Commit graph

4132 commits

Author SHA1 Message Date
Denis Pauk
c3af9815e6 renders: use converted to QBSP format map
Mod_LoadValidateLumps is fully removed.
2024-04-17 01:14:22 +03:00
Denis Pauk
606451cc9c collision: move surface flag to QBSP convert logic
Only Mod_LoadVisibility has LittleLong format convertion logic on
server side.
2024-04-17 00:34:36 +03:00
Denis Pauk
3e46e777c0 cmodel: implement left QBSP to QBSP convert 2024-04-17 00:28:43 +03:00
Denis Pauk
becea2987b collision: direct QBSP map load 2024-04-17 00:22:10 +03:00
Denis Pauk
1bc2d7d18b collision: add DKBSP callbacks 2024-04-17 00:20:23 +03:00
Denis Pauk
aefea127e2 cmodel: move convert callback to rules tables 2024-04-17 00:16:33 +03:00
Denis Pauk
c0e3a86f30 collision: use RBSP to QBSP converted maps 2024-04-16 23:55:39 +03:00
Denis Pauk
3cd279248d cmodel: Split Mod_Load2QBSP_IBSP to separate functions 2024-04-16 23:38:49 +03:00
Denis Pauk
53d69f98e5 collision: create IBSP -> QBSP convert logic 2024-04-16 23:22:36 +03:00
Denis Pauk
12aaebf80e maps: validate read outside of BSPX section 2024-04-16 01:17:09 +03:00
Denis Pauk
2f0d3e2189 render: support texture name with full field size 2024-04-16 00:12:43 +03:00
Denis Pauk
ea91764196 collision: make firstbrushside unsigned 2024-04-16 00:12:24 +03:00
Denis Pauk
446224467d Fix memory use after free detected by ASAN 2024-04-15 00:30:30 +03:00
Denis Pauk
701defd4ad maps: move get rules to separate function 2024-04-13 15:58:32 +03:00
Denis Pauk
2d6241b31e renders: move lightmap calls to LM_CreateLightmapsPoligon 2024-04-13 14:44:40 +03:00
Denis Pauk
02b8e85c01 opengl renders: support of gl_version_override cvar
Provides way to check render with lower officialy
reported OpenGL version.

Same as:
* MESA_GL_VERSION_OVERRIDE=4.6
* MESA_GLSL_VERSION_OVERRIDE=460
2024-04-13 13:25:34 +03:00
Denis Pauk
5babb3b96a renders: fix function name in GL4*_InitContext errors 2024-04-13 01:03:42 +03:00
Denis Pauk
4ab6777e1f renders: move lightmap creation call outside of LoadFace code 2024-04-13 00:15:31 +03:00
Denis Pauk
310c0fdb58 maps: load code cleanup 2024-04-12 00:13:14 +03:00
Denis Pauk
7a5154bd6b renders: Add RBSP initial support
Surfaces/faces/tetures flags is incorrect.
2024-04-11 00:35:43 +03:00
Denis Pauk
c13074758a client: Add RBSP initial support
Structures sizes should be mosly correct and have found by estimate
sizes that could have lump size mod equal to zero as for other formats.
Possition of fields are taken from IBSP structures, that could be
incorrect. All other fields marked as unknow/unused.
2024-04-11 00:13:10 +03:00
Denis Pauk
d4bc315363 client: play arbitrary CDTRACK ogg file
Initial implementation of https://github.com/yquake2/yquake2remaster/issues/18
2024-04-09 00:34:47 +03:00
Denis Pauk
1e935a5879 collision: fix crash without vis info 2024-04-08 23:07:01 +03:00
Denis Pauk
30861e07ef filesystem: sort files in pack and use binary search in packs 2024-04-07 18:46:40 +03:00
Denis Pauk
ae4845782c readme: Add swl to supported textures 2024-04-07 18:46:40 +03:00
Denis Pauk
e3a1b0ef11 maps: Mod_CalcNonModelLumpHunkSize combine QBSP cases 2024-04-07 18:46:40 +03:00
Denis Pauk
e90fa70680 renders: reuse Mod_CalcNonModelLumpHunkSize 2024-04-07 18:46:40 +03:00
Denis Pauk
d2e5955547 renders: reuse CalcLumpHunkSize for Leaf and Nodes 2024-04-07 18:46:40 +03:00
Denis Pauk
851c72f7b4 soft: sync code with other renders 2024-04-07 18:46:40 +03:00
Denis Pauk
fe96447980 client: fix gles3 name
Fix regression introduced in e61d9444c

https://github.com/yquake2/yquake2/issues/1097
2024-04-07 18:43:45 +03:00
Yamagi
352d87af15 Add SDL 3 support to ref_gl4.
This is mostly a port of the same changes to ref_gl3:

* Add SDL 3 support to the Makefile.
* Port API changes.
* Bump renderer API to version 7.

a884514f97
https://github.com/yquake2/yquake2/issues/1097
2024-04-07 18:38:15 +03:00
Yamagi
4fedab5914 Port ref_vk to SDL3.
* Makefile support for SDL3.
* Change API to match SDL3.
* Bump renderer API to version 7 and communicate SDL version to client.

61be37b183
2024-04-07 18:25:14 +03:00
Denis Pauk
4bd19bf982 Merge remote-tracking branch 'yquake2/master' 2024-04-07 18:12:09 +03:00
Yamagi
8d04ed0bbf Mention SDL 3 as alternative to SDL 2. 2024-04-07 11:01:45 +02:00
Yamagi
8a9e31ab86 Clearify vid_gamma in the GL1 renderer. 2024-04-07 11:01:45 +02:00
Yamagi
e61d9444c9 Bump default renderer to GL3...
...and alter the render finding and fallback sequences to include GLES3
as the first fallback. This should have been done years ago, when GL3
became the clear better option above GL1.
2024-04-07 11:01:45 +02:00
Yamagi
23f60d25b1 Pass SDL major version between ref and client, bump ref API version.
SDL major versions must not be combined in one process, otherwise bad
things will happen. In the best case the game crashes, in the worst case
strange bugs will occure. To prevent that:

* Add a new field `framework_version` to the renderer API and use it to
  pass the SDL major version from the renderer to client. Don't load the
  renderer if it and the client were build with different SDL major
  versions.
* Bump the renderer API version to 7. This could have been implemented
  by assuming `framework_version == 0` (not filled by renderer) as SDL
  2, but let's keep things clean and bump the version.

While here fix a long standing bug with printing the error when not
loading a renderer lib. The message must be generated before shutting
down the renderer, otherwise the API version will alsways be 0. The
struct is zeroed at renderer shutdown.
2024-04-07 11:01:45 +02:00
Yamagi
78c951d620 Implement SDL3 into the CMakeLists.txt. 2024-04-07 11:01:45 +02:00
Yamagi
8cedbb0694 Port the Windows platform backend including Makefile support to SDL3.
This also fixes a long standing bug with the Windows part of the
Makefile linking -lSDL2 into q2ded.exe.
2024-04-07 11:01:45 +02:00
Yamagi
a675b654c6 Update to SDL 3.1.1 API.
Changes are:
* SDL_SetWindowGrab() was renamed to SDL_SetWindowMouseGrab().
* SDL doesn't give precalculated battery states anymore. Use the same
  scale as SDL 3.1.0, 20% is low and 1% is empty.
2024-04-07 11:01:45 +02:00
Yamagi
af82cfe978 Switch the default for vid_highdpiaware to 1 when build against SDL3.
With SDL3 the high dpi support is in much better shape than with SDL2.
And for Wayland the experience on high dpi displays is generally better
when the application is high dpi aware.
2024-04-07 11:01:45 +02:00
Yamagi
218829f031 Port the SDL audio backend to SDL 3.
Reimplement `SDL_BackendInit()` and `SDL_BackendShutdown()` for SDL 3.
Hide now unnecessary locking calls behind !USE_SDL3. To minimize code
duplication `SDL_Callback()` is hidden behind a wrapper function.
2024-04-07 11:01:45 +02:00
Yamagi
74ac473447 Remove support for older SDL version in the SDL 3 input backend.
SDL 3 is a fresh start, no need to support older versions.
2024-04-07 11:01:45 +02:00
Yamagi
40e1830885 Port joystick and controller handling to SDL 3. 2024-04-07 11:01:45 +02:00
Yamagi
d315f02a7b Port window event handling to SDL3. 2024-04-07 11:01:45 +02:00
Yamagi
a81b065893 Apply Coccinelle to input/sdl3.c.
Again this isn't enough to get the file compiling, but it's a start.
2024-04-07 11:01:45 +02:00
Yamagi
adfd7362b5 Explicitly shutdown the SDL_INIT_EVENTS subsystem.
SDL_INIT_VIDEO includes SDL_INIT_EVENTS when initialized through
SDL_Init(), but not when shutdown to SDL_Quit(). Handle the shutdown
in the input subsystem. This closes some memory leaks in SDL.
2024-04-07 11:01:44 +02:00
Yamagi
5a21397761 Refactor refreshrate handling from int to float.
With SDL 2 the refreshrate handling was rather limited by SDL 2 only
supporting integer refreshrates, making it impossible to represent the
common 59.95hz and other non-integer refreshrates. Quake II works around
this by assuming a refreshrate of 2hz higher than returned by SDL.

SDL 3 finally supports float refreshrates. Refactor the internal API to
also use floats.

This should be a no-op since the 'refreshrate * 1.02' logic stayes in
place for the time being. This can be reevaluated at a later time for
the SDL 3 build, but needs testing.

As a nice side effect fix the `vid_displayrefreshrate` cvar. It was
broken in both SDL 2 and 3 since it was always overwritten with the
actual display refresh rate.
2024-04-07 11:01:44 +02:00
Yamagi
5d30c5913b Query the primary display with SDL_GetPrimaryDisplay().
Everything else doesn't work reliable and is depended on the display
server. X11 uses it's display IDs, Wayland some UUIDs...
2024-04-07 11:01:44 +02:00
Yamagi
bcbeb81198 Several fixes in detection of the window position.
In SDL 2 the first display was 0 and the error code -1. In SDL 3 this
changed to 1 as the first display and 0 for the error code. While at
it implement error handling and fallbacks for all cases.
2024-04-07 11:01:44 +02:00