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.
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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.
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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."
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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.
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Yay, no more garbage on the screen :)
2012-07-09 15:56:51 +09:00
Bill Currie
5014825b39
Fix the backtile for glsl.
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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.
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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.
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Discovered while getting the location markers working again.
2012-07-06 10:18:05 +09:00
Bill Currie
ef9e8d05c4
Avoid some unnecessary state changes.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Yay, bitrot :P
2012-06-29 10:49:21 +09:00
Bill Currie
aa2a8e8909
Mostly "merge" cl_screen.c.
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Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
b2290d92c9
Nuke UNALIGNED_OK.
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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.
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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.
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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.
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That was easy :)
2012-05-20 14:23:41 +09:00
Bill Currie
e2db2dcb63
Support static iqm models.
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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.
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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.
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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.
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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.
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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.
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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.
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Heh, forgot to remove it again :)
2012-05-17 16:02:13 +09:00
Bill Currie
c3801d46e5
Render iqm models in GL.
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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.
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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.
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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.
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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.
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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 :)
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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.
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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