Commit graph

94 commits

Author SHA1 Message Date
Ricardo Garcia
e85f266a84 Restore reduced view textured borders
This commit removes the previous R_CleanupBorders hack and fixes
textured border drawing, so borders are correctly drawn in the right
place and are not taken into account when applying the underwater
effect.
2021-01-24 23:47:21 +01:00
Ricardo Garcia
76f56458b1 Fix water warp edge distortion when keeping resolution
With vid_fullscreen 1 and a scaled down viewport, the water distortion
effect produced waves in the viewport edge. This commit fixes those.
2021-01-24 13:32:45 +01:00
Ricardo Garcia
5fcfcd56b3 Fullscreen Vulkan fixes
This commit includes the following changes:

* When vid_fullscreen is 1, the game is now drawn centered in the
  screen instead of the top left corner, by modifying the viewport and
  scissor when drawing the world warp and UI render passes.

* When vid_fullscreen is 1, the world view no longer has an incorrect
  size and/or aspect ratio. This was due to the world warp and UI
  render passes sampling from the whole color buffer instead of the
  restricted render area. To fix this, the postprocessing and world warp
  shaders now use unnormalized coordinates, corrected with the frame
  offset, and sample directly from the appropriate texels.

* The game no longer outputs pixels which have not been written to,
  which are usually displayed black but may come out with undefined
  colors. For this, some output color attachments are cleared before
  drawing the final elements in the frame.
2021-01-24 11:52:30 +01:00
Yamagi
8a54e49f61
Merge pull request #643 from 0lvin/ref_vk
Enable depthWriteEnable for particles
2021-01-13 18:27:17 +01:00
Denis Pauk
3b9aa6448e Enable depthWriteEnable for particles 2021-01-10 13:25:10 +02:00
Ricardo Garcia
930872b358 Add resolution scaling to Vulkan renderer
This commit adds a new cvar called vk_pixel_size that represents how big
pixels should look in the rendered world in order to simulate lower
screen resolutions. With its default value of 1 everything looks normal,
but with bigger sizes (e.g. 4) the rendered world starts to look
"pixelated" due to pixels appearing bigger.

To implement the effect, the viewport and scissor are modified when
drawing the world so the rendering results cover a smaller area in the
top-left corner of the image.

The post-processing fragment shader is used to scale the image back to
the swapchain size before drawing UI elements on top of it.

The UI is not affected by this change, so the existing UI scaling
options continue to work as before with no changes, adding some
flexibility to the mix.

Related to feature request #588.
2020-12-24 10:14:39 +01:00
Denis Pauk
7eb075198e Fix vk_validation warnings 2020-12-12 14:45:04 +01:00
Denis Pauk
2e5c5974d6 gamma calculation in shaders 2020-12-12 14:45:04 +01:00
Denis Pauk
bfab2d3042 Rebuild shaders with glslang-tools 7.12.3352-10 2020-12-12 14:45:04 +01:00
Yamagi
aa8dc2f9b4 Add a Dockerfile, submitted by @Opvolger in #498.
If I understand this right it only builds the dedicated server. I think
that Dockerfiles need to be at the project root. Nevertheless I put it
under stuff/, the root dir is already cluttered enough.

Closes #498.
2020-01-21 17:26:29 +01:00
Yamagi
dd529e80b3 Remove the link from the old to te new cvar list.
The new cvar list was added over a year ago and the link was broken for
several month, but no one complained. It's time to say goodbye.
2020-01-12 11:10:03 +01:00
Daniel Gibson
ebb6b9fce6 Fix link to cvar documentation in --help
also add a link to the new location in the old location, for existing
releases
2019-06-02 19:28:49 +02:00
Yamagi Burmeister
9f65dcb679 Move the packaging guide into our new doc/ directory. 2018-11-07 16:38:41 +01:00
Yamagi Burmeister
1a6c1f5227 Move the cvar list into the new doc/ directory. 2018-11-07 16:38:41 +01:00
Denis Pauk
6adc4cc81c Revert "rename gl_anisotropic to r_anisotropic"
This reverts commit 49af62477a.
2018-09-03 21:22:01 +03:00
Denis Pauk
ff6a40ee8c Revert "restore whitespaces"
This reverts commit dc3da331f5.
2018-09-03 21:21:12 +03:00
Yamagi Burmeister
25a1f08656 Merge branch 'buildcleanup' 2018-08-15 17:48:30 +02:00
Denis Pauk
dc3da331f5 restore whitespaces 2018-08-14 20:37:21 +03:00
Yamagi Burmeister
692c544f30 Some modernizations to cmake.
* Pass the same compiler flags like make.
* Update FindSDL2.
* Remove unneeded FindOggVorbis.

There still some options missing, like the RPATHes or he ability to
define the system wide installation directory.
2018-08-14 15:29:41 +02:00
Denis Pauk
49af62477a rename gl_anisotropic to r_anisotropic 2018-08-10 23:33:46 +03:00
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
Yamagi Burmeister
727249f625 Document vid_displayrefreshrate. 2018-02-26 19:15:46 +01:00
Yamagi Burmeister
ec1733fb97 Rename 'intensity' to 'gl1_intensity', 2018-02-14 09:35:54 +01:00
Yamagi Burmeister
fe6e147c2b Update cvar documentation.
* Explain command line arguments.
* Document busywait and datadir.
* Distinguish between all renderers and all GL renders.
2018-02-14 09:11:51 +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
f0c4b4fd14 Rename gl_overbrightbits to gl1_overbrightbits. 2018-01-09 14:16:13 +01:00
Yamagi Burmeister
11ad28b711 Unify gl_mode and sw_mode in r_mode. 2018-01-09 14:03:45 +01:00
Yamagi Burmeister
e6b0e19cff Rename gl_maxfps to vid_maxfps. 2018-01-09 09:47:03 +01:00
Yamagi Burmeister
3a4496c239 Rename gl_farsee to r_farsee. 2018-01-09 09:32:07 +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
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
Daniel Gibson
f38d3475df Add documentation for package maintainers 2017-08-05 18:28:33 +02:00
Yamagi Burmeister
86649ebdac Mention crosshairscale in the cvarlast.md. 2017-06-21 10:22:29 +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
Yamagi Burmeister
a6704af878 Add al_driver and gl_nolerp_list to the cvarlist.md 2017-06-06 17:48:51 +02:00
Daniel Gibson
6e6c90bd8c cvarlist: fix some typos 2017-05-25 17:28:28 +02:00
Daniel Gibson
809246ca92 Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions) 2017-05-25 13:59:10 +02:00
Yamagi Burmeister
346b841e72 Fox whitespace errors. 2017-05-25 10:21:16 +02:00
Yamagi Burmeister
f02bd475bd Add a list off (nearly) all added console variables and their meaning. 2017-05-25 10:07:33 +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
6dab39d7d6 Finally remove the old README 2016-12-03 09:25:06 +01:00
Yamagi Burmeister
9f0b5d067b Use GL_ARB_point_parameters instead of GL_EXT_point_parameters.
While here switch GL_ARB_point_parameters to a new probing logic and
rename the Cvar to gl_pointparameters.
2016-08-06 09:50:16 +02:00
Yamagi Burmeister
83a9e20fa2 Preserve the old README as stuff/README.old 2016-06-25 10:07:59 +02:00
Valery Guskov
e9dcf8d09e added 3d crosshair model 2016-04-04 23:53:16 +03:00
svdijk
d5bd14d1e7 quake2-appbundle.zip: Update quake2.icns to the new icon 2015-11-18 19:41:03 +01:00
svdijk
b3ba71c09a Quake2.ico: Recreated to have the same margins as the source PNG
The ImageMagick command to generate the ICO was:

convert Quake2.png \
    \( -clone 0 -resize 16x16 \) \
    \( -clone 0 -resize 32x32 \) \
    \( -clone 0 -resize 48x48 \) \
    \( -clone 0 -resize 64x64 \) \
    \( -clone 0 -resize 96x96 \) \
    \( -clone 0 -resize 128x128 \) \
    \( -clone 0 -resize 256x256 \) \
    \( -clone 0 -resize 512x512 \) \
    -delete 0 Quake2.ico
2015-11-18 18:59:53 +01:00
svdijk
00b804c743 Quake2.png: Recreated to have the same margins as the source SVG 2015-11-18 18:54:02 +01:00
svdijk
ec9657134f Windows: icon.rc is a source file, so move it to the source directory. 2015-11-04 21:05:30 +01:00