Commit graph

214 commits

Author SHA1 Message Date
Yamagi Burmeister
5763784c20 Update stb_image.h to it's latest version. 2018-02-03 08:38:32 +01:00
Yamagi Burmeister
20f49f515b Don't compare a qboolean against an integer.
That only works by accident.
2018-02-03 08:36:07 +01:00
Yamagi Burmeister
21fcb48565 Fullscreen has been an integer for some time now.
At least since we introduced support for mod changing and for scaling
fullscreen.
2018-02-03 08:33:16 +01:00
Denis Pauk
d3f93e6786 Clean up unused code 2018-01-21 22:39:02 +02:00
Denis Pauk
bf19c8b50c fix -O3 warning. Fix indexes in vtx.
Loop 'for ( i = 0; i < 3; i++ )' sets values to vtx[0..2]. So next index must be 3(instead 4) and
loop 'for ( i = 16; i >= 0; i-- )' will set vtx[3..(18*3-1)].

=====
src/client/refresh/gl/r_light.c: In function ‘R_RenderDlight’:
src/client/refresh/gl/r_light.c:76:21: warning: iteration 16 invokes undefined behavior [-Waggressive-loop-optimizations]
    vtx[index_vtx++] = light->origin [ j ] + vright [ j ] * cos( a ) * rad
    ~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     + vup [ j ] * sin( a ) * rad;
     ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
src/client/refresh/gl/r_light.c:65:2: note: within this loop
  for ( i = 16; i >= 0; i-- )
  ^~~
=====
2018-01-21 22:39:02 +02:00
Yamagi Burmeister
472f55c5bf Move the softrenderer constants into out constants/ dir. 2018-01-11 11:15:11 +01:00
Yamagi Burmeister
5592da9206 Rename all soft renderer files from r_* to sw_*. 2018-01-11 11:09:00 +01:00
Yamagi Burmeister
0e8b58952a Rename the gl/ directory to gl1/.
This is not strictly necessary but since we're calling it GL1 let's
stay consistent between the name and the directory structure.
2018-01-11 10:58:32 +01:00
Yamagi Burmeister
d21fbeb932 Rename all GL1 files from r_* to gl1_*. 2018-01-11 10:49:08 +01:00
Yamagi Burmeister
1ed7762edd Implement custom modes in the software renderer.
This is mostly the same approach as in GL1. I'm not quite sure if the
software rasterizer can work with all aspects and the like but I wasn't
able to crash it by trying several random resultions.
2018-01-09 19:38:00 +01:00
Yamagi Burmeister
cf03e755d3 Implement r_vsync for the softrenderer.
Whenever the r_vsync cvar is changed recreated the SDL renderer with the
appropriate flags.
2018-01-09 18:44:55 +01:00
Yamagi Burmeister
3df860983f Implement r_modulate in the software renderer.
This is the same implementation as in GL1. In fact the code was
basically there, only the cvar itself was missing. Maybe for performance
reasons?
2018-01-09 18:23:29 +01:00
Yamagi Burmeister
e01e9a0b94 Rename gl_ztrick to gl1_ztrick. 2018-01-09 15:58:05 +01:00
Yamagi Burmeister
24b014715f Rename gl_texture*mode to gl1_texture*mode. 2018-01-09 15:54:27 +01:00
Yamagi Burmeister
b87465886e Rename gl_swapinterval to r_vsync. 2018-01-09 15:01:06 +01:00
Yamagi Burmeister
74ac58eb5a Rename gl_stereo* to gl1_stereo*. 2018-01-09 14:51:59 +01:00
Yamagi Burmeister
70ca5b2ade Rename gl_saturatelightning to gl1_saturatelightning. 2018-01-09 14:39:42 +01:00
Yamagi Burmeister
aa6c1826db Rename gl_round_down to gl1_round_down. 2018-01-09 14:36:51 +01:00
Yamagi Burmeister
6c880bcf1f Rename gl_polyblend to gl1_polyblend. 2018-01-09 14:34:27 +01:00
Yamagi Burmeister
bbe4fe0b68 Rename gl_pointparameters to gl1_pointparameters. 2018-01-09 14:31:45 +01:00
Yamagi Burmeister
be94b5612f Rename gl_picmip to gl1_picmip. 2018-01-09 14:29:02 +01:00
Yamagi Burmeister
171e592693 Rename gl_particle* to gl1_particle*. 2018-01-09 14:26:11 +01:00
Yamagi Burmeister
4061e85cd7 Rename gl_palettedtexture to gl1_palettedtexture. 2018-01-09 14:19:00 +01:00
Yamagi Burmeister
f0c4b4fd14 Rename gl_overbrightbits to gl1_overbrightbits. 2018-01-09 14:16:13 +01:00
Yamagi Burmeister
526904ca03 Rename gl_modulate to r_modulate. 2018-01-09 14:09:34 +01:00
Yamagi Burmeister
11ad28b711 Unify gl_mode and sw_mode in r_mode. 2018-01-09 14:03:45 +01:00
Yamagi Burmeister
78ff99dd86 Rename gl_polyblend to gl1_polyblend and unite *_lockpvs to r_lockpvs. 2018-01-09 09:44:06 +01:00
Yamagi Burmeister
3a4496c239 Rename gl_farsee to r_farsee. 2018-01-09 09:32:07 +01:00
Yamagi Burmeister
d2b3030cfe Rename gl_dynamic to gl1_dynamic and remove it from GL3. 2018-01-09 09:29:33 +01:00
Yamagi Burmeister
03098715ee Rename gl_custom* to r_custom*. 2018-01-09 09:25:29 +01:00
Yamagi Burmeister
49fae3c25c Rename gl_clear to r_clear. 2018-01-09 09:09:52 +01:00
Yamagi Burmeister
679e556b4f Rename gl_speeds to r_speeds. 2018-01-06 18:40:50 +01:00
Yamagi Burmeister
214c473de0 Rename gl_novis no r_novis. 2018-01-06 18:38:30 +01:00
Yamagi Burmeister
b453ec5372 Rename gl_norefresh to r_norefresh. 2018-01-06 18:35:03 +01:00
Yamagi Burmeister
f8c71af0cf Rename gl_lightlevel to r_lightlevel. 2018-01-06 18:31:06 +01:00
Yamagi Burmeister
8a83c92044 Rename gl_lerpmodels to r_lerpmodels. 2018-01-06 18:25:53 +01:00
Yamagi Burmeister
55889e4abb Rename gl_fullbright to r_fullbright. 2018-01-06 17:03:59 +01:00
Yamagi Burmeister
773147524b Rename gl_drawworld to r_drawworld. 2018-01-06 16:59:47 +01:00
Yamagi Burmeister
aa4d92e8dd Rename gl_drawentities to r_drawentities. 2018-01-06 16:53:45 +01:00
Yamagi Burmeister
4d1b4fa88c Move the soft renderer header files into a subdirectory header/.
This matches the rest of YQ2s source tree.
2017-12-26 09:33:10 +01:00
Denis Pauk
4f68f0e9f1 Fix link issues 2017-12-17 23:18:56 +02:00
Yamagi Burmeister
6129e902b0 Add missing SDL2.h header. 2017-12-17 08:34:42 +01:00
Denis Pauk
60b444834e Set VSYNC 2017-12-11 23:48:12 +02:00
Denis Pauk
4f9833153f Fix background under cinematic and gamma values 2017-12-11 23:33:19 +02:00
sezero
51200b3e6b replace several long casts with intptr_t and include stdint.h for it. 2017-12-11 23:33:19 +02:00
Denis Pauk
c43e944a3d Rebase soft render from https://icculus.org/quake2/
* deleted asm code
* added support 2k+ resolutions
* SDL2 support
2017-12-11 23:33:19 +02:00
Yamagi
44da2aca3b
Merge pull request #262 from DanielGibson/fix-win-msaa-crash
Fix crash on Windows if MSAA is set to a value the driver doesn't support
2017-12-02 16:38:26 +01:00
Denis Pauk
a08374c8cd Add more strict checks for read/write spaces in pcx decode logic 2017-10-21 01:01:41 +03:00
Denis Pauk
95e02d99cf update stb_image.h v2.02->v2.16 2017-09-05 21:30:37 +03:00
Daniel Gibson
0051c6b8d2 If renderer init fails and MSAA is on, disable it and try again
For some fucking reason, if you set an unsupported
SDL_GL_MULTISAMPLESAMPLES value on Windows (at least Win10 with Intel GPU
drivers, there 16 is unsupported), creating the Window and OpenGL context
will succeed, but you'll get Microsofts stupid GDI OpenGL software
implementation that only supports OpenGL 1.1.
Before these fixes, the GL3 renderer would just crash and the GL1 renderer
would fail to load, which caused the game to run in the background:
No Window, no Input, but sound was playing..

Now this problem should be handled properly and if initialization fails,
the rendering backend will be considered not working, and it will
try the gl1 backend next, and if that also fails it'll give up and exit
the game.
2017-09-04 00:21:10 +02:00