Commit graph

60 commits

Author SHA1 Message Date
Zack Middleton
d717aaf01e Merge branch 'master' into game/eliteforce
Conflicts:
	code/renderergl1/tr_init.c
	code/renderergl2/tr_init.c
2018-08-13 16:31:09 -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
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
e1f0a69716 Merge branch 'master' into game/eliteforce
Conflicts:
	Makefile
	code/qcommon/msg.c
	make-macosx-app.sh
2018-05-18 04:40:21 -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
e45538b1c5 Merge branch 'master' into game/eliteforce
Conflicts:
	README.md
	code/server/sv_client.c
2018-03-03 19:27:28 -06:00
Edward Betts
fe42b8653d Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
Zack Middleton
4837f4619e Merge branch 'master' into game/eliteforce
Conflicts:
	code/client/cl_main.c
	code/qcommon/common.c
	code/qcommon/files.c
	code/qcommon/msg.c
	code/qcommon/q_shared.h
	code/renderercommon/tr_common.h
	code/renderergl2/tr_extensions.c
	code/sdl/sdl_glimp.c
2017-09-17 23:16:55 -05:00
Zack Middleton
6f0736ce9a Fix loading renderer DLLs on Windows x86
After 'Fix floating point precision loss in renderer', Windows x86
client won't load the renderer DLLs. The problem is a 64 bit modulus.
I couldn't find any reports of this online. However, client with
built-in renderer worked with the 64 bit modulus.

Only tested with mingw-w64.
2017-09-07 20:42:31 -05:00
Zack Middleton
59b1262b82 Fix floating point precision loss in renderer [part 2]
Fix floatTime using float precision instead of double using GCC.
Fix R_BindAnimatedImage to be in sync with function table.
Fix vertexDeform bulge, vertexDeform normals, noise wave function
at high level time.

Revert unnecessary float -> double conversions.
2017-08-03 00:14:22 -05:00
Zack Middleton
30fdd88c9f Fix floating point precision loss in renderer [part 1]
Patch for https://bugzilla.icculus.org/show_bug.cgi?id=5931 by
Eugene C. from 2013 plus recent fix for tcMod rotate.

I merged the changes into the OpenGL2 renderer though the fix for
tcMod turb doesn't translate.
2017-08-02 23:44:44 -05:00
SmileTheory
d549b642bc OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
SmileTheory
c65d2c2657 Add vao cache for static surfaces.
Remove support for draw range elements, multi draw arrays, world vao creation, surface merging.
2017-04-28 02:13:25 -07:00
SmileTheory
0238810f34 OpenGL2: Render dlights only when r_lightmap is 0.
https://github.com/ioquake/ioq3/issues/246
2017-01-24 20:17:06 -08:00
SmileTheory
8749d62bbd OpenGL2: Remove per fragment tangent space calculation code. 2016-09-14 03:57:51 -07:00
SmileTheory
4faf1008a0 OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
Also simplify overbright code in ComputeShaderColors().
2016-09-14 02:59:54 -07:00
SmileTheory
716438168f OpenGL2: Use loader for all extension funcs. 2016-07-26 00:41:31 -07:00
SmileTheory
251c983681 OpenGL2: Require OpenGL 2.0. 2016-07-24 21:29:13 -07:00
Zack Middleton
69f9c7d692 Merge branch 'master' into game/eliteforce
Conflicts:
	Makefile
	code/qcommon/q_shared.h
2016-06-17 02:22:52 -05:00
Victor Roemer
398dea397c Fix Makefile for OSX
Bump base SDK from 10.5 -> 10.7
Just use the builtin __APPLE__
2016-06-12 17:17:33 -04:00
Zack Middleton
acd659b05a OpenGL2: Fix specularScale override not being used in RB_IterateStagesGeneric 2016-05-09 10:47:34 -05:00
SmileTheory
60f56670d6 OpenGL2: Render metals as nonmetal on cubemaps, and some ComputeShaderColors cleanup. 2016-04-05 02:21:14 -07:00
SmileTheory
eb7408ddac OpenGL2: Fix r_lightmap. 2016-03-14 06:45:51 -07:00
SmileTheory
a331637745 OpenGL2: Shader optimization, and add dither to tonemap. 2016-02-17 20:06:18 -08:00
SmileTheory
275317fefb OpenGL2: Direct state access, part 1: Texture binds 2016-01-18 04:46:01 -08:00
SmileTheory
f9c72eee69 OpenGL2: Parse radius entries from misc_cubemap entities. 2015-12-09 02:00:40 -08:00
SmileTheory
b52ede0445 OpenGL2: Add r_glossIsRoughness. 2015-12-08 21:23:50 -08:00
SmileTheory
92d4b20129 OpenGL2: Add option in code for alternate overbright method. 2015-12-08 05:17:05 -08:00
Zack Middleton
956bea9cda Merge branch 'master' into game/eliteforce 2015-03-23 23:54:32 -05:00
SmileTheory
40cfbc9a82 OpenGL2: Fix culling again. 2015-03-12 21:44:06 -07:00
Zack Middleton
6557800707 Merge branch 'master' into game/eliteforce 2014-12-02 17:40:09 -06:00
SmileTheory
b1821e303d OpenGL2: remove lightmap support from generic glsl shader.
This path was barely used and doing this compiles fewer shaders.
2014-11-10 21:59:37 -08:00
Zack Middleton
475e145d05 Fix holodeck doors fade out
Using the GL1 statebits in GL2 causes the doors to not fade not. Period.
In GL1 the items 'pop' into view after doors fade out completely.
Fix them both to fade out and blend over items.
2014-10-29 11:34:49 -05:00
Zack Middleton
ccd93c127b Port Elite Force renderer changes to OpenGL2
Appling the diff to renderergl2 mostly worked.

Had to change GLimp_HaveExtension to use GL_EXTENTIONS
directly because Elite Forces GL2 requires an extension that didn't fit in (the smaller than Q3)
glConfig.extensions_string.

Had to set ambientLight for RF_FULLBRIGHT, GL2 doesn't use ambientLightInt.

Made the RF_FORCE_ENT_ALPHA code change pStage->stateBits because the stateBits
are read a lot, whereas in GL1 it's done as an expression and passed to GL_State.
Copied from Spearmint.

There are a few issues; holodeck doors are missing and parts of light grid are black (???).
2014-10-29 09:00:23 -05:00
SmileTheory
3765652778 OpenGL2: Fix corrupt models. 2014-10-23 16:51:10 -07:00
SmileTheory
4f5ebf8349 OpenGL2: Bit of multidraw optimization. 2014-10-16 00:32:20 -07:00
SmileTheory
0578b70f38 OpenGL2: Reduce redundant GL calls. 2014-10-14 06:15:06 -07:00
SmileTheory
84206c8598 OpenGL2: Vertex array object support. 2014-10-14 01:50:44 -07:00
SmileTheory
873a02bd3c OpenGL2: VBO cleanup. 2014-10-13 21:57:06 -07:00
SmileTheory
375f6247d4 OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
SmileTheory
ee67d0a981 OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
SmileTheory
3740c55dec OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
SmileTheory
eea652f5c5 Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
SmileTheory
c350963bf2 OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
SmileTheory
6e5f8cc918 OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
SmileTheory
ae57eebf52 Merge branch 'glindex_size_fixes' of https://github.com/inolen/ioq3 into inolen-glindex_size_fixes 2013-11-08 22:19:32 -08:00
SmileTheory
8c3ae8d7d2 OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
SmileTheory
3846c115e6 OpenGL2: Reduce glsl shader count by using a uniform to disable textures. 2013-11-03 19:34:22 -08:00
Zack Middleton
ae0e09aba9 Remove vertexLightmap from textureBundle_t, it's never qtrue 2013-11-02 02:59:31 -05:00
SmileTheory
08fcecc829 OpenGL2: Clean up texmod calculations, and improve vertex animation handling. 2013-10-14 01:55:54 -07:00