Commit graph

1942 commits

Author SHA1 Message Date
Yamagi Burmeister
9f3c2296dc Clarify Sandy Bridge GPUs with GL3.
Sandy Bridges hardware is OpenGL 3.2 compatible and Mesa3D has a working
driver. But the crappy Windows driver is limit to OpenGL 3.1... GL3 is
working on Linux, but not on Windows.
2017-06-06 17:50:58 +02:00
Yamagi Burmeister
a6704af878 Add al_driver and gl_nolerp_list to the cvarlist.md 2017-06-06 17:48:51 +02:00
Daniel Gibson
6e6c90bd8c cvarlist: fix some typos 2017-05-25 17:28:28 +02:00
Yamagi
8301d893f2 Merge pull request #203 from DanielGibson/cvarlist-gfx
Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions)
2017-05-25 14:09:00 +02:00
Daniel Gibson
809246ca92 Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions) 2017-05-25 13:59:10 +02:00
Yamagi Burmeister
d0ad58cdb3 Update the CHANGELOG for 7.00 2017-05-25 11:45:18 +02:00
Yamagi Burmeister
c5f10dd879 Switch to a new, MSYS2 based build environment for Windows.
Highlights are:
- Since MSYS2 is much more unixlike than our old build environment we
  can remove most Windows specific hacks from the Makefile.
- MSYS2 has an package manager, the build environment can be updated
  by "pacman -Syu" just like an ordenary Arch Linux installation.
- Parallel builds are now working.
- git is integrated into the build envirment.
- zlib is now linked as a dynamic lib.

After this commit the old bild environment will no longer work! The
latest version must be downloaded and extracted to C:\MSYS2. Get it
here: https://deponie.yamagi.org/quake2/windows/build/
2017-05-25 11:21:52 +02:00
Yamagi Burmeister
346b841e72 Fox whitespace errors. 2017-05-25 10:21:16 +02:00
Yamagi Burmeister
eb27fa4d77 Fix some typos. 2017-05-25 10:20:12 +02:00
Yamagi Burmeister
f02bd475bd Add a list off (nearly) all added console variables and their meaning. 2017-05-25 10:07:33 +02:00
Yamagi Burmeister
f6e3f1f4bc Hide OpenALs doppler effect behind s_doppler.
This allows it to disable the doppler effect by setting s_doppler to 0.
The default value 1 == enabled.
2017-05-25 09:11:47 +02:00
Yamagi
2e4a48798d Merge pull request #200 from xorw/master
use correct velocity scaling for openal audio sources
2017-05-25 08:43:48 +02:00
xorw
ff54b3ac1f use correct velocity scaling for openal audio sources 2017-05-20 07:23:24 +02:00
Yamagi
505c67385e Merge pull request #198 from DanielGibson/gl3-shadows-last
GL3: Render Model shadows last, refactor gl3_mesh.c
2017-05-16 08:58:09 +02:00
Daniel Gibson
865e97514d GL3: Render Model shadows last, reduce global variables in gl3_mesh.c
The model shadows are rendered after all entities are rendered.
This fixes them making entity brushes below them translucent (#194)

The model rendering code used lots of global variables, many of them
totally superfluous (esp. currententity, currentmodel).
I refactored the code to use less global variables (this was at least
partly needed to render the shadows later).
So this looks like lots of changes, but many of them are just using
"entity" instead of "currententity" or "model" instead of "currentmodel"
2017-05-15 12:34:38 +02:00
Yamagi Burmeister
6119591c6a Fix build with WITH_OPENAL disabled.
This closes issue #192.
2017-05-13 16:53:20 +02:00
Yamagi
8af427b0c9 Merge pull request #196 from xorw/master
Finished doppler shift support (added listener's velocity update)
2017-05-12 17:58:04 +02:00
xorw
29d109f8ef Finished doppler shift support (added listener's velocity update) 2017-05-10 12:21:56 +02:00
Yamagi
e6d46eb452 Merge pull request #193 from xorw/master
Add partial doppler shift support for 3D audio sources.
2017-05-09 21:38:30 +02:00
Yamagi
a659da38c1 Merge pull request #191 from DanielGibson/gl3_shadows
GL3 shadows
2017-05-07 21:21:05 +02:00
xorw
da5aea4929 Add partial doppler shift support for 3D audio sources.
In game noticeable when dodging blaster projectiles or missiles :)

See: https://en.wikipedia.org/wiki/Doppler_shift
2017-05-07 06:14:10 +02:00
Daniel Gibson
9751caac85 GL3: Optimize shadow rendering
now DrawAliasShadow() only uses one draw call per model, pretty much
like DrawAliasFrameLerp()
2017-05-02 06:25:04 +02:00
Daniel Gibson
b45a6d8ef9 GL3: Simple Stencil-Shadows
Like GL1 gl_shadows + gl_stencilshadows: no shadow volumes, but looks
ok apart from standing over edges

The gl_stencilshadows cvar isn't used in GL3, it always uses the stencil
buffer if available (and if gl_shadows != 0)

This still needs performance optimizations: Like the GL1 impl it takes
lots of draw calls per model, it could be done with one per model like
when rendering the actual model.
2017-05-02 06:25:04 +02:00
Yamagi Burmeister
a31c309f68 Scale entity alpha values by 0.666f.
This makes the black hole generator (the rotating circles) in command
looking great again. :)
2017-04-27 17:33:40 +02:00
Daniel Gibson
79e9c8c3d0 GL3: gl3_intensity_2D cvar for HUD, menu, console, video intensity
there have been complaints that those things look too bright, so let
people configure their intensity independently of the general intensity
used for levels, monsters etc.

fixes #189
2017-04-25 15:02:22 +02:00
Daniel Gibson
ff6e7ede26 GL3: Apply scroll offset to x also for transparent scroll surfs
no idea where this is used, but it should be correct this way
2017-04-24 15:22:02 +02:00
Yamagi Burmeister
dd007f340a Apply scroll offset the x coordinate and not to y.
When applied to y SURF_FLOWING textures are scrolled into the wrong
direction. I guess that in GL1 the offset is also applied to x.

This fixes issue #186.
2017-04-24 14:50:00 +02:00
Yamagi Burmeister
df85228ba4 Unqueue raw samples if Vorbis playback is paused.
Without this some samples will loop forever.
2017-04-23 21:55:27 +02:00
Yamagi Burmeister
98276aeb91 Empty SDLs event queue when starting cinematic playback.
Sometimes cinematics are skipped after the first frame even if the
player didn't press any key. I'm unable to reliable reproduce that,
so my educated guess is that one or more events are still waiting in
SDLs event queue.

For example, during intermission IN_Update() is not called for 5
seconds, key presses by impatient players are just added to the queue
and not processed. The first event is used to skip leave the
intermission, the second event skips the cinematic...

Fix this by implementing a new function IN_FlushQueue() to flush SDLs
event queue and calling it when starting cinematic playback. Yes, this
is just another layer violation. :(
2017-04-22 10:29:25 +02:00
Yamagi Burmeister
c0b768278f Fix build with SDL 1.2 2017-04-22 10:24:12 +02:00
Yamagi Burmeister
eb2a11f0b2 Unqueue raw samples when the menu is entered during cinematic playback
When the client is paused (either explicit or by entering the menu or
console) the cinematic is paused, too. Therefor no more sound samples
are generated and added to the playback queue, the existing samples are
played over and over again. Until now these samples weren't hearable,
because OpenAL marked them as processed and AL_StreamUpdate() removed
them from OpenALs playback queues. This changed in the previous commit,
now the stay in OpenALs queue and are hearable.

Fix this by calling AL_UnqueueRawSamples() when the menu or console is
entered during cinematic playback.
2017-04-22 09:50:52 +02:00
Yamagi Burmeister
12fba237c2 Fix raw samples playback with newer openal-soft versions.
Newer openal-soft versions changed the way how the processed buffers are
counted when in AL_STOPPED state. Previously only processed buffers were
counted, now all buffers are. Change our unqueue logic to match this new
behavior.

This was debugged and fixed @xorw, I'm just committing the patch. This
closes issue #185.
2017-04-22 09:42:56 +02:00
Yamagi Burmeister
9bc980811f Remove s_openal_maxgain. It's unused since the previous commit. 2017-04-21 17:14:19 +02:00
Daniel Gibson
fafc4d385e Don't set AL_MAX_GAIN for OpenAL listener
it's only for sources
2017-04-21 15:43:16 +02:00
Yamagi Burmeister
9359d6d51d Some more debug / log output at refresher startup
- Print which library is loaded.
- Print the client version against which the library was build.
2017-04-20 19:57:42 +02:00
Yamagi Burmeister
a47a9daf67 Fix crash if the requested gl_msaa_samples are unavailable.
For some reasons setting the MSAA fails at window creation and not at
GL context creation. And of course SDL is unable to detect before, that
the requested number of MSAA samples is invalid... Implement a work
around: Fall back to gl_msaa_samples == 0 if the window cannot be
created.
2017-04-18 20:56:54 +02:00
Yamagi Burmeister
a1e93ca647 Fix overlinking when building with cmake.
The CMakeLists.txt used the same linker flags for all target, grossly
overlinking q2ded and both render libraries. Fix this by introducing
fine grained variables holding the linker flags.
2017-04-18 17:38:50 +02:00
Yamagi
78ca79c602 Merge pull request #181 from DanielGibson/render_dll
Resurrect support for render / refresher loadable libraries and use them to implement  an experimental OpenGL 3.2 renderer. Please note that the new renderer interface is somewhat different from the original one, old render libraries will NOT work!
2017-04-18 17:12:40 +02:00
Daniel Gibson
6e7dc59622 GL3: Deactivate STUB_ONCE() messages 2017-04-18 17:08:42 +02:00
Daniel Gibson
7d53e6ebf2 Quirk map bug in waste3 (secret not counted)
there's a target_secret (with targetname "t117"), but no one triggers
it - that's why the help computer shows four secrets, but you can only
get three of them.
Now when you open the door in front of the hidden secret armor
(by shooting it), it'll trigger the target_secret and you can get all
four secrets.

fixes #182
2017-04-15 18:38:09 +02:00
Yamagi Burmeister
0608eed7c3 Fix order of the video menu items.
The internal order of the items is determined by Menu_AddItem() and
not the y position. Without this change the cursor didn't jump from
item to item, but from the mode list box to the aspect list box,
skipping the brightness slider.
2017-04-11 14:54:22 +02:00
Yamagi Burmeister
b48108cf37 Add the renderer selection back to the video menu.
Remove the 'viewsize' slider to free one row. Use this row for the new
renderer selection. While at it reorder the items.
2017-04-10 23:15:36 +02:00
Yamagi Burmeister
df86c46e57 Several adjustments to the visual impression.
- Bump vid_gamma to 1.2 in both GL1 and GL3. A default value of 1.0 is
  too dark.
- Lower gl3_overbrightbits to 1.3, the previous value of 1.5 was too
  bright. This can be seen in later units, for example on mine1 some
  textures blended into white.
- Lower gl3_particle_size to 40. A value of 60 may be okay, but with
  gl3_particle_fade_factor 1.2 the particles take up too much screen
  estate in close range combat.

With this changes GL3 looks (at least for me) nearly the same as GL1
rendered through the removed multitexturing path.
2017-04-10 19:28:46 +02:00
Yamagi Burmeister
8316dfe3d9 Change the dynamic light cuttoff from 64 to 52.
64 was the cutoff used by GL1. Testing showed that 52 is better suited
for GL3. Good levels to test this can be found in the Mines unit.
2017-04-10 19:28:46 +02:00
Yamagi Burmeister
0314eafdaa Cap dynamic light intensity / brightness to 3.
Without capping the brightness entity models may fade into pure white
which looks ugly. This can be seen when several flyer fire blaster
bolds onto the player or when multiple barrels are exploding. This
change was suggest by @DanielGibson, I'm just the messenger.
2017-04-10 19:28:46 +02:00
Yamagi Burmeister
b124d0cada Change the default screenshot binding to JPEG with Quality 90.
While here add a default binding for the power shield on w.
2017-04-10 19:22:23 +02:00
Yamagi Burmeister
8c665b826c Do not enforce the Vrect to have even width and heights.
I really don't see why this constraint was ever necessary. It leads to
one line of pixels not rendered either at the bottom or the right edge
of the screen. In GL1 for whatever reasons this line is just black, in
GL3 garbage is drawn.
2017-04-10 19:22:23 +02:00
Yamagi Burmeister
38e60005cb Add back the GLAD_INCLUDE variable, lost in 4bd263c. 2017-04-10 19:22:23 +02:00
Daniel Gibson
b916d11662 GL3: gl3_particle_fade_factor cvar to configure particle softness
the higher it is, the less soft (more like in GL1) the particles look

While at it, I removed lmOffset from uni3D, as it's not used.
2017-04-10 19:04:59 +02:00
Yamagi Burmeister
e510bfc281 Fix render artifacts around health points when the HUD is scaled.
In SCR_DrawFieldScaled() the HUD scale factor wasn't taken into account
when calculating the screen area affected by the change. Therefor wrong
coordinates were passed to SCR_AddDirtyPoint() and a part of the changed
area wasn't marked dirty, leading to render artifacts.

This bug was present since HUD scaling was first introduced.
2017-04-10 15:50:48 +02:00