Commit graph

1874 commits

Author SHA1 Message Date
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
Yamagi
a659da38c1 Merge pull request #191 from DanielGibson/gl3_shadows
GL3 shadows
2017-05-07 21:21:05 +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
98276aeb91 Empty SDLs event queue when starting cinematic playback.
Sometimes cinematics are skipped after the first frame even if the
player didn't press any key. I'm unable to reliable reproduce that,
so my educated guess is that one or more events are still waiting in
SDLs event queue.

For example, during intermission IN_Update() is not called for 5
seconds, key presses by impatient players are just added to the queue
and not processed. The first event is used to skip leave the
intermission, the second event skips the cinematic...

Fix this by implementing a new function IN_FlushQueue() to flush SDLs
event queue and calling it when starting cinematic playback. Yes, this
is just another layer violation. :(
2017-04-22 10:29:25 +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 Burmeister
a47a9daf67 Fix crash if the requested gl_msaa_samples are unavailable.
For some reasons setting the MSAA fails at window creation and not at
GL context creation. And of course SDL is unable to detect before, that
the requested number of MSAA samples is invalid... Implement a work
around: Fall back to gl_msaa_samples == 0 if the window cannot be
created.
2017-04-18 20:56:54 +02:00
Yamagi Burmeister
a1e93ca647 Fix overlinking when building with cmake.
The CMakeLists.txt used the same linker flags for all target, grossly
overlinking q2ded and both render libraries. Fix this by introducing
fine grained variables holding the linker flags.
2017-04-18 17:38:50 +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
Daniel Gibson
7d53e6ebf2 Quirk map bug in waste3 (secret not counted)
there's a target_secret (with targetname "t117"), but no one triggers
it - that's why the help computer shows four secrets, but you can only
get three of them.
Now when you open the door in front of the hidden secret armor
(by shooting it), it'll trigger the target_secret and you can get all
four secrets.

fixes #182
2017-04-15 18:38:09 +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
b124d0cada Change the default screenshot binding to JPEG with Quality 90.
While here add a default binding for the power shield on w.
2017-04-10 19:22:23 +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
Yamagi Burmeister
38e60005cb Add back the GLAD_INCLUDE variable, lost in 4bd263c. 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
7b5e13d4ff Add GL1 and GL3 refresh libraries to the CMakeLists.txt
I hope that I've referenced all headers required by the libraries. If
I missed some compilation will work but IDEs like Clion won't be able
to deduce all symbols.

Before this change cmake overlinked the q2ded binary and the game.so
game library. Now it is also the case with ref_gl1.so and ref_gl3. This
will be fixed in a later commit.
2017-04-10 15:50:25 +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
264df420e3 Rename vid_ref cvar to vid_renderer 2017-04-09 00:00:36 +02:00
Daniel Gibson
54b38176ef Fix Windows build (missing OSTYPE => YQ2_OSTYPE in Makefile) 2017-04-04 17:34:19 +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
182948fecc Rename ref_gl.* to ref_gl1.* 2017-04-02 16:23:00 +02:00
Daniel Gibson
fcae894c1e Makefile: OSTYPE => YQ2_OSYTPE, ARCH => YQ2_ARCH, -std=gnu99
Hopefully this fixes the build on SUSE Linux.
2017-04-02 15:58:35 +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
9044eb1370 Load ref_* lib with absolute path, fall back to ref_gl
.. if initializing the other renderer failed.
2017-04-02 05:19:01 +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