Bill Currie
ffa79eed01
Don't lie about the number of models.
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The renderer being told there were 2048 models when there were only ~160
was a bit of an unpleasant surprise :P
2012-01-09 16:22:39 +09:00
Bill Currie
12fd6bd390
Fix the segfault on map change.
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I had forgotten to call R_ClearTextures when I'd rearranged the code.
2012-01-09 10:16:54 +09:00
Bill Currie
cd91fe7c8d
Set the pixel unpack alignment to 1.
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4 hours chasing that one down. ouch.
2012-01-09 02:18:39 +09:00
Bill Currie
8779755e9c
Dump allocated rects for glsl_scraps BLAH.
2012-01-09 01:31:29 +09:00
Bill Currie
f658e6c32e
Initialize d_lightstylevalue.
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"Let there be light!", but chaos still reigns (broken lightmap updates).
2012-01-09 01:30:26 +09:00
Bill Currie
1229d24ef6
Get world rendering mostly working.
...
Just some problems with lightmaps. There also seem to be some issues with
seams (t-junctions?) and far clip, but they're quite separate.
There's also a problem with a segfault when loading a second map.
2012-01-08 22:09:51 +09:00
Bill Currie
7428a91526
Try, but fail, to render the world.
2012-01-08 20:39:36 +09:00
Bill Currie
ea377b80c5
Remove some redundate statements.
2012-01-08 20:38:56 +09:00
Bill Currie
f8d7bcf271
Rename R_RecursiveWorldNode to R_VisitWorldNodes in gl.
2012-01-08 18:16:33 +09:00
Bill Currie
6abaa5ea74
Build the display list for all loaded brush models.
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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.
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I forgot to do this earlier :/
2012-01-08 17:44:28 +09:00
Bill Currie
601cc6e3d1
Make a start on bsp rendering.
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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
ec7d01f9b2
Merge out R_TextureAnimation.
2012-01-08 10:21:08 +09:00
Bill Currie
179c349bb3
Change WANT to NEED.
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I forgot to do this when creating the header.
2012-01-08 09:20:04 +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
204c1aba03
Don't use the miptex_t after converting to texture_t.
2012-01-07 17:08:07 +09:00
Bill Currie
29a0dc0b68
Actually build the lightmaps, and fix a silly bug in the scrap allocator.
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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.
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The planned uses are lightmaps and 2d icons.
2012-01-06 16:24:13 +09:00
Bill Currie
c25327f4ed
Add union and merge functions and tests.
2012-01-06 12:57:25 +09:00
Bill Currie
73f2c12815
Delete the intersection rect when finished.
2012-01-06 11:04:50 +09:00
Bill Currie
981760e19a
Add tests for vrect.
2012-01-06 11:04:34 +09:00
Bill Currie
2ae044effd
Split out vrect_t to its own file and add support functions.
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The rest is cleanup after removing a wart from one of the field names.
2012-01-06 09:52:14 +09:00
Bill Currie
42266cddd5
Get models being lit by the world's lightmaps.
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Even though the world isn't rendered yet.
2012-01-05 22:37:02 +09:00
Bill Currie
423e08ce21
Add demo to "movie" conversion.
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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.
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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
91cb875115
Add vertex loading/writing for MD16.
2012-01-05 16:49:42 +09:00
Bill Currie
297a4e2756
Put the D_FlushCaches mess back.
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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
764cd91879
Set the default hudtype.
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Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
2012-01-05 14:00:57 +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.
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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.
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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
6050901e0e
Break out the entity blend calculations.
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This allows alias and sprite model lerping to share the code.
2012-01-04 18:30:47 +09:00
Bill Currie
836209e5c6
Enable lerping of alias models.
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Done in hardware }:>
2012-01-04 16:36:43 +09:00
Bill Currie
f0e88bbe85
Rip out the duplicate lerp code and merge it.
...
While the vertex lerping needs to be duplicated in the current GL code,
there's no need for the setup code to be duplicated. Also, I want it for
GLSL.
2012-01-04 16:26:52 +09:00
Bill Currie
99381b8b8c
Rework the alias vertex shader and rendering code for lerping.
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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
c8163fc0de
Add an option to prevent the use of default paths.
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Despair has things locked down such that running qfcc during a build fails
due to lack of read access to /usr/local/lib. This is actually a good
thing as accidentally hitting old includes/libs (when a file gets deleted
in the tree) hides bugs. Thus, --no-default-paths to turn off default
search paths.
2012-01-04 13:53:04 +09:00
Bill Currie
add5440ad1
Upload the normals with the vertex data.
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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.
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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
d0a0440056
Make R_SplitEntityOnNode easier to read.
2012-01-03 23:19:21 +09:00
Bill Currie
454047ab92
Make r_novis 0 take effect immediately.
2012-01-03 23:17:49 +09:00
Bill Currie
0797183201
Merge R_MarkLeaves from gl, sw, and sw32.
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Other than novis, they're functionally identical. Now sw and sw32 have
novis as well.
2012-01-03 21:09:13 +09:00
Bill Currie
091b714e4c
Implement dynamic lighting.
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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.
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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.
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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.
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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.
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Turns out my concatenations were correct.
2012-01-03 18:09:33 +09:00
Bill Currie
21c7b84379
Enable face culling and depth testing.
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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