09:00
Bill Currie
e27d7cbd2d Handle alloca "correctly".
Use AC_FUNC_ALLOCA and the #ifdef mess suggested by the autoconf docs
(hidden in qfalloca.h).
2013-01-22 21:02:50 +09:00
Bill Currie
f1aefc969d Fix some 64-bit mingw compile issues.
Just one more issue to fix (alloca), but with a hack, QF compiles (no clue
yet if it works: wine doesn't seem to be an option at this stage)
2013-01-22 21:02:49 +09:00
Bill Currie
cb45d248c4 Use the Mersenne Twister for particles.
The seed is currently 0xdeadbeef, but I intend on fixing that soon. Now the
particle velocities and origins use fully independent bits (though a big
chunk is wasted right now).
2013-01-21 20:06:54 +09:00
Bill Currie
3de67589a3 Fix random particle origin/velocity z component.
This is a quick fix until I get a random number generator into QF.

Mingw's RAND_MAX is only 0x7fff and so the (((rnd >> 10) & 63) - 31.5) / 63.0
used for the z component of origin and velocity would never go positive.
For now, change the 10 to 9 (reusing another bit from Y). I plan on
implementing a full 32-bit PRNG in QF so we always have a reliable
generator.
2013-01-21 14:53:13 +09:00
Bill Currie
22ca96ea46 Put the key_dest default back to key_console.
For now, anyway. This is a quick emergency fix for qw-client crashing when
a key is pressed while the client is waiting at the console on startup.
2013-01-19 12:17:57 +09:00
Bill Currie
ace8d9ebc5 Implement dynamic IMTs.
Now the user can create and destroy IMTs at will, though currently
destroying IMTs is currently all or nothing (imt_drop_all).

An IMT is created via imt_create which takes the keydest name (key_game
etc), the name of the IMT (must be unique for all IMTs) and optionally the
name of the IMT to which the key binding search will fall back if there is
no binding in the current IMT, but must be already defined and on the same
keydest. This means that IMTs now have user determined fallback paths. The
requirements for the fallback IMT prevent loops and other weird behaviour.

Actual key binding via in_bind is unaffected. This is why the IMT name must
be unique across all IMTs.

The "imt" command works with the key_game keydest, but imt_keydest is
provided for specifying the active IMT for a specific keydest.

At startup, default IMTs are setup to emulate the previous static IMTs so
old configs will continue to work (mostly). New config files will be
written with commands to drop all of the current IMTs and build new ones,
with the bindings and active IMT set as well.
2013-01-16 19:48:54 +09:00
Bill Currie
ec6ba8a03c Make key_dest private to keys.c
This has the bonus feature of making nq pause the game when input focus is
lost (same conditions as dropping the console or bringing up the menu).
2013-01-16 19:48:54 +09:00
Bill Currie
2a3986368e Use callbacks for key repeat control. 2013-01-16 19:48:54 +09:00
Bill Currie
cf0729c818 Support more than one keydest callback. 2013-01-16 19:48:54 +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
a05e7253e4 Force a full update when the fade screen is drawn. 2013-01-13 20:34:39 +09:00
Bill Currie
a8542c2d48 Correct the spelling of QFK_HIRAGANA_KATAKANA.
'twas QFK_HIRAGANA_kATAKANA. Took a while to spot it :P
2013-01-13 18:54:23 +09:00
Bill Currie
e3b8157469 Create a new imt_menu imt.
It seems to work nicely as F10 no longer tries to quit while the menu is
displayed.
2013-01-13 18:19:00 +09:00
Bill Currie
b18305351e Rename game_target to key_target.
Much better name :P
2013-01-13 18:14:16 +09:00
Bill Currie
b1ddae927b Add a command to clear specific IMTs.
in_clear <imt>... where each argument to in_clear is an imt identifier. If
any identifiers are incorrect, the incorrect ones will be displayed and no
tables will be cleared. All or nothing.
2013-01-13 18:05:41 +09:00
Bill Currie
0c81364da8 Fix scr_copyeverything in gl and glsl.
Now the gl renderers unconditionally set it to 1. This is required because
the screen is cleared every frame.
2013-01-13 17:23:00 +09:00
Bill Currie
4a95f89760 Correct the handling of r_viewsize and lineadj.
r_viewsize is meant to be clamped to 100, but not limit linadj.
2013-01-13 16:53:22 +09:00
Bill Currie
86b95629cf Complete the move of some vars into vid_render_data.
scr_fullupdate and scr_copyeverything were missed. Possibly others too, but
this is enough for the moment.
2013-01-13 16:46:41 +09:00
Bill Currie
9c812f39ce Apply some wart remover.
hungarian notation... *twitch*
2013-01-13 16:07:11 +09:00
Bill Currie
ed8b289315 Make sdl's VID_SetPalette only queue a palette change.
It seems that SDL_SetColors causes a page flip, so VID_SetPalette only
queue a palette change (by checking for the need to change and storing the
requested palete) and VID_Update now checks for a queued palette change and
updates SDL's palette if required. This fixes the flickering console in sw
-sdl introduced by the cshift/centerprint change.
2013-01-13 14:55:15 +09:00
Bill Currie
82a6861233 Move the call to VID_Update out of the if blocks.
This makes it obvious that VID_Update is unconditionally called when
SCR_UpdateScreen is called.
2013-01-13 14:43:19 +09:00
Bill Currie
5bbb76194f Use stdlib.h instead of alloca.h.
While the manpage does say alloca.h, that's not very portable, it seems.
stdlib.h seems to be better (at least for mingw, anyway)
2013-01-10 21:54:37 +09:00
Bill Currie
751417ffb2 Rename R_RecursiveWorldNode to R_VisitWorldNodes.
Finally, the name reflects its actual purpose.
2013-01-07 19:59:49 +09:00
Bill Currie
a852eeb711 Remove the recursive versions of R_RecursiveWorldNode.
They seem to not be needed any more.
2013-01-07 19:57:21 +09:00
Bill Currie
9758302023 Fix sw and sw32's R_RecursiveWorldNode node stack.
I guess I had forgotten to make the node stack dynamically allocated for
these renderers. Now ITS works in all four renderers.
2013-01-07 19:51:36 +09:00
Bill Currie
43702580f5 Clear the texture element chain after drawing.
It was properly cleared after drawing water chains and sky chains, but I
had missed normal surfaces. It took the use of the same texture for both
normal surfaces and water surfaces to trigger the bug. Thanks go to Simon
'Sock' O'Callaghan and his In The Shadows mod.
2013-01-06 20:05:59 +09:00
Bill Currie
7206756952 Produce a vidmode list for developer output.
vidmode is starting to show its age. Modern X doesn't need a config file,
and when one is not available, the list of available resolutions is quite
strange. Time to look into randr support.
2013-01-01 15:13:27 +09:00
Bill Currie
6eb6b6c0ba Change pointer_t to unsigned and clean up the mess.
It doesn't make sense to have negative pointers. The size of the commit is
from enabling gcc's -Wtype-limits warning and cleaning up that mess too.
2012-12-21 21:53:13 +09:00
Bill Currie
cb259823af Scale the glsl crosshairs to match gl. 2012-12-12 21:37:55 +09:00
Bill Currie
f71affdfba Use exact texture coords for 2d pics in glsl.
Moving the texture coordinates in 1/4 pixel made a mess of the 2d pics
(very noticable on the round crosshair).
2012-12-12 21:34:37 +09:00
Bill Currie
a372efee5c Add a new crosshair.
Now all 4 slots of the crosshair table are used :)

Also, fix the offset for pic based crosshairs in glsl, and use just one
func for them.
2012-12-12 19:36:50 +09:00
Bill Currie
a12eb940f1 Remove the hard-coded bsp maximum depths.
The depth limits in the gl and glsl renderers and in the trace code really
bothered me, but then the fix hit me: at load-time, recurse the trees
normally and record the depth in the appropriate place. The node stacks can
then be allocated as necessary (I chose to add a paranoia buffer of 2, but
I expect the maximum depth will rarely be used).
2012-11-28 21:29:03 +09:00
Bill Currie
ec42bde527 Make hash tables more const correct.
And clean up the resulting mess :/
2012-10-27 11:44:31 +09:00
Ozkan Sezer
6e04fd5ff6 signed int viddef_t members
The attached patch (against quakeforge git) changes the [con]width,
[con]height, and most importantly the rowbytes members of viddef_t
from unsigned to signed int, like in q2.  This allows for a properly
negative vid.rowbytes which may be needed in, e.g. a DIB sections
windows driver if needed.  Along with it, I changed a few places
where unsigned int is used along with comparisons against the relevant
vid.* members.
One thing I am not 100% sure is the signedness requirements of
d_zrowbytes and d_zwidth: q2 has them as unsigned but I am not sure
whether that is because they are needed as unsigned or it was just an
oversight of the id developers. They do look like they should be OK
as signed int to me, though: comments?

==
Note from Bill Currie: I had to do some extra changes as many
signed/unsigned comparisons were somehow missed.
2012-10-21 09:00:50 +09:00
Bill Currie
709da6e7d7 Rotate the skybox -90 degrees on the z axis (gl)
Now gl and glsl match again, and quake's skies are now "correct" (assuming
fitzquake is the standard).
2012-09-13 08:36:28 +09:00
Bill Currie
14f089d08e Correct the orientation of the skybox (for glsl).
It turns out the expected orientation of the sky cube is exactly that of
Blender's default cube looked at from the front view (num-1) and the front
face being the nearest face. This put's Marcher's sun nicely in the view
when exiting the cave.
2012-09-12 19:06:07 +09:00
Bill Currie
536ee48a97 Some minor skybox improvements suggested by mh.
Rearrange the sky_suffix and sky_coords arrays and remove the sky_target
array such that the faces can be loaded using
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i (apparently certain drivers break if
the faces aren't loaded in the correct order).

Also, the nomalization of the direction vector in the fragment isn't
necessary.
2012-09-12 15:20:35 +09:00
Bill Currie
433d9d138b Hook up the pointfile loader in glsl.
I was always wondering what that was for (never bothered looking at the
command registration, I guess :P).
2012-09-12 09:54:24 +09:00