vk_common.c:1618:19: style: The if condition is the same as the previous if condition [duplicateCondition]
vk_draw.c:93:7: style: The scope of the variable 'fullname' can be reduced. [variableScope]
vk_draw.c:273:9: style: The scope of the variable 'source' can be reduced. [variableScope]
vk_draw.c:274:8: style: The scope of the variable 'frac' can be reduced. [variableScope]
vk_draw.c:274:14: style: The scope of the variable 'fracstep' can be reduced. [variableScope]
vk_draw.c:276:8: style: The scope of the variable 'row' can be reduced. [variableScope]
vk_draw.c:295:12: style: The scope of the variable 'dest' can be reduced. [variableScope]
vk_draw.c:111:45: style:inconclusive: Function 'Draw_GetPicSize' argument 3 names different: declaration 'name' definition 'pic'. [funcArgNamesDifferent]
vk_draw.c:131:57: style:inconclusive: Function 'Draw_StretchPic' argument 5 names different: declaration 'name' definition 'pic'. [funcArgNamesDifferent]
vk_draw.c:159:53: style:inconclusive: Function 'Draw_PicScaled' argument 4 names different: declaration 'factor' definition 'scale'. [funcArgNamesDifferent]
vk_draw.c:185:56: style:inconclusive: Function 'Draw_TileClear' argument 5 names different: declaration 'name' definition 'pic'. [funcArgNamesDifferent]
vk_image.c:586:7: style: The scope of the variable 'best' can be reduced. [variableScope]
vk_image.c:1170:8: style: The scope of the variable 'p' can be reduced. [variableScope]
vk_image.c:1591:7: style: The scope of the variable 'r' can be reduced. [variableScope]
vk_image.c:1591:10: style: The scope of the variable 'g' can be reduced. [variableScope]
vk_image.c:1591:13: style: The scope of the variable 'b' can be reduced. [variableScope]
vk_image.c:1592:11: style: The scope of the variable 'v' can be reduced. [variableScope]
vk_image.c:1628:9: style: The scope of the variable 'j' can be reduced. [variableScope]
vk_image.c:1261:8: style: Local variable 'i' shadows outer variable [shadowVariable]
vk_light.c:231:18: warning: Identical condition '(back<0)==side', second condition is always false [identicalConditionAfterEarlyExit]
vk_light.c:40:8: style: The scope of the variable 'a' can be reduced. [variableScope]
vk_light.c:306:9: style: The scope of the variable 'add' can be reduced. [variableScope]
vk_mesh.c:107:7: style: The scope of the variable 'count' can be reduced. [variableScope]
vk_mesh.c:316:7: style: The scope of the variable 'count' can be reduced. [variableScope]
vk_mesh.c:317:7: style: The scope of the variable 'i' can be reduced. [variableScope]
vk_mesh.c:647:9: style: The scope of the variable 'min' can be reduced. [variableScope]
vk_mesh.c:766:9: style: Local variable 'model' shadows outer variable [shadowVariable]
vk_mesh.c:267:52: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_mesh.c:750:128: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_model.c:53:9: style: The scope of the variable 'd' can be reduced. [variableScope]
vk_model.c:54:12: style: The scope of the variable 'plane' can be reduced. [variableScope]
vk_model.c:407:7: style: The scope of the variable 'next' can be reduced. [variableScope]
vk_model.c:462:12: style: The scope of the variable 'e' can be reduced. [variableScope]
vk_model.c:519:8: style: The scope of the variable 'planenum' can be reduced. [variableScope]
vk_model.c:519:18: style: The scope of the variable 'side' can be reduced. [variableScope]
vk_model.c:520:8: style: The scope of the variable 'ti' can be reduced. [variableScope]
vk_model.c:613:21: style: The scope of the variable 'p' can be reduced. [variableScope]
vk_model.c:663:21: style: The scope of the variable 'p' can be reduced. [variableScope]
vk_model.c:722:10: style: The scope of the variable 'j' can be reduced. [variableScope]
vk_model.c:783:8: style: The scope of the variable 'bits' can be reduced. [variableScope]
vk_model.c:901:18: style: The scope of the variable 'pinframe' can be reduced. [variableScope]
vk_model.c:901:29: style: The scope of the variable 'poutframe' can be reduced. [variableScope]
vk_model.c:1102:7: style: The scope of the variable 'i' can be reduced. [variableScope]
vk_model.c:1103:13: style: The scope of the variable 'sprout' can be reduced. [variableScope]
vk_model.c:1072:28: style:inconclusive: Function 'R_BeginRegistration' argument 1 names different: declaration 'map' definition 'model'. [funcArgNamesDifferent]
vk_pipeline.c:51:87: style:inconclusive: Function 'QVk_CreatePipeline' argument 2 names different: declaration 'desLayoutCount' definition 'descLayoutCount'. [funcArgNamesDifferent]
vk_rmain.c:405:10: style: The scope of the variable 'scale' can be reduced. [variableScope]
vk_rmain.c:400:28: style:inconclusive: Function 'Vk_DrawParticles' argument 1 names different: declaration 'n' definition 'num_particles'. [funcArgNamesDifferent]
vk_rmain.c:956:62: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_rmain.c:1196:12: style: Variable 'err' is assigned a value that is never used. [unreadVariable]
vk_rmisc.c:97:10: style: The scope of the variable 'temp' can be reduced. [variableScope]
vk_rmisc.c:140:23: style: Variable 'isPreferred' is assigned a value that is never used. [unreadVariable]
vk_rsurf.c:678:11: style: The scope of the variable 'k' can be reduced. [variableScope]
vk_rsurf.c:679:12: style: The scope of the variable 'pplane' can be reduced. [variableScope]
vk_rsurf.c:680:9: style: The scope of the variable 'dot' can be reduced. [variableScope]
vk_rsurf.c:682:12: style: The scope of the variable 'lt' can be reduced. [variableScope]
vk_rsurf.c:741:8: style: The scope of the variable 'i' can be reduced. [variableScope]
vk_rsurf.c:811:22: style: The scope of the variable 'mark' can be reduced. [variableScope]
vk_rsurf.c:980:10: style: The scope of the variable 'c' can be reduced. [variableScope]
vk_rsurf.c:982:7: style: The scope of the variable 'cluster' can be reduced. [variableScope]
vk_rsurf.c:1055:6: style: The scope of the variable 'height' can be reduced. [variableScope]
vk_rsurf.c:1104:13: style: The scope of the variable 'best2' can be reduced. [variableScope]
vk_rsurf.c:1142:11: style: The scope of the variable 'lindex' can be reduced. [variableScope]
vk_rsurf.c:1145:9: style: The scope of the variable 's' can be reduced. [variableScope]
vk_rsurf.c:1145:12: style: The scope of the variable 't' can be reduced. [variableScope]
vk_rsurf.c:1257:12: style: The scope of the variable 'dummy' can be reduced. [variableScope]
vk_swapchain.c:68:7: warning: Possible null pointer dereference: presentModes [nullPointer]
vk_swapchain.c:182:91: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_warp.c:57:8: style: The scope of the variable 'm' can be reduced. [variableScope]
vk_warp.c:64:8: style: The scope of the variable 's' can be reduced. [variableScope]
vk_warp.c:64:11: style: The scope of the variable 't' can be reduced. [variableScope]
vk_warp.c:168:8: style: The scope of the variable 'lindex' can be reduced. [variableScope]
vk_warp.c:325:9: style: The scope of the variable 'j' can be reduced. [variableScope]
vk_warp.c:530:11: style: The scope of the variable 'k' can be reduced. [variableScope]
Menu popup can be called without initial run FrameBegin.
#0 0x0000007ff406bea8 in R_EndWorldRenderpass () at src/client/refresh/vk/vk_rmain.c:937
#1 0x0000007ff4060b5c in Draw_CharScaled (x=12, y=66, num=num@entry=1, scale=1) at src/client/refresh/vk/vk_draw.c:61
#2 0x0000005555581900 in M_DrawCharacter (cx=cx@entry=12, cy=cy@entry=66, num=num@entry=1) at src/client/menu/menu.c:410
#3 0x0000005555581964 in M_DrawTextBox (x=x@entry=12, y=y@entry=66, width=35, lines=3) at src/client/menu/menu.c:487
#4 0x0000005555581fa0 in M_Popup () at src/client/menu/menu.c:580
#5 0x0000005555583ad0 in SearchLocalGames () at src/client/menu/menu.c:2771
#6 0x0000005555583c94 in JoinServer_MenuInit () at src/client/menu/menu.c:2838
#7 0x0000005555585d2c in M_Menu_JoinServer_f () at src/client/menu/menu.c:2863
#8 JoinNetworkServerFunc (unused=<optimized out>) at src/client/menu/menu.c:737
#9 0x0000005555588724 in Action_DoEnter (a=<optimized out>) at src/client/menu/qmenu.c:55
#10 Menu_SelectItem (s=s@entry=0x5555611148 <s_multiplayer_menu>) at src/client/menu/qmenu.c:566
#11 0x0000005555586338 in Default_MenuKey (m=0x5555611148 <s_multiplayer_menu>, key=13) at src/client/menu/menu.c:393
#12 0x00000055555873fc in M_Keydown (key=key@entry=13) at src/client/menu/menu.c:4682
#13 0x000000555556f194 in Key_Event (key=<optimized out>, down=true, special=special@entry=true) at src/client/cl_keyboard.c:1331
#14 0x000000555557f078 in IN_Update () at src/client/input/sdl.c:641
#15 0x0000005555570e64 in CL_Frame (packetdelta=96239, renderdelta=<optimized out>, timedelta=<optimized out>,
packetframe=packetframe@entry=true, renderframe=renderframe@entry=true) at src/client/cl_main.c:802
#16 0x00000055555a8a78 in Qcommon_Frame (usec=96239) at src/common/frame.c:626
#17 0x00000055555a8c98 in Qcommon_Mainloop () at src/common/frame.c:163
#18 0x00000055555a92f0 in Qcommon_Init (argc=1, argv=0x7ffffff358) at src/common/frame.c:377
#19 0x0000005555561e44 in main (argc=1, argv=0x7ffffff358) at src/backends/unix/main.c:123
According to the C standard, arguments to the ctype functions
must fit into unsigned char (presumably so they can be implemented
with simple array access). This causes a build time warning on
NetBSD, and may function incorrectly if any UTF-8 strings are used.
Adaptive vsync is a often requested feauture and easy to implement. Set
`r_vsync` to `2` to enable. This is untested because my system doesn't
support it.
On MacOS texture is cleaned up after render and code have to copy a whole
screen to texture, other platforms save previous texture content and can
be copied only changed parts.
An option like this was often requested since I fixed the gun field of
view in e466554. Since the software renderer is missing the ability to
alter the persepective matrix (e.g. something like glFrustrum()) this
fix fakes the offset by manipulating the guns transformation marix.
That's not perfect, the gun distorts if `sw_gunzposition` is set to
anything but `0`. Values up to `8` are more or less okay. Defaults
to `8` which matches the GL renderer default.
and make sure that after vid_restart (or starting the game) it's used
correctly in GL3.
While at it, made sure that it's *not* applied to textures from
gl_nolerp_list, because they're supposed to always use GL_NEAREST
independent of this setting (used so console font and crosshairs don't
look blurry)
sw_image.c:
203: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 203, 192.
368: The null pointer is passed into 'free' function. Inspect the first argument.
401: Expression '!pic' is always false.
401: There are two 'if' statements with identical conditional expressions. The first 'if' statement contains function return. This means that the second 'if' statement is senseless. Check lines: 394, 401.
565: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 565, 564.
sw_model.c:
215: The 'model' pointer was used unsafely after it was verified against nullptr. Check lines: 210, 215.
985: The 'header->lumps[12].filelen / sizeof (int)' expression was implicitly cast from 'size_t' type to 'float' type. Consider utilizing an explicit type cast to avoid the loss of a fractional part. An example: double A = (double)(X) / Y;.
1277: Function 'RE_BeginRegistration' argument 1 names different: declaration 'map' definition 'model'.
sw_surf.c:
239: There might be dereferencing of a potential null pointer 'sc_base'. Check lines: 239, 236.
sw_main.c:
1345: The if condition is the same as the previous if condition
1466: Function 'R_GammaCorrectAndSetPalette' argument 1 names different: declaration 'pal' definition 'palette'
2063: The 'swap_buffers' pointer in the expression could be nullptr. In such case, resulting value of arithmetic operations on this pointer will be senseless and it should not be used. Check lines: 2063, 2061.
sw_aclip.c:
180: Variable 'j' is reassigned a value before the old one has been used.
sw_alias.c:
209: Function 'R_AliasTransformVector' argument 3 names different: declaration 'm' definition 'xf'.
sw_draw.c:
78: Function 'RE_Draw_CharScaled' argument 3 names different: declaration 'c' definition 'num'.
149: Function 'RE_Draw_GetPicSize' argument 3 names different: declaration 'name' definition 'pic'.
173: The scope of the variable 'u' can be reduced.
267: Function 'RE_Draw_PicScaled' argument 4 names different: declaration 'factor' definition 'scale'.
sw_scan.c
593: Function 'D_DrawSpansPow2' argument 1 names different: declaration 'pspans' definition 'pspan'.
745: Function 'D_DrawZSpans' argument 1 names different: declaration 'pspans' definition 'pspan'.
Save current player position and compare with a position in the previous
frame, if position is same refresh only changed rectangle in zbuffer.
zBuffer can be damaged by models, particles and static transparent spans.
zBuffer damage is not useful for the screen refresh minimize for now,
as result of explosion can change texture light value.
Seems like AMDs Windows driver doesn't like it when we call
glBufferData() *a lot* (other drivers, incl. Intels, don't seem to
care as much).
Even on an i7-4771 with a Radeon RX 580 I couldn't get stable 60fps
on Windows without this workaround (the open source Linux driver is ok).
This workaround can be enabled/disabled with the gl3_usebigvbo cvar;
by default it's -1 which means "enable if AMD driver is detected".
Enabling it when using a nvidia GPU with their proprietary drivers
reduces the performance to 1/3 of the fps we get without it, so it
indeed needs to be conditional...
use GL3_BufferAndDraw3D() instead of glBufferData() and glDrawArrays()
in each place it's needed.
This by itself doesn't make anything faster, but it will make trying out
different ways to upload data easier.
The developers tested their maps without the fix and decided that it
looked good. Add a new cvar gl_fixsurfsky defaulting to 0 that enables
the fix if someone really want it.
The software renderer already did this, but not the GL renderers. Maybe
the logic was lost somewhere on the long way... Without this change a
fullbright lightmap is generated for SURF_SKY surfaces and without the
SURF_DRAWSKY flags the surfaces aren't skipped in RecursiveLightPoint()
and GL3_LM_CreateSurfaceLightmap(). This isn't a problem under real
skyboxes, but in cases were SURF_SKY is abused fpr interior lightning.
rmine2.bsp in rogue is a good place to see the problem
Reported by @m-x-d, fixes#393.
I guess it makes sense to apply gamma to the color, we do the same
for the standard round particles.
Also, this way the fragment shader for square particles references the
uniCommon UBO (gamma is part of it) - apparently the Intel HD4000
(from Ivy Bridge) GPU driver for Windows has a bug that uniform blocks
that exist in the shader source but aren't actually used can't be found
(with glGetUniformBlockIndex(prog, name)), which we treat as an error
in gl3_shaders.c initShader3D().
fixes#391
Apparently the lightsource for exploding rockets/grenades is very close
to the surface, so the dot-Product between surface-normal and the
vector between the light and the pixel returns 0, basically disabling
the dynamic light for that surface.
As a workaround, move the lightposition (only for that dot product)
a bit above the surface, 32*surfaceNormal looks good.
fixes#386
The real needed size can't be derived from the .bsp file size, because
* many generated structs contain pointers
* there's lots of data generated per face..
* _especially_ for warped faces that are subdivided
Until now the softrenderer calculated the fov relative to a hard coded
aspect of 4/3. That's wrong, because we're supporting arbitrary aspects
and we aren't calculating a fov but just a scaling factor to the global
fov which takes the aspect into the account.
Fix this by not taking any aspect calculations into account. BUT: While
this renders the gun with a correct perspective it's positioned much
nearer to the camera / player then in the GL renderers. The GL renderers
work around that problem by enforcing a minimal Z distance of 4 units,
which can't do because we're just calculating a scaling factor...
We're taking indices and converting them to pointer relative to the
hunks base. Yes, that's dirty. Since the indices are stored as 32 bit
values and hunks are generally small using 32 bit pointers is enough,
even on 64 bit platforms. So the code took the size of void* / 2...
See the problem? Yes, that's not a good idea on 32 bit platforms. Bite
the bullet and just take the size of void*. Shouldn't be a problem,
because the indices are the first thing that's loaded and the hunk is
trimmed right after it anyways. If, and just if, we really need each and
every byte in the early stages of map loading we need two cases. One for
64 bit and one for 32 bit.
This fixes issue #346. Kudos to @ricardosdl for the analysis.
Make sure that the window is destroyed at gl renderer shutdown and
recreated by the soft renderer. Don't deinitialize SDL in the
softrenderer, that's done by vid.c. And make sure that we start the soft
renderer with a clean GL state.
The last commits did some bigger changes to the interaction between the
GL renderers and the client. The code is now SDL 2.0 conformant, window
and context creation are strictly distinct operations. SDL is only
initialized when necessary. Since this broke the client <-> renderer
API, bump it's version.
There a lot of things left to do for dark and cold winter evenings:
* The software renderer implements it's own window handling and
reinitialized SDL whenever vid_restart is called. This is highly
problematic.
* vid_fullscreen is abused to communicate changes to renderer config
throughout the code. That's a very ugly, messy and potential very
problematic hack. But not easy to remove.
* Some funtion calls between the client and the renderer are
unnecessary.
The changes to the client <-> renderer interaction fixed issue #302.
* Sync both files as much as possible.
* Another round of general cleanup.
* Fix stencil tests.
* Simplify gamma handling, hardware gamma is now default.
* Support new client <-> renderer API.
* Another round of general cleanup.
* Introduce gl3_libgl cvar to force a libGL.
* Fix stencil buffer tests.
* Further untangle window <-> context stuff.
The window is now fully at client side, the context at renderer side.
This is another break of the renderer API. And at least GL1 needs to
track this, it's broken for now.
* Even more syntax and code style fixes.
* Rename functions to match their actual purpose.
* Fix comments.
* SDL initialization and shutdown is now client side only. With
SDL 1.2 finally gone there's no need to involve the renderers
in it.
This breaks the client <-> renderer API. I haven't bumped the API
version with this commit because there're likely more changes when
I'm going through the renderer side of things. The VID backend also
needs a lot of love...
It might be a good idea to move this SDL backend files into the client
and rename them. We'll decide that at a later time.
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
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.
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-- )
^~~
=====
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.
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.
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.
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
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"
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.
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
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.
- 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.
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.
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).
* 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.
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.
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).
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...
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
..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.
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)
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.
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)
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.
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)...
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)
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
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
* 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)
* 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.
* 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.
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.
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...
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)
kind of messy commit with all the shit from last weekend, finished now
Most importantly the common vertex attribute layout stuff using
glBindAttribLocation()
still no 3D rendering, but in theory it should be able to load models,
bsps etc, just not render them yet.
also moved/copied md2.c and sp2.c to gl/ and gl3/ because they use
renderer-specific types
only for 2D rendering, as we don't have 3D yet; also this might need
a more flexible solution later, as some textures are not supposed to
have intensity applied.
According to the old R_Upload32*() and R_LightScaleTexture() the ones
without mipmaps didn't get intensity. Those were it_pic and it_sky (and
the ones in the "scrap", but those were it_pic too)