Commit graph

668 commits

Author SHA1 Message Date
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
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