Commit graph

3561 commits

Author SHA1 Message Date
Zack Middleton
d13d06424e OpenGL2: Disable r_cubeMapping if not OpenGL 3.0+
r_cubeMapping requires textureCubeLod() which is only in OpenGL 3.0
(GLSL 1.30) and later. It's not in OpenGL ES 3.0 / GLSL ES 3.00.
This needs to be checked before R_InitImages() so can't just check in
GLSL_InitGPUShaders().
2019-04-16 11:48:10 -05:00
Zack Middleton
9fcb2bb336 Override video mode list in Team Arena UI
Override the video mode list in the Team Arena data files with detected
modes from SDL like in ioquake3's Q3 UI. Add the aspect ratio to the
end of the video resolution (i.e., "640x480 (4:3)"). Add the current
(custom) video mode to the list.

Before when using a custom resolution in the menu you could not change
the video mode using the mouse because the resolution text was blank.
Now custom video resolution is displayed and can be clicked.
2019-04-16 00:02:27 -05:00
Zack Middleton
c61417b8e2 Add current (custom) resolution to Q3 UI video mode list
Custom resolution is displayed when entering system options menu and
settings can be changed without being forced to change video resolution.
2019-04-15 23:50:46 -05:00
Zack Middleton
9b4dcc809e OpenGL2: Fix compiling lightall GLSL on OpenGL 2.1
textureCubeLod() requires OpenGL 3.0 / GLSL 1.30. Added in
2018-12-21 commit e5da13f146
"OpenGL2: r_cubemapping 2 for box cubemap parallax."

Report by brugal and Simon McVittie.

Bug-Debian: https://bugs.debian.org/923226
2019-04-15 23:40:32 -05:00
Ane-Jouke Schat
44b18d72ac Fix PRINT_ERROR print level missing from CL_RefPrintf
It's used for one message in the OpenGL2 renderer.
2019-04-15 23:13:36 -05:00
James Canete
d068e1dce1 Add r_parallaxMapShadows. 2019-02-06 01:10:42 -08:00
James Canete
e5da13f146 OpenGL2: r_cubemapping 2 for box cubemap parallax. 2018-12-21 19:53:18 -08:00
kungfooman
b0d2b141e7 Add .gitignore for misc/msvc12 2018-12-14 10:00:58 +00:00
kungfooman
a6df505d59 Prevent Q_IsColorString from asserting on negative ascii chars 2018-12-14 10:00:24 +00:00
Zack Middleton
09166ba05e Make Team Arena prevTeamMember command loop around player list
Team Arena HUD's team member info box can be cycled through using
nextTeamMember and prevTeamMember commands. nextTeamMember command loops
around when end of list is reached but prevTeamMember command got stuck
at last entry in list (team overview).
2018-10-17 13:32:53 -05:00
Zack Middleton
302f12b8f6 Don't use host pkg-config when cross-compiling
Fix cross-compiling using mingw-w64 on Ubuntu 18.04.

pkg-config --cflags libcurl is now pulling in a Linux include directory
which breaks compiling.
2018-10-01 23:48:45 -05:00
Zack Middleton
0cf10d2b77 Make s_info command display channels instead of stereo
channels-1 was displayed as '# stereo', affectively a boolean for
mono or stereo. However '3 stereo' for quad surround sound doesn't
make sense.
2018-10-01 22:31:36 -05:00
Zack Middleton
58b0fb07cd Fix SDL audio playback with 16-bit stereo sound
My commit last month "Fix SDL audio playback with surround sound" broke
16-bit stereo sound. S_TransferStereo16() still assumed that dma.samples
was a power of two. I also cleaned up code related to the previously
mentioned commit.
2018-10-01 22:28:51 -05:00
Zack Middleton
93dd14c9fb Disable pulseaudio capture regardless of SDL version
SDL changed version to 2.0.9 but the pulseaudio capture bug isn't fixed
yet. Remove my version check.
2018-09-30 14:53:18 -05:00
Zack Middleton
aab1d92b13 Allow binds to use hex values for all key codes 2018-09-30 14:40:02 -05:00
Zack Middleton
33a899d6dd Fix predicting entity origin on rotating mover
Based on G_TryPushingEntity() in code/game/g_mover.c.
2018-09-15 12:06:34 -05:00
Zack Middleton
812a3dbfa5 Fix SDL audio playback with surround sound
If user has surround sound enabled, ioq3 would not play any sound.
Fix painting sound buffer for 4/5.1 audio channels. Extra channels
currently play no audio.
2018-09-13 12:58:23 -05:00
Zack Middleton
e4208cf5a7 Improve finding obelisk entitynum for bot AI
BotSetEntityNumForGoal() was checking all entities that are not
team_redobelisk (which is the obelisk visual entity) to find the
untitled obelisk collision entity. This may fail in rare cases where
there is an another entity within 10 units of the obelisk origin.
Failing to find the correct entity may cause bots to not attack the
obelisk.

Instead add BotSetEntityNumForGoalWithActivator() for looking for the
obelisk collision entity by activator classname (team_redobelisk) which
should be less likely to find the wrong entity.

This doesn't affect official Team Arena maps (unknown if it affects any
others).

Reversed strcmp check was reported by Thomas Köppe.
2018-09-12 16:26:39 -05:00
Zack Middleton
29db64070a Fix loading favorites as initial source in server browser
When I added UIAS_GLOBAL0 in 2017 I missed changing ui_browserMaster
range clamp from 6 to 7.

Reported by cdev-tux.
2018-08-28 21:35:06 -05:00
Zack Middleton
c7ebe82131 Calculate bounds for unanimated IQM models
Bounds are optional for animated IQM models but are not possible to
include with unanimated models (seems intended for use with separate
model containing animations and bounds). Calculating bounds for
unanimated IQM models fixes culling and head model on HUD which
calculates position from model bounds.
2018-08-02 18:20:18 -05:00
Zack Middleton
1994801e1c Fix axis returned by IQM's LerpTag
The axis returned for IQM tag was the animation's joint rotation without
the base frame joint rotation. It only worked correct for models that
did not rotate the base frame joints.
2018-07-31 13:59:56 -05:00
Zack Middleton
11337c9fa2 OpenGL2: Add GPU vertex skinning for IQM models
Using GPU vertex skinning is significantly faster than CPU vertex
skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and
R_VaoPackTangent() each vertex each frame which causes CPU vertex
skinning to be significantly slower than OpenGL1 renderer.
2018-07-27 17:40:25 -05:00
Zack Middleton
cccd283be8 Improve IQM CPU vertex skinning performance
Only calculate vertex blend matrix for each unique bone indexes/weights
combination once per-surface instead of recalculating for each vertex.
For best performance the model surfaces needs to use few vertex bone
indexes and weights combinations.

Unroll loops so GCC better optimizes them.

In my tests drawing animated IQM may take 50% as long in opengl1 and
70% as long in opengl2. It will vary by model though and might not
help much at all.

Made unanimated IQM models skip matrix math altogether.
2018-07-27 17:40:21 -05:00
Zack Middleton
fdc08e860e Improve IQM loading
- Only allocate memory for vertex arrays that are present in the IQM
file and are actually used (may not have colors or blend index/weights,
don't load tangents in opengl1). (Colors is fixed to next commit.)
- Explicitly handle loading IQM files without meshes (bones only).
- Better IQM validation. Header data offset 0 mean data is not present
in file. Check if required vertex arrays are present.

This involved a lot of white space changes and moving code around.
2018-07-27 17:40:16 -05:00
Zack Middleton
6c3d92133d Fix IQM root joint backlerp when joint number is more than 0
Backlerp for root joint (joint with no parent) was always applied to
joint 0. This is an issue when a model has multiple root joints.
2018-07-27 17:40:09 -05:00
Zack Middleton
39e2113c73 OpenGL2: Misc fixes and cleanup
Fix two constants in GLSL shaders. Remove f suffix from float and fix
int to float assignment. They were causing shader compile errors in
OpenGL ES 2 context.

Remove disabling clip plane. Clip plane is unused and never enabled in
the opengl2 renderer. Remove disabling it to avoid causing a GL error
when using OpenGL 3.2 core profile or OpenGL ES.

Make VAO cache vertex stride be size of srfVert_t since that is what
is uploaded to the GPU. No behavior change. There is a disabled debug
id in srfVert_t though which if enabled changes srfVert_t size.
2018-07-20 23:40:35 -05:00
Zack Middleton
14cc4cc6cb OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL ES is only required to support unsigned short for element buffer
values.

R_DrawElements() firstIndex argument was glIndex_t which caused element
indexes to wrap around to 0 when glIndex_t is an unsigned short.
(glIndex_t is an index into the vertexes buffer, not element buffer.)
Change it to 'int' like tess.firstIndex which is passed to
R_DrawElements().

World VAO cache buffer size allowed storing more vertexes than unsigned
short glIndex_t could reference. This resulted in the vertex indexes in
the element buffer wrapping around to 0.
2018-07-20 23:40:31 -05:00
Zack Middleton
658165cfbb Don't check fixed function GL extensions when using shader pipeline
GL_TEXTURE_UNITS_ARB is not part of OpenGL ES 2 API and sets GL error.
It's not part of OpenGL 3.2 core profile either.
2018-07-20 23:40:26 -05:00
Zack Middleton
d861a4f427 Load OpenGL ES 2.0 function procs
Load functions procs supported by OpenGL ES 2.0, though there is not a
compatible renderer yet. Change argument for GLimp_Init from coreContext
to fixedFunction.
2018-07-20 23:40:21 -05:00
Zack Middleton
7391215bd4 Don't load non-core GL functions for OpenGL 3.2 core context
Also declare the GL functions in tr_local.h so there is compile error
for non-core GL functions instead of SEGFAULT from dereferencing a NULL
pointer.

Disable the non-functional stencil shadow code that hasn't been updated
to use OpenGL 3.2 core compatible drawing.
2018-07-20 23:40:17 -05:00
Zack Middleton
255c33b367 OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Already done in opengl2 renderer.
2018-07-20 23:40:12 -05:00
Zack Middleton
476134f5a6 Don't upload 8 bit grayscale images as 16 bit luminance
Using more color bits than the source image provides shouldn't improve
the quality.
2018-07-20 23:40:07 -05:00
Zack Middleton
bead4aa8c7 Fix renderer not clearing some GL extension variables at vid_restart
If renderer is compiled into client (USE_RENDERER_DLOPEN=0) and after
start up set r_allowExtension to 0 and run vid_restart, some extension
were still used.
2018-07-20 23:40:02 -05:00
Zack Middleton
c74b9a4452 Remove unused renderer_buffer variable 2018-07-20 23:39:54 -05:00
Zack Middleton
809a7765b2 Make testgun command without argument disable test gun model 2018-06-24 22:22:25 -05:00
Simon McVittie
fb4b206709 Allow pkg-config binary to be overridden with PKG_CONFIG
This is one of the de facto standard interfaces used in Linux
distributions for cross-compilation (alongside overriding CC and
similar variables), and in particular is used in Debian and its
derivatives.

Signed-off-by: Simon McVittie <smcv@debian.org>
2018-06-12 11:27:42 +01:00
Zack Middleton
38a2f4d938 Fix in_restart causing fatal error while video is shutdown
Connecting to a server running a different fs_game and using a
autoexec.cfg containing in_restart would hit a fatal error in IN_Init().

    IN_Init called before SDL_Init( SDL_INIT_VIDEO )

Reported by smokey2k on the ioquake3 forum.
2018-06-10 15:13:10 -05:00
Zack Middleton
1b1d0c55f6 Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh
Last commit accidently made stderr redirect to stdout tty instead of
/dev/null.

Reported by @illwieckz.
2018-06-03 16:23:46 -05:00
Zack Middleton
466952b320 Fix Linux uninstaller requiring Bash
Linux loki-setup uninstaller is failing on distros that have /bin/sh
linked to Dash instead of Bash. Use standard shell method for
redirecting stdout and stderr instead of a Bash specific method.
2018-06-03 15:47:39 -05:00
Zack Middleton
ce1d5406d5 Require OpenGL 1.2 for GL_CLAMP_TO_EDGE 2018-05-28 17:20:27 -05:00
Zack Middleton
77de5019b9 Don't create multiple windows when GL context creation fails 2018-05-28 17:07:38 -05:00
Zack Middleton
4fa93fbfd4 Fix client kicked as unpure when missing the latest cgame/ui pk3s
In 2013 ioquake3 stopped referencing the pk3 file that qagame.qvm was
loaded from. This had the unintended side affect of causing
non-dedicated pure servers to no longer reference a pk3 that only
contains the three QVM files.

Non-dedicated pure servers did not reference the pk3 containing the
latest cgame.qvm so if client did not have the pk3 file they were kicked
as unpure instead of the client trying to download the pk3 file.

Also make server touch ui.qvm since it's required to pass pure check and
may be separate from cgame.qvm.
2018-05-22 14:43:11 -05:00
SmileTheory
c0c45d325d OpenGL2: Readd r_deluxeSpecular.
https://github.com/ioquake/ioq3/issues/369
2018-05-14 18:30:59 -07:00
Zack Middleton
60a3112e45 Fix console offset while Team Arena voiceMenu is open
Fix console text being on top of the Tema Arena voice chat head in
screen resolutions higher than 640x480.
2018-05-14 00:22:58 -05:00
Zack Middleton
f4db711024 Use SDL 2.0.1 headers for macOS ppc64
The libSDL2-2.0.0.dylib in repo doesn't support ppc64 though.

Based on patch by MAN-AT-ARMS.
2018-05-12 13:41:35 -05:00
Zack Middleton
ffd9ce1902 Limit -maltivec to specific source files on OpenBSD too (untested) 2018-05-12 13:30:40 -05:00
Simon McVittie
5909b9a1cf Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Moved all the code using Altivec intrinsics to separate files. This 
means we can optionally use GCC's -maltivec on just these files, which
are chosen at runtime if the CPU supports Altivec, and compile the rest
without it, making a single binary that has Altivec optimizations but
can still work on G3.

Unlike SSE and similar extensions on x86, there does not seem to be
a way to enable conditional, targeted use of Altivec based on runtime
detection (which is what ioquake3 wants to do) without also giving the
compiler permission to use Altivec in code generation; so to not crash
on CPUs that do not implement Altivec, we'll have to turn it off
altogether, except in translation units that are only entered when
runtime Altivec detection is successful.

This has been tested on Linux PPC (on an Altivec-enabled CPU),
but we may need further work after testing trickles out to other
PowerPC devices and ancient Mac OS X builds.

I did a little work on this patch, but the majority of the effort belongs 
to Simon McVittie (thanks!).
2018-05-12 14:14:47 -04:00
Zack Middleton
2326a060b9 Don't allow SDL audio capture using pulseaudio
When you start recording using SDL pulseaudio driver the client sends
all audio captured while not recording. 240 milliseconds of audio is
sent each frame until the capture buffer is empty. This is a problem for
privacy and causes confusing to debug VoIP playback issues on other
clients connected to server and when playing back demos.
2018-05-12 04:20:58 -05:00
Zack Middleton
42d2fb908c OpenGL2: Fix parsing specularScale in shaders
Fix specularScale <metallic> <smoothness> with r_pbr 1 which has been
broken since r_pbr was implemented in 2016.

Fix specularScale <r> <g> <b> <gloss> setting b to gloss and leaving
gloss as 0 since it was implemented in 2014.
2018-05-11 23:18:39 -05:00
Zack Middleton
10abac8fa0 Fix duplicate bots displayed in Team Arena ingame add bot menu
The key handler allowed going 2 beyond the end of the bot list and the
display function clamped to 0 causing the first bot to be shown 3 times.

Attempting to add the bot in gametypes < GT_TEAM would fallback to
Sarge in UI_GetBotNameByNumber() (who isn't the first bot) and gametypes
>= GT_TEAM would access characterList past known values (typically NULL
but if teaminfo.txt contained 63 characters it would access out of
bounds memory).
2018-05-06 01:47:49 -05:00