Commit graph

919 commits

Author SHA1 Message Date
Denis Pauk
466364589d Use constants for x/y/z shifts 2018-05-20 13:55:04 +03:00
Denis Pauk
2412363001 Add some comments from Fabien Sanglard article 2018-05-20 13:55:04 +03:00
Denis Pauk
1ea3fdc1a2 We have enough memory, skip Com_PageInMemory 2018-05-20 13:55:04 +03:00
Denis Pauk
b0b0265e4b Move Surf Search to separate functions 2018-05-20 13:55:04 +03:00
Denis Pauk
4fd37b73ca Define NUM_MIPS=4 instead hardcoded value 2018-05-20 13:55:04 +03:00
fabiensanglard
184ff91453 Added Unreal kernel filtering. 2018-05-20 13:55:04 +03:00
Denis Pauk
96a81f64f9 little speed up 2018-05-20 13:55:04 +03:00
Denis Pauk
f48e3e5b4d Use real height/width instead warp dimensions 2018-05-20 13:55:04 +03:00
Daniel Gibson
1e3135d4fc r_gunfov shouldn't be CVAR_USERINFO, only CVAR_ARCHIVE
this happens when you just copypaste and adapt r_lefthand

also did some minor changes to R_AliasDrawModel in the soft renderer
to make sure alias[xy]scale is reset properly in the early out cases
2018-04-27 23:42:27 +02:00
Daniel Gibson
12a8da7180 r_gunfov for the software renderer 2018-04-21 21:35:13 +02:00
Daniel Gibson
c59c1bfda1 Fix Rogue heatbeam rendering at high FOVs 2018-04-21 20:19:42 +02:00
Daniel Gibson
a5e97682a3 Weapon field of view independent of 'fov': r_gunfov cvar
At high 'fov' values the weapon looked quite distorted.
Now it's rendered with an independent FOV, which looks better.
Note that the 'fov' cvar sets fov_x, while this is based on fov_y
(which is calculated from fov_x), so it's indeed different values:
r_gunfov seems to correspond to fov 90.
We use r_gunfov 80 as default, because it looks better.
2018-04-21 18:23:32 +02:00
Denis Pauk
189a34e707 Add custom particle shape by sw_custom_particles.
0 - use rectangle (default shape)
 1 - use hexagon
2018-04-13 23:29:56 +03:00
Denis Pauk
23d25db601 Little different shape of particle 2018-04-10 23:24:53 +03:00
Denis Pauk
14c934762d use one function for any mip levels 2018-04-10 23:13:38 +03:00
Denis Pauk
cd6c686980 Use multiple for particle sizes 2018-04-10 23:09:36 +03:00
Denis Pauk
758ab07a38 look to height instead width 2018-04-10 23:06:54 +03:00
Denis Pauk
14af679b7e Add size checks for WAL load 2018-04-10 22:59:13 +03:00
Denis Pauk
511b73baf9 Particle fixes from q2dos and kmquake
Authors: maraakate <emoaddict15@gmail.com>
         Knightmare <knightmare66@yahoo.com>
2018-04-10 22:59:13 +03:00
Daniel Gibson
3a641c8beb "/currentmap" command that prints the currently loaded map 2018-03-10 16:38:37 +01:00
Yamagi Burmeister
808a208de4 Disconnect when we're connected before starting an new game.
The old code was working only when the client was connected to a local
server. The 'newgame' executed by the menu expands to a 'map', loading
a map ends in SV_InitGame() which calls CL_Drop() on the local client.
That calls CL_Disconnect() and everything is okay.
When the client is already connected to a remote server and no local
server is running the 'map' command spawns a new local server. This
new server thinks "Hey, I'm a new local server and no one is connected
to me. Let's pull the client in!". So it pull the already connected
client onto a new server without disconnecting, smashing it's state.
And everything goes down in flames.

The correct way would be to execute a 'disconnect' right before the
'newgame'. But the 'disconnect' cmd calls CL_Disconnect_f that throws
an ERR_DROP. ERR_DROP is implememted through a longjump(), jumping
around puts the process internal state in ashes... So bite the bullet
and add another hack: Call CL_Disconnect() before executing 'newgame'.
2018-03-07 21:49:58 +01:00
Yamagi Burmeister
ed54fe2364 Fix '/connect $server' while connected to a server. 2018-02-27 19:17:45 +01:00
Yamagi Burmeister
8ff7109b9d Rename forgotten gl_modulate and gl_farsee cvars in the GL3 renderer. 2018-02-25 10:38:04 +01:00
Yamagi Burmeister
2db01319a1 Fix changing the game / mod through the 'game' console command.
The 'game' command was more or less functional after the last commit.
We just need to reset the initialGame (renamed to userGivenGame) so we
don't revert back to the old game at server disconnect.
2018-02-25 10:24:35 +01:00
Daniel Gibson
f0e21e2ab4 Fix writing/loading configs when changing game/mod
When connecting to a multiplayer game that runs a different mod
("game" cvar) than you are, it didn't load the corresponging configs
from the mod, but saved your changes to the config to the mod's config.
Which is doubly useless.
Now when the "game" cvar is changed, the configs are reloaded (from
the right directories for the mod), and when disconnecting the configs
are written, so the changes you did for a mod while playing MP are saved
before game is reset to the game you started with.
2018-02-24 21:00:35 +01:00
Denis Pauk
80616a418e Reuse SWimp_Init from refresh.c 2018-02-14 23:07:20 +02:00
Denis Pauk
b376c7e0d2 correctly exit if have not found console fonts 2018-02-14 23:07:20 +02:00
Denis Pauk
24b7cb3529 Remove unused K_WORLD_* from Q_KEYS 2018-02-14 23:07:20 +02:00
Denis Pauk
c68fd0be5b Add 3d haptic/SDL_HAPTIC_CARTESIAN with distance and orientation 2018-02-14 23:07:20 +02:00
Yamagi Burmeister
ec1733fb97 Rename 'intensity' to 'gl1_intensity', 2018-02-14 09:35:54 +01:00
Yamagi
f0240af308
Merge pull request #278 from DanielGibson/remember-addressbook
Don't forget entries of Multiplayer "Address Book"
2018-02-13 17:35:59 +01:00
Daniel Gibson
c2061e8c83 Use const char* instead of char* in NET_StringToAdr() 2018-02-12 13:37:58 +01:00
Daniel Gibson
1c7b02cc85 Make sure Q2 doesn't "forget" contents of server "address book"
The problem was that the cvars were only initialized (with CVar_Get())
if you opened the address book menu.
So if you start (and possibly run) and quit the game /without/ opening
that menu (or at least the "join network server" menu), the game will
not save those cvars to the config when it next writes it.

To prevent this, *always* initialize the cvars in M_Init().
2018-02-12 01:03:06 +01:00
Yamagi Burmeister
a1aac4e56d Fix stupid bug in e30f824. :(
It's VectorCopy(src, dest) and not the other way round. Clion noticed
that, but neither clang nor gcc complained that tmp was used
unitialized.
2018-02-07 19:02:13 +01:00
Yamagi Burmeister
582c1062cb Fix an "Unused variable" warning. 2018-02-05 18:29:29 +01:00
Yamagi Burmeister
ba4f91f619 Fix a compiler warning on 32 bit.
Hopefully we'll never allocate more than 2^32 bytes of memory for
surfaces. :)
2018-02-05 18:27:34 +01:00
Yamagi Burmeister
37ea3e1d58 Introduce a wrapper Q_fopen() and replace fopen() with it.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.

This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.

Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
  This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
  necessayry.
2018-02-05 07:43:26 +01:00
Yamagi Burmeister
b3562015b0 Remove Sys_SendKeyEvents().
That function did nothing, we can just call IN_Update() directly...
2018-02-04 16:45:32 +01:00
Yamagi Burmeister
e9615608a8 Remove CompareAtributes().
There's no need to exclude directories from search by flags. In fact
the Unix backend has worked nicely for years without it... Sadly we
can't remove the now superfluous 'canhave' and 'musthave' attributes
from Sys_FindFirst() and Sys_FindNext() since they're defined in
shared.h and may be used from custom game DLLs.
2018-02-04 11:49:03 +01:00
Yamagi Burmeister
a496ad8d62 Update HandmadeMath.h to it's latest version. 2018-02-03 08:41:46 +01:00
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
9d9dd6b02a Fix typo 7ace8c9116 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
17f289c761 There's no need for the softrenderer to be build conditionally.
We want to build the softrenderer each time and on all platforms.
Building it only at user request will lead to code rot.
2018-01-10 10:33:24 +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
ae9d7e397f Rename gl_*scale to r_*scale. 2018-01-09 09:19:39 +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
226e5922b9 Rename cl_drawfps to cl_showfps, to be consistent with other cvar.
And ensure that a nice message is printed to the console if anyone
enters the old cvar.
2018-01-06 16:26:28 +01:00
Yamagi Burmeister
7ae9b38da1 Fix video background color if the gl1 or gl3 renderer is used.
Both use truecolor and not paletted colors.
2018-01-03 21:11:08 +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
2c149eda99 Call te soft renderer just "Software" and not "SDL Soft". 2017-12-17 09:59:37 +01:00
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 Burmeister
e429356bd3 Merge branch 'openal_volume' 2017-12-02 16:41:39 +01:00
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
Yamagi Burmeister
e3e5bd1bdd Fix drop in volume when shooting into a Brains power screen.
If too many of these sounds are started in one frame (for example if the
player shoots with the super shotgun into the power screen of a Brain)
things get too loud and OpenAL is forced to scale the volume of several
other sounds and the background music down. That leads to a noticable
and annoying drop in the overall volume.

Work around that by limiting the number of sounds started. 16 was
choosen by empirical testing.
2017-11-30 08:26:39 +01:00
Yamagi Burmeister
e30f824944 Don't cast the array itself but it's content.
This was so broken... Casting the type of an array to silence a
warning... It worked on x86, of course. But gave a SIGBUS on ARM.
Do it right, cast / copy the content of the array into another
array of the correct type. Yeah.

This fixes issue #231.
2017-11-14 17:24:41 +00:00
Yamagi Burmeister
1396741904 Fix possible Vorbis buffer underruns.
There're two possible problems with the calculation of the number of
sound buffers for Vorbis if OpenAL is in use:

* We assume that the (more or less) maximum number buffers is allocated
  during map load. This is not correct if in a multiplayer game a lot of
  custom models with custom sound connect at a later time.
* 64 buffers (about 3 seconds worth of music) may be too low in some
  situations.

Work around this by recalculating the number of buffers if necessary.
We're now reserving about 256 (== 12 seconds) buffers.

This may fix issue #252.
2017-11-04 18:22:53 +01:00
Yamagi
7b6340ddff Merge pull request #245 from 0lvin/back_button_as_escape
Add support for use controller back button as ESC
2017-10-22 18:19:56 +02:00
Yamagi Burmeister
185e89722a Don't unqueue OpenAL raw samples if OpenAL isn't initialized.
This fixes a crash at menu entry if a cinematic is playing when the
game is build with OpenAL support, but s_openal is set to 0.
2017-10-22 17:58:31 +02:00
Thomas Green
f46c46864a Fix a potential OGG issue when OpenAL library is not found. 2017-10-22 17:54:59 +02:00
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
61da3dffd1 Add support for use back button as ESC, as example first button in SDL_GAMECONTROLLERCONFIG 2017-10-14 18:58:19 +03:00
Yamagi Burmeister
4bfd1cb9d4 Calculate the correct offset for the cl_drawfps 1 framecounter.
We need to take in account that scaling the characters makes them
bigger, thus they need need to be places depending on the scale and not
at a precaclulated position. This should fix issue #247.
2017-10-11 19:15:11 +02:00
David Carlier
54f9798fc8 name field is not a pointer. 2017-10-01 17:47:06 +01:00
Denis Pauk
e7199f5c41 Add support for joystick/gamecontroller(axis/buttons/hats)/haptic.
By default joystick "in_joystick" and haptic feedback haptic ("joy_haptic_magnitude")
are disabled. And can be anabled by menu in options section. Joystick/Haptic
options are showed only if have found any.

By default axis is mapped in such way:
 * Left X(joy_axis_leftx): sidemove
 * Left Y(joy_axis_lefty): forwardmove
 * Right X(joy_axis_rightx): yaw
 * Right Y(joy_axis_righty): pitch
 * Trigger Left(joy_axis_triggerleft): triggerleft
 * Trigger Right(joy_axis_triggerright): triggerright

Joystick sensitivity varibales:
 * joy_yawsensitivity,
 * joy_pitchsensitivity,
 * joy_forwardsensitivity,
 * joy_sidesensitivity,
 * joy_upsensitivity.

For change joystick axis mapping to gamecontoller axis export SDL_GAMECONTROLLERCONFIG before run,
e.g.: SDL_GAMECONTROLLERCONFIG='<joystick guid>,<joystick name>,leftx:a0,lefty:a1,rightx:a2,righty:a3,'

Add menu navigation by dpad and thresholds:
 * Add threshold for axis (based on ioquake3), 0.15 by defaults.
 * Navigate in menus by dpad (up/down, left/right, any joystick button for enter).

Defaults:
 * in_joystick "0.0"
 * joy_haptic_magnitude "0.0"
 * joy_axis_leftx "sidemove"
 * joy_axis_leftx_threshold "0.15"
 * joy_axis_lefty "forwardmove"
 * joy_axis_lefty_threshold "0.15"
 * joy_axis_rightx "yaw"
 * joy_axis_rightx_threshold "0.15"
 * joy_axis_righty "pitch"
 * joy_axis_righty_threshold "0.15"
 * joy_axis_triggerleft "triggerleft"
 * joy_axis_triggerleft_threshold "0.15"
 * joy_axis_triggerright "triggerright"
 * joy_axis_triggerright_threshold "0.15"
 * joy_forwardsensitivity "1.0"
 * joy_pitchsensitivity "1.0"
 * joy_sidesensitivity "1.0"
 * joy_upsensitivity "1.0"
 * joy_yawsensitivity "1.0"
2017-09-16 14:23:12 +03:00
Yamagi Burmeister
e1ec177dbe Remove miscframe altogether.
Miscframes are coupled to renderframes and are just checking for
renderer changes (very cheap) and advancing CD audio if implemented.
There's no reason not to that at every frame.
2017-09-09 09:39:56 +02:00
Yamagi Burmeister
0c3c2976cf Fix timedemos. 2017-09-06 18:36:51 +02:00
Yamagi Burmeister
c32f4b0e4a Move timing from CL_Frame() to Qcommon_Frame().
This allows us to implement the global timing without an artificial
brake slowing the game unnecessary down. This is only partial working,
more changes and fixes are coming.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
79f73da62b Implement a much better / more accurate framecounter.
The old framecounter had two problems:

* It measured only the time of the current render frame, not the total
  time spend between the last and the current render frame. Therefor the
  calculated value was too high.
* It was based upon milliseconds and rather inaccurate.

This new frame counter solves both problems. The total time spend
between two render frames is measured and the measurement done in
microseconds.

There're three modes:

* cl_drawfps 1 displayes the average frame rate calculated over the last
  60 frames.
* cl_drawfps 2 displays a nice string with minimal framerate, maximum
  framerate and average framerate. All three values are calculated over
  the last 60 frames.
* cl_drawfps 3 is the same as number 2 but with a second line showing the
  raw values.

TODO:

* Discuss if cl_drawfps should be renamed to cl_showfps. All other
  status displays are named cl_show*.

While at it remove several unsused drawing functions.
2017-09-06 18:36:51 +02:00
Yamagi Burmeister
0fafaf735f Implement a Sys_Microsecond().
This is the same as the well known Sys_Milliseconds() but like the name
suggests with microsecond precision. To be used in the upcoming new
framecounter.
2017-09-06 18:36:51 +02:00
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
Yamagi Burmeister
503ab368a2 Decouple horplus and fov in the video menu.
Until now the video menu enforced:

* fov set to 90 and horplus set to 1
* fov set to something other than 90 and horplus to 0

If the user hat configured another configuration through the console the
menu would reset it, even if only unrelated changes are applied. With
this change horplus is ignored by the menu and only fov is altered. The
rationale behind this is that most users want horplus enabled and all
others can disable it through the console.

This is believed to fix issue #225.
2017-08-30 15:05:02 +02:00
Yamagi Burmeister
7f46d808d2 Second part of Developer_searchpath() removal.
This was forgotten in the first commit. :(
2017-08-07 18:10:32 +02:00
Daniel Gibson
11b3a0515a Merge branch 'searchpath' 2017-08-05 18:40:44 +02:00
Yamagi Burmeister
db2cde0325 Remove disgusting and broken Developer_searchpath() function.
It's mush better and safer to query the "game" cvar instead. It's always
set to the mods name and get's the baseq2 special case right.
2017-08-04 09:20:44 +02:00
Yamagi Burmeister
ff7772f11d Don't let baseq2/pak0.pak/maps.lst shadow baseq2/maps.lst.
While here reimplement the same hack for baseq2/players, lost somewhere
on the way. This is just another searchpath f*ckup. For some reasons
paks have a higher priority than plain directories. We do not want that
for the maps.lst and players/ since id Software decided to put updated
versions of them directly into baseq2/...

This closes issue #217.
2017-08-02 20:08:05 +02:00
Yamagi Burmeister
86fd714788 Allow to choose the fullscreen mode through the menu.
There're 3 possible values:
* no -> vid_fullsceen == 0
* keep resolution -> vid_fullscreen == 1
* switch_resolution -> vid_fullscreen == 2
2017-08-01 18:32:44 +02:00
Yamagi Burmeister
911d225496 Pass an integer to SetMode_impl() instead of a qboolean.
The functions signature was changed several commits ago.
2017-08-01 18:20:30 +02:00
Yamagi Burmeister
3f8be88e84 Fix fullscreen switch through alt-enter. 2017-08-01 18:16:24 +02:00
Yamagi Burmeister
908fd30148 Switch from SDL_WINDOW_FULLSCREEN to SDL_WINDOW_FULLSCREEN_DESKTOP.
SDL_WINDOW_FULLSCREEN changes the display resolution if the requested
resolution is different to the actual resultion. SDL_WINDOW_FULLSCREEN_
DESKTOP doesn't do that, it places a smaller or bigger render area
somewhere inside the fullscreen area. This is somewhat nicer with modern
high resolution flatscreens.

This commit changes vid_fullscreen 1 from SDL_WINDOW_FULLSCREEN to
SDL_WINDOW_FULLSCREEN_DESKTOP. Additional vid_fullscreen 2 is
implemented, it uses SDL_WINDOW_FULLSCREEN to create the fullscreen
area.

TL;DR: Use vid_fullscreen 1 to keep the current resolution or use
vid_fullscreen 2 to switch the resolution.

Implementation details: The whole fullscreen stuff is a horrible mess.
Like generations of hackers before me I'm not desperated enough to clean
it up. GLimp_InitGraphics() is modified to take the fullscreen mode as
an integer and not as a boolean. That's a change to the renderer API.
In GLimp_InitGraphics() the needed SDL fullscreen mode flag is
determined once at the top and just used further down below. That saves
dome SDL1 <-> SDL2 compatibility cruft. IsFullscreen() was modified to
return the actual fullscreen mode and not just if fullscreen is enabled.
2017-08-01 10:08:24 +02:00
Yamagi Burmeister
f311308713 Remove the portable cvar, use is_portable instead.
Having a command line option and a cvar is confusing, especially since
the cvar doesn't make the game really portable.
2017-07-24 18:45:42 +02:00
Yamagi Burmeister
4f803aedd2 Correct some missindentions pointed out by recent GCC versions. 2017-06-30 13:52:09 +02:00
Daniel Gibson
23ea2ea034 GL3: Square particles with cvar gl3_particle_square
if that cvar is set to 1, particles aren't rendered as nice circles, but
as squares, like in the software renderer or in Quake1.

Also documented it in cvarlist.md and fixed some typos there
2017-06-20 18:31:32 +02:00
Daniel Gibson
1da7ff5594 Fix Jennell Jaquays' name in credits and quit screen
the latter is done by identifying the baseq2 pics/quit.pcx in LoadPCX()
and changing some pixels
2017-06-12 18:32:56 +02:00
Daniel Gibson
36c880e105 GL3: Update HandMadeMath.h to include my non-SSE patch
from https://github.com/StrangeZak/Handmade-Math/pull/60

Hopefully fixes #204 (broken build on ARM)
2017-06-09 12:30:44 +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
xorw
ff54b3ac1f use correct velocity scaling for openal audio sources 2017-05-20 07:23:24 +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
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
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
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
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
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
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
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
Yamagi Burmeister
4bd263c4d4 Some cleanup to the Makefile.
- Rename REFGL to REFGL1 for consistency with REFGL3.
- Fix some comments.
- There's no need to link flash.c and rand.c into both renderer libs.
2017-04-10 15:50:25 +02:00
Daniel Gibson
5d3f024f82 GL3: Fix GL3_Draw_Flash() for viewsize < 100 and odd resolutions
the flash should only be drawn in the part of the window where actual
3D rendering happens, not in the borders added if viewsize < 100
(and apparently also for with 1 pixel width if the resolution is odd).
2017-04-10 01:38:30 +02:00
Daniel Gibson
7fe6412d70 Fix crash if gamedata (pics/colormap.pcx) isn't found 2017-04-03 14:54:46 +02:00
Daniel Gibson
b91b244431 GL3: Cleanup (remove TODOs, STUBs and old commented out code, ...) 2017-04-03 00:23:56 +02:00
Daniel Gibson
85c8c83c4b GL3: Make sure HandmadeMath also works without SSE 2017-04-02 20:04:27 +02:00
Daniel Gibson
dbf0563565 GL3: Update HandMadeMath.h 2017-04-02 19:18:40 +02:00
Daniel Gibson
ca5dccb881 GL3: Render dynamic lights on all brush-based entities
The GL1 renderer can't do this :)
2017-04-02 18:28:19 +02:00
Daniel Gibson
35daa08c23 GL3: Split up transModelViewMat4 matrix 2017-04-02 18:21:32 +02:00
Daniel Gibson
ea6dacbc12 GL3: Rename some CVars to gl3_*, fix water brightness
* gl3_particle_size: in GL3 the particles should be a bit bigger because
  the particles fade out towards the edge, so I put it in a seperate
  CVar
* gl3_intensity: in GL3 the intensity can have any floating point value,
  in GL1 only integers, so it gets its own CVar
* gl3_overbrightbits: gl_overbrightbits had to be 1, 2 or 4, in GL3 it
  can have any floating point value.

Changed the particle scaling a bit so they look bigger.
2017-04-02 17:16:26 +02:00
Daniel Gibson
a9093fdf98 Make it work with SDL1.2 again
Some things broke when moving the renderer into a DLL, and the GL3
renderer needed some more work to work with it.
2017-04-02 05:20:24 +02:00
Daniel Gibson
bd5b8d0aea Don't crash if re.InitContext() fails before creating context
One problem was that GL3_Shutdown() called several functions that use
that gl* function pointers - not a good idea if InitContext() failed
and the function pointers are all NULL. So check for that.
Similarly in GL3/R_ShutdownWindow() calling glClear() etc.

Another problem was that R_SetMode() would, if R_SetMode_impl() failed,
try again with a "safe" resolution (640x480 unless  we had another
working resolution before) - which is bad if we're already using that
"safe" resolution because then GLimp_InitGraphics() would check mode
and fullscreen and decide it hasn't changed and do nothing and return
true, which would make SetMode() believe everything is fine and
afterwards all hell breaks loose.
2017-04-02 05:18:44 +02:00
Daniel Gibson
3503f91234 GL3: Use dlightbits/lightflags in shader
This makes the fragment shader faster by skipping lights that haven't
marked this surface in GL3_MarkLights()

This seems to improve performance at least slightly everywhere, but
it really helps *a lot* on integrated intel GPUs like the one on their
Sandy Bridge, Ivy Bride and Haswell CPUs (those are the ones we tested).
2017-04-01 16:17:22 +02:00
Daniel Gibson
5656345d1f GL3: Dyn. Lights: Factor in angle, make it work on Win/AMD and OSX
adding dot(surfaceNormal, lightToPixelOnSurfaceNormal) to the equation,
should be Phong-y now? Looks good at least.

The Windows AMD legacy driver needed its usual manual padding..

OSX was totally weird.. There were no errors or warnings from OpenGL
at all, but the dynamic lights were just not visible.
After (too long) debugging the shader I figured out that
dynLights[i].lightIntensity was always 1, and thus
'dynLights[i].lightIntensity - distLightToPos - 64' was negative and set
to 0 with max(0, ...).
I still have no idea why that happens, but removing lightIntensity from
the struct, making lightColor a vec4 and using .a for intensity works...
2017-03-27 22:43:10 +02:00
Daniel Gibson
d5cf8c2852 GL3: Support dynamic lights (mostly) + changes for that
Dynamic lights on normal world brushes work, on brush-based entities
probably not yet properly. For this I need the model matrix in the
shader to transform vertex positions and normals to worldspace
(they already are for world brushes, but not entities that might rotate
 and move etc).
Furthermore, while they dynamic lights look nice and smooth they might
need some fine tuning in the shader..

For this to work there are two bigger changes:
* the vertex data for brushes (gl3_3D_vtx_t) now also contains the
  vertex normal
  - glpoly_t contains array of gl3_3D_vtx_t instead of 7 floats
* 3D shaders now have in vec3 normal, bound to GL3_ATTRIB_NORMAL
* There's a new UBO for light data: uniLights, containing an array of
  up to 32 dynamic lights, with data copied from gl3_newrefdef.dlights
2017-03-27 01:02:54 +02:00
Daniel Gibson
6547e08c1a GL3: Upload UBOs with glBufferData(), make it build+work on Windows..
..with Radeon 6950 using AMDs legacy driver.

For uploading UBOs it turned out that glBufferData() is faster,
sometimes a lot faster, with several drivers, especially Intel/OSX.
2017-03-25 18:19:28 +01:00
Daniel Gibson
35285a0fcd GL3: Render each Model in one draw call (as GL_TRIANGLES w/ EBO)
this increases performance a lot.

Using DG_dynarr.h for dynamic arrays collecting all the vertices and
indices of a model.
2017-03-25 17:25:17 +01:00
Daniel Gibson
4bc3a68699 GL3: Bigger, fewer Lightmap textures, cleanups
if the lightmap textures are 1024x512 instead of 128x128, all original
Q2 levels will only need one lightmap texture (instead of max 26 or so)
and even maps that needed all 127 (the 128th was the dynamic lightmap)
won't need more than 4.
This should result in less glBindTexture() calls.

(Note: When I wrote "1 lightmap texture" I meant 4, because where the
 old renderer dynamically blended the up to 4 lightmaps/surface, I put
 them in 4 textures that belong together and are alle passed to and
 blended in the fragment shader)
2017-03-25 17:22:54 +01:00
Daniel Gibson
6b3195e942 GL3: Remove some unused variables 2017-03-19 05:56:08 +01:00
Daniel Gibson
2dc7b6e6eb GL3: Multiple lightmaps/surface with lightstyles works
not sure if this is the very best solution..
Every surface can have up to 4 lightmaps.
I now always create 4 lightmaps (in separate textures, so the
corresponding texture coordinates are identical), the "fillers" are
set to 0, so in the shader they won't make a visible difference.
(The shader always adds up lightmaps from 4 textures, but how much
 they're actually visible depends on lmScales which also will be set to
 0 if "unused")

If all this turns out to be (too) slow, there could be a special case
for surfaces with only one lightmap, I /think/ that's the most common
case by far.
2017-03-19 05:45:10 +01:00
Daniel Gibson
5abf60de89 GL3: Reintroduce RenderLightmappedPoly from old multitexturing Code
adjusted to new GL3 stuff, of course.
Also, more code for light style/lightmap scale support.
Should probably (maybe) work once we have really have 4 textures
per lightmap id.

(And then of course dynamic lights are still missing)
2017-03-19 05:45:01 +01:00
Daniel Gibson
d034362809 R_RenderBrushPoly: Don't overflow msurface_t::styles
maps could be 4 at that point.
2017-03-18 20:05:07 +01:00
Daniel Gibson
f3c78fb1c5 GL3: Theoretically support 4 lightmaps with styles (in shaders)
practically those lightmaps must be created and uploaded as textures
etc
2017-03-18 20:02:31 +01:00
Daniel Gibson
e6a534aef2 Extra shaders for rendering with lightmaps vs transparent surfaces 2017-03-18 15:41:11 +01:00
Yamagi Burmeister
4d299e26d7 Don't write stdout.txt and stderr.txt when portable.
To be able to test if the game is running portable all checks of the
portable cvar must be done after Cvar_Init(). Instead of redirecting
stdout and stderr as early as possible, delay the redirection right
after Cvar_Init(). After this change the printf() in WinMain() aren't
printed into stdout.txt, but I guess that it isn't a big problem. All
interessting stuff like the search pathes is still there.

Rename fs_portable to portable. It's no longer filesystem specific.
2017-03-13 16:24:26 +01:00
Yamagi Burmeister
3032698f95 Put console_history.txt in the binary dir when fs_portable is 1. 2017-03-13 15:41:41 +01:00
Daniel Gibson
9462063869 Screenshots can be tga, bmp, png, jpg now, using stb_image_write.h
the screenshot command now supports the filetype as optional argument
(just "screenshot" will use tga like before):
"screenshot png" will save the screenshot as PNG, same with jpg, png
and tga.
For jpg, you can even specify the quality, like "screenshot jpg 90"
(the Quality is between 1 and 100, like with libjpeg).

To reduce duplicated code, I addeed Vid_WriteScreenshot() to refimport_t
and implement most of it in the client (vid.c).
The renderer still fetches the raw image data from OpenGL or whatever
and then calls re.VidWriteScreenshot() which will write it to disk in
the format requested by the user.
2017-03-12 03:28:06 +01:00
Daniel Gibson
516c417d91 Render lightmaps together with corresponding faces; gl_overbrightbits
pass both normal texture and lightmap to shader instead of rendering the
level geometry again with the lightmap and GL_BLEND.

This is not done, some translucent surfaces are buggy now and it's only
static lightmaps. For this to work properly I'll need to add some more
shaders with and without lightmaps and use them accordingly.
For example, translucent surfaces (SURF_TRANS33/66) never have
lightmaps, neither to pertubed ones (SURF_DRAWTURB) like water and lava,
but scrolling surfaces (SURF_FLOWING) like elevators do use lightmaps
(as long as they're not also transulcent or perturbed)...
2017-03-12 03:11:29 +01:00
Daniel Gibson
13789554ba GL3: Dynamic Lightmaps (via blending)
well, seems to work, but once the lightmaps are rendered with the normal
textured faces, maybe the dynamic part can be done in shader?
(Might even look less blocky, because it's not limited to lightmap
 resolution then)
2017-03-05 17:34:53 +01:00
Daniel Gibson
2932d995fe GL3: Static Lightmaps (via blending)
not *that* cool, I wanna render them together with the normal texture..

and dynamic lightmaps are missing so most things look shitty anyway
2017-03-05 03:08:05 +01:00
Daniel Gibson
a3865db4bb GL3: rip out gl_flashblend 2017-03-04 16:38:08 +01:00
Daniel Gibson
18bfa35f9b Allow switching VSync on/off without vid_restart (for SDL2) 2017-03-04 16:31:34 +01:00
Daniel Gibson
6b21811af8 GL3: DrawNullModel()
this is used if a model can't be found/loaded
2017-02-26 20:47:37 +01:00
Daniel Gibson
613071078a GL3: render beams; common struct gl3_3D_vtx_t for vertex arrays
that struct can/should be used with gl3state.vao3D which expects data
as 7 floats (x,y,z, s,t, lms,lmt) - this is used for brushes, sprites,
the sky and more (not for models though).
(For rendering brushes the struct isn't used, the data already is in
 that format in float arrays)

beams are now rendered, they are used by the BFG and in some levels for
lasers etc
2017-02-26 05:22:39 +01:00
Daniel Gibson
977c81db5d GL3: Render sprites
and some cleanup/small stuff.

Damn, my productivity today scares me :-P
2017-02-26 04:37:22 +01:00
Daniel Gibson
15296ab5f8 GL3: Render Sky 2017-02-26 03:46:59 +01:00
Daniel Gibson
cf11473130 GL3: flashing screen (formerly R_Flash())
which just called R_PolyBlend().. no idea what that all was about..
and no idea why it happend in 3D mode, it's much  easier after
SetGL2D(), then it can share code with GL3_Draw_FadeScreen() and doesn't
need any additional messing with transformation matrices
2017-02-26 02:23:20 +01:00
Daniel Gibson
247a81c69b GL3: Render Particles, simplify GL3_ShutdownShaders()
* The particles look more fuzzy than in old renderer - I think it looks
  better this way ;)
* Not sure I keep the way they're rendered - instead of calculating and
  passing the distance in GL3_ShutdownShaders() I could set the player
  (camera) origin in a UBO and calculate distance (and based on that
  the size) in the vertex shader. I could also pass the basic point size
  via UBO, it's the same for all particles..
* Deleting shader programs is a lot shorter now and using a loop and
  the fact that consecutive fields of the same type in a struct have
  the same memory layout as an array of that type.
  Now I can just add a gl3ShaderInfo_t to gl3state, set it up in
  GL3_InitShaders() and don't have to add anything to
  GL3_ShutdownShaders() (this is good, I forgot that all the time and
  didn't notice, as it doesn't cause visible errors)
2017-02-26 00:47:27 +01:00
Daniel Gibson
f3e77e1123 GL3: Fix color-only rendering of models (+refactor GL3_UpdateUBO*)
* Of course the color attribute has 4 floats, not 2..
* I read that updating UBOs with glBufferData() is kinda slow.
  I didn't change that (yet), but at least all three GL3_UpdateUBO*()
  functions now call updateUBO() which can easily be changed to do
  whatever is best without touching the other three functions.
2017-02-26 00:20:32 +01:00
Daniel Gibson
b7bf822e6d GL1: Particle improvements
* When using gl_pointparameters, the particles always had the same size
  regardless of resolution, i.e. they look bigger (use bigger part of
  screen) at lower resolutions. Now I scale gl_particle_size according
  to the resolution, assuming the configured size looks good at 800x600
  (or generally 600px vertical)
* When not using gl_pointparameters, a textured triangle is rendered.
  The texture had a resolution of 8x8 pixels and looked like a cross,
  now it's 16x16 and has rounded ages, looking more like a circle.
  So particles with "gl_pointparameters 0" should look much better now.
2017-02-26 00:10:34 +01:00
Daniel Gibson
c4c21075a4 vid_listmodes command to show video modes, add 720p mode
the very unusual 1280x854 mode has been replaced with the more common
1280x720 ("720p").
2017-02-25 20:33:17 +01:00
Daniel Gibson
66e9c5f6db GL3: fix calculation of perspective matrix, some cleanups
turns out R_MYgluPerspective() was not the same as gluPerspective()
and thus not equivalent to HMM_Perspective() either. Because of this,
the weapon and corresponding arm looked different in GL3 vs GL1.
Created GL3_MYgluPerspective() to fix that.
Also tested optimized code in GL3_RotateForEntity() and
rotAroundAxisZYX(), use this code from now on and cleaned it all up by
removing commented out code.
2017-02-20 17:08:59 +01:00
Daniel Gibson
5511f44c99 GL3: Delete new shaders in GL3_ShutdownShaders()
also a small optimization in GL3_DrawAliasModel(), and adding that
function to local.h
2017-02-20 17:04:52 +01:00
Daniel Gibson
eadb607ac3 GL3: Support left-handed gun rendering (hand=1)
that was easy..
however, not related to this change or left vs right hand, the gun
seems to be drawn too far back, we should see more of the arm..
I wonder where that went wrong...
2017-02-20 02:16:34 +01:00
Daniel Gibson
de0197a8c0 GL3: Render models (weapons, items, monsters, projectiles etc)
introducing vertex color attributes GL3_ATTRIB_COLOR (it's used for
lighting models and to render models flat-colored, I think that's used
for quad damage effect and similar)
2017-02-20 02:03:31 +01:00