Commit graph

1616 commits

Author SHA1 Message Date
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
Bill Currie
a37c5465e1 First step for BSP2 support. DOES NOT WORK!
All of the nastiness is hidden in bspfile.c (including the old bsp29
specific data types). However, the conversions between bsp29 and bsp2 are
implemented but not yet hooked up properly. This commit just gets the data
structures in place and the obvious changes necessary to the rest of the
engine to get it to compile, plus a few obvious "make it work" changes.
2012-09-07 16:09:24 +09:00
Bill Currie
d6a1daaf30 Force a refdef update when nearclip or farclip change. 2012-08-29 09:55:17 +09:00
Bill Currie
78f7604efc Evil hack to handle duplicated sdl key syms. 2012-08-18 21:44:51 +09:00
Bill Currie
9250eb83bf Yet more char index issues.
Should be getting near the end of these as qfcc tries to link in my hacked
up tree :)
2012-08-18 21:42:49 +09:00
Bill Currie
5b054dd98b Add "slow grav" for smoke.
Removes one more set of hard codings from particle types.
2012-08-12 11:42:18 +09:00
Bill Currie
5a5b31bae4 Correct the direction of pt_fire particles.
sub_grav() was accelerating the particle in the wrong direction. Down being
+ve gravity caused a bit of confusion (though it was a c&p error).
2012-08-10 13:56:01 +09:00
Bill Currie
372defc1be Support up to 128 dlights.
More or less as per MH's tut, but really just finishing something that
should have been done years ago.
2012-07-21 13:58:54 +09:00
Bill Currie
7d8b0f96d6 Correct the fog distance calculations.
It turns out the pixel's z coord is correctly obtailed by
gl_FragCoord.z/gl_FragCoord.w.
2012-07-17 19:10:10 +09:00
Bill Currie
c4309e7abc Correct the fog blend calculation for transparency.
The incoming pixel's alpha should not be affected by fog. This fixes the
ugly square smoke particles in foggy maps.
2012-07-17 19:08:36 +09:00
Bill Currie
a7327acb80 Set up shadevector for gl alias models.
The setup had been lost at some stage, thus shadows were always directly
under the entity. Unlike the original quake shadow code, the vector is
correctly transformed into the entity's space.
2012-07-17 17:10:48 +09:00
Bill Currie
fbc0ad59df Implement gl shadows for pure triangle alias models.
I finally found the cause of Despair's gl shadows non-rendering+segfault...
the shadow code expected triangle fans and strips but was getting simple
triangles. Oops.
2012-07-17 16:11:42 +09:00
Sander van Dijk
3c04de1116 Better default vid_gamma value. 2012-07-17 06:30:01 +09:00
Bill Currie
134f9b0e9e Force pr_keys.c to get linked in.
Nothing in the main program currently uses Key_Progs_Init, so the object
file wasn't getting pulled into the link. However, it's quite necessary for
the client console plugin :/
2012-07-16 18:18:13 +09:00
Bill Currie
8333e6578c Fix non-static sw renderer for 32bit x86.
Yet another undefined symbol caused by iqm support. This time caused by
asm/not asm.
2012-07-15 22:34:00 +09:00
Bill Currie
0f34ab8762 Move pr_keys.c from console to video/targets.
It wasn't very accessible/usable in the client console plugin.
2012-07-15 07:39:50 +09:00
Bill Currie
f9c6eacb84 Really fix sw32 renderer loading.
It seems I never tested the sw32 renderer in a non-static build since I put
in IQM support.
2012-07-15 07:30:17 +09:00
Bill Currie
fd6b5edb73 Don't set triangle draw type in sw32 iqm renderer.
It's not used and causes link errors (I never noticed on my system).
2012-07-14 19:48:57 +09:00
Bill Currie
fcf7150c62 Remove some old renderer specific files. 2012-07-14 07:32:53 +09:00
Bill Currie
6fe32103ea Do a bit of bound() usage auditing.
While these seem to be mostly harmless, having function calls in the
bounded value can be nasty.
2012-07-12 19:33:51 +09:00
Bill Currie
a822a683cd Fix the inverted lighting for sw32.
LordHavoc had made lighting positive for sw32, but I had done something in
the plugin code that broke that (probably something to do with the
colormap loading). Going back to id's original code fixes the issue.
2012-07-12 18:15:45 +09:00
Bill Currie
12319cfcdf Revert "Slightly reducde the number of calls to glUniformMatrix4fv."
This reverts commit e170f4ee75.

It turns out I messed up something in the patch. I noticed the problem
while playing digs04.bsp: many sub-model surfaces, particularly those with
animated textures, were not being transformed correctly. As this patch did
not make a large performance difference, it's probably better to just
revert it. I might revisit it later.
2012-07-11 08:12:57 +09:00
Bill Currie
ede65fb28c Use the correct source for the backtile width/height.
Yay, no more garbage on the screen :)
2012-07-09 15:56:51 +09:00
Bill Currie
5014825b39 Fix the backtile for glsl.
Since the backtile is loaded into a scrap and used as a subtexture, we
can't use GL's texture wrapping, thus do the wrapping ourselves. There are
some minor issues with the wrong part of the scrap being drawn: need to
investigate where the bug is (vrect, make_quad, etc).
2012-07-09 15:11:03 +09:00
Bill Currie
37260018a2 Acutally use the vertex colors for alias models.
Thanks to Spirit trying QF on nvidia drivers, the missing attributes were
found. Now he shouldn't get gl errors :)
2012-07-08 16:52:13 +09:00
Bill Currie
a6d9f5d931 Fix a parallel make issue. 2012-07-06 12:35:50 +09:00
Bill Currie
dbbd6f4535 Fix a couple of missing particle function pointers.
Discovered while getting the location markers working again.
2012-07-06 10:18:05 +09:00
Bill Currie
ef9e8d05c4 Avoid some unnecessary state changes.
Doesn't make much difference but it doesn't hurt.
2012-07-03 18:20:32 +09:00
Bill Currie
ee1cb24e3d Move the call to R_SetFrustum to gl_R_SetupFrame.
This was meant to be part of the previous commit, but I forgot to write the
file :P
2012-07-03 16:08:12 +09:00
Bill Currie
a8e0bcabf9 Call R_SetFrustum in all renderers.
It turns out glsl, sw and sw32 weren't getting any benefit from R_CullBox
because the frustum wasn't setup :P. Get another 8% out of bigass1
(174->184fps). bigass1 now runs 2x as fast as it did before I started this
optimisation run :)
2012-07-03 15:57:33 +09:00
Bill Currie
e58cd75660 Bound r_maxdlights properly.
QF's implementation doesn't support more than 32 dlights (32 bit int).
2012-07-03 15:27:48 +09:00
Bill Currie
eefefb79b0 Rename char_queue to draw_queue. 2012-07-03 14:45:16 +09:00
Bill Currie
b25de4d995 Rewrite the 2d code to use a scrap.
This severely reduces the calles to BindTexture, and more importantly,
glUseProgram, EnableVertexAttribArray etc. The biggest changes are:

 o  icons and text are all in the one giant texture
 o  icons and text are mixed in the one queue

This gave ~9% speedup for bigass1 (159->174fps).
2012-07-03 13:38:35 +09:00
Bill Currie
df35b22af4 Parameterize the linear filtering of scrap textures. 2012-07-03 12:10:24 +09:00
Bill Currie
e170f4ee75 Slightly reducde the number of calls to glUniformMatrix4fv.
It doesn't make a big difference to bigass1 (yet ?), but it does clean up
apitrace a little.
2012-07-03 10:57:35 +09:00
Bill Currie
1a6b56b0a2 Call glTexSubImage2D only once per frame.
Instead of once per surface... ouch. Gives about 20% speed boost on demo1
(154.7->185.7)
2012-07-02 20:01:28 +09:00
Bill Currie
8fa92bf206 Add 32 button support to sdl and win as well.
The world isn't x11 (much as I'd like it to be)
2012-07-02 16:51:14 +09:00
Bill Currie
7cd8806ec0 Add support for up to 32 mouse buttons.
My new mouse reports only up to 9 (skipping 6 and 9, it seems), but I
/have/ seen 32 button mice...
2012-07-02 16:33:57 +09:00
Bill Currie
4da3be5cd6 Get a minor speed gain in glsl bsp rendering.
About 4% (99.5 to 104.4) from not calling VertexAttrib4fv or BindTexture
when not necessary.
2012-06-29 22:13:20 +09:00
Bill Currie
603fe92cba Add a callback for when key_dest is set. 2012-06-29 18:00:21 +09:00
Bill Currie
3406cad99a Many distcheck fixes.
Yay, bitrot :P
2012-06-29 10:49:21 +09:00
Bill Currie
aa2a8e8909 Mostly "merge" cl_screen.c.
Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
b2290d92c9 Nuke UNALIGNED_OK.
It's not really necessary (and was effectively dead anyway).
2012-06-15 22:02:17 +09:00
Bill Currie
e730608dd7 Implement r_flatlightstyles from fitzquake. 2012-06-15 22:02:14 +09:00
Bill Currie
dbc203b625 And a few more bits of whitespace. 2012-05-23 08:21:27 +09:00
Bill Currie
23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
85da69a96a Transform normals wrt bones in sw and sw32.
Better lighting :), though any scaling/shearing will produce funny results,
and sw32's lighting is broken in general.
2012-05-20 15:21:25 +09:00
Bill Currie
0fbaa2a88a Add sw32 support for iqm models.
That was easy :)
2012-05-20 14:23:41 +09:00
Bill Currie
e2db2dcb63 Support static iqm models.
Segging on a model with no animations is not nice :P
2012-05-19 21:26:11 +09:00
Bill Currie
d25f39cc7d Remove pskindesc from affinetridesc_t.
It's never used after being set.
2012-05-19 09:29:05 +09:00
Bill Currie
be9c0697a2 Give sw iqm its own transform setup.
IQMs don't need to be scaled or offset. This fixes iqms not rendering,
though they actually were: just super tiny.
2012-05-19 00:43:26 +09:00
Bill Currie
c0517b1d97 Factor out the blend palette creation.
gl, sw and sw32 use blend palettes, so share the code. This also abandons
the optimization for transforming verts in sw (had all sorts of problems
anyway). sw still doesn't work, though.
2012-05-19 00:34:15 +09:00
Bill Currie
e069757ceb Refactor the skin setup code. 2012-05-19 00:18:03 +09:00
Bill Currie
fb10f38fd4 SW now tries (but fails miserably) to render iqm models.
Something seems to be very wrong with the transforms.
2012-05-18 23:31:14 +09:00
Bill Currie
da87ac0ce5 Remove some unused parameters. 2012-05-17 21:33:22 +09:00
Bill Currie
da313cfae7 Load iqm models in the sw renderers.
sw32 loses 32 bit textures :/
loading is /slow/ (converting rgb(a) to 8bit palette... ouch.
2012-05-17 21:17:48 +09:00
Bill Currie
7637f35616 Remove the test scaling.
Heh, forgot to remove it again :)
2012-05-17 16:02:13 +09:00
Bill Currie
c3801d46e5 Render iqm models in GL.
There are still many issues to sort out, but the basics are working.

Problems:
	rendered fullbright (no lighting done)
	normals are ignored
	extra textures (glow etc) not used/loaded

4 models on the screen don't seem to be a problem.
2012-05-17 15:58:29 +09:00
Bill Currie
f958afad53 Optionally allocate extra data for iqm blend frames.
Also, correct the blend parameter type (int->float. oops).
2012-05-17 15:57:07 +09:00
Bill Currie
c0df07b607 Enable loading of iqm models in gl.
They don't render yet, but the engine doesn't segfault.
The vertex blend indices are rewritten with blend palette indices.
2012-05-17 15:55:38 +09:00
Bill Currie
041d63c828 Move the frame blending into common code. 2012-05-16 17:44:18 +09:00
Bill Currie
8ada7c02a3 Remove the vertex scaling.
It was there only because mrfixit is rather small (8qu?) and it made
finding him easier :). Anyway, any scaling should be done in the engine.
2012-05-16 08:13:59 +09:00
Bill Currie
9984925fe8 Correct a comment. 2012-05-15 21:08:47 +09:00
Bill Currie
31772afd13 Add in some ambient light for iqm models.
Though the bsp loader doesn't yet support colored lighting, the ambient
light will be colored when it does. With this, I guess iqm model support is
done for glsl until I figure out how I want to do dual quaternion support.
2012-05-15 21:08:47 +09:00
Bill Currie
111377f1be Use buffer objects for iqm vertex arrays and elements. 2012-05-15 21:08:47 +09:00
Bill Currie
0fd2b01665 Update the shader to work as it should :)
I always thought it whould be "light - point" :P. Also, in normal maps, 127
is 0.
2012-05-15 21:08:47 +09:00
Bill Currie
c454b96d2a Translate lights into entity space.
Finally, lights work "properly". Probably the nicest lighting we've ever
had :) (still have to put in ambient, though).
2012-05-15 21:08:47 +09:00
Bill Currie
1375c3cf03 Finally, load textures for iqm :) 2012-05-15 21:08:47 +09:00
Bill Currie
a032aa5adf Get the lights working (as such).
They work nicely now when the normal map and texture are bypassed (don't
know what texture is getting used currently).
2012-05-15 21:08:47 +09:00
Bill Currie
8c5e278bf8 Implement frame blending for iqm.
Now that I have things working... :)
2012-05-15 21:08:47 +09:00
Bill Currie
a938c7fb14 Almost fix the animations.
There's still a problem with his finger tips and feet, but the rest of his
limbs seem to be working well. Much thanks to Spike for encouraging me to
do a dump of the matices that are actually sent to the card.

It turns out that animated joints remain relative right up to the last
moment.
2012-05-15 21:08:46 +09:00
Bill Currie
7cda91a879 Temporarily disable dual quaternions.
The animation data isn't getting loaded or used properly (not sure yet).
This helps ensure it's not something I've done wrong with dual quats.
2012-05-15 21:08:46 +09:00
Bill Currie
4b38048a5c Create functions for rotation and translation. 2012-05-15 21:08:46 +09:00
Bill Currie
5b4fdd2a93 Use the correct position for light calcs.
I should have remembered that gl_FragCoord wasn't right.
2012-05-15 21:08:46 +09:00
Bill Currie
2080c337d7 Avoid using malloc/free every model/frame. 2012-05-15 21:08:46 +09:00
Bill Currie
c2e0674d50 Implement R_IQMGetLerpedFrames().
Like R_AliasGetLerpedFrames, but for IQM. It calcualtes the current frame
number and blend between the previous and current frames.
2012-05-15 21:08:46 +09:00
Bill Currie
8387d987e2 Change position to vposition. 2012-05-15 21:08:46 +09:00
Bill Currie
099ef348c6 Advance the vertex attrib index.
Disabling the array right after enabling it was causing things to just not
work :P
2012-05-15 21:08:46 +09:00
Bill Currie
d1d4c6142c Get the frame data from the right places.
Always using joint[0] of the frames wasn't very useful.
2012-05-15 21:08:46 +09:00
Bill Currie
74cb49ef7c Free the blended frame data. 2012-05-15 21:08:45 +09:00
Bill Currie
bea8f8f9c4 Fix a segfault when searching for dlights.
Uninitialized var bites my bum :P
2012-05-15 21:08:45 +09:00
Bill Currie
9c69404163 Attempt to render iqm models.
Things are a right mess (segfaults, invalid accesses on load, etc), but
hey, it's a start :)
2012-05-15 21:08:45 +09:00
Bill Currie
15fd3be73a Allow iqm models when storing efrags. 2012-05-15 21:08:45 +09:00
Bill Currie
41e7a6c70c Search for the "nearest" dlights.
Nearness is a function of both distance and intensity: distant bright
lights can take priority over close dim lights.
2012-05-15 21:08:45 +09:00
Bill Currie
0becd35b65 Begin work on rendering iqm models.
No chance of working yet, but the shaders compile :)
2012-05-15 21:08:45 +09:00
Bill Currie
15d35fbdc9 Add mvp_mat and some comments. 2012-05-15 21:08:45 +09:00
Bill Currie
59c5bf2f9e Code up an initial version of the iqm vertex shader.
Probably more bugs than an old kitchen cupboard :P
2012-05-15 21:08:45 +09:00
Bill Currie
3b938592c3 Dump some gl limits. 2012-05-15 21:08:43 +09:00
Bill Currie
26a878da48 Stub out the iqm loader. 2012-05-15 21:08:43 +09:00
Bill Currie
099d9ec3f2 Move the increment of order out of the loop.
I don't know what gcc's optimizations would do with it, but it seems quite
reasonable to pull the code out of the loop by hand.
2012-05-05 18:01:00 +09:00
Bill Currie
cf5c9f067f Make GL_DrawAliasShadow const correct.
Despair's having troubles with segfaults that I can't reproduce. If it's a
strict aliasing problem, this might help.
2012-05-05 17:55:30 +09:00
Bill Currie
a43bd755ca Fix the 32-bit x86 build of the software renderer.
I really need to remove the sledge-hammer approach, but this at least gets
QF working out-of-the-box on 32-bit x86 systems.
2012-04-28 13:02:36 +09:00
Bill Currie
20b7a46100 Remove a bogus model type check.
This allows 16-bit alias models to render when viewd straight on.
2012-04-25 11:50:20 +09:00
Bill Currie
ba7046ea09 Allow large skins in sw32.
Dirty rotten magic numbers :P
2012-04-25 10:47:44 +09:00
Bill Currie
866c56c236 Do not try to lerp entities when their model changes.
This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
2012-04-25 10:09:23 +09:00
Bill Currie
e167300a84 Fix a segfault in the sw32 renderer on entering e1m7
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.

It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
2012-04-24 22:02:20 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
1fd84477a2 Rename char to dchar in the text vertex shader.
Thanks to Spirit :)

Turns out certain drivers (nvidia?) reserve "char" even though opengl does
not. This should fix his missing console text.
2012-04-21 20:59:04 +09:00
Bill Currie
3b07928373 Fix an inconsistent numeric constant.
While checking the shaders to see if there might be anything obvious to
work around the current nouveau shader issues, I found a 1 that should have
been a 1.0. I'm surprised it ever compiled.
2012-04-20 16:30:25 +09:00
Bill Currie
bbd277cb72 Fix building libQFrenderer as a helper library. 2012-04-12 17:16:40 +09:00
Bill Currie
61ae793367 Fix two broken symbols for sw32.
Now all 4 render plugins load as standard plugins (though there's still a
problem with libQFrenderer.so)
2012-04-12 17:12:24 +09:00