76 Commits (7fd5f09a34bab8b525214f15a822d4ebc867bffd)
 

Author SHA1 Message Date
Nico de Poel 7fd5f09a34 Add four bounding vertex references to each face, for more accurate behind-the-camera/frustum culling 3 years ago
Nico de Poel 2626b9c67f A bit of cleanup: 3 years ago
Nico de Poel b0f7e971e8 Detect and link animated texture frames 3 years ago
Nico de Poel b0e6083d13 Added a few source references 3 years ago
Nico de Poel f35fd7287e Made an attempt at detecting T-junctions in geometry and correcting the vertices for that. It sort of works but it doesn't have the desired effect yet. Back to the drawing board. 3 years ago
Nico de Poel 225ec746ec Updated vertex field names to match, to facilitate blitting to SVECTOR 3 years ago
Nico de Poel c111a2090c Implemented a more accurate face area computation, allowing for more precise tessellation LOD selection. 3 years ago
Nico de Poel a4c3dba734 Allow easier bulk map conversion 3 years ago
Nico de Poel f5ffefce4c Additional debugging output 3 years ago
Nico de Poel 64865249a4 Removed the baselight addition during light sampling, as that was actually the cause of weird lighting bugs in some areas. 3 years ago
Nico de Poel b43dff99a2 Fixed a floating point rounding error preventing faces from being found for some world-space points. Fixes lighting bugs in a few areas. 3 years ago
Nico de Poel 727c5bf724 Tweaked light sampling a bit more, should be more accurate to Quake's original implementation now (though it hardly makes any difference in practice) 3 years ago
Nico de Poel ca08893253 Relaxed vector equality margin of error a little bit, hopefully leading to less instances of faces not being found for a given point 3 years ago
Nico de Poel 0a077b426c Reworked lightmap sampling using a lightmap space transform and correctly rounding values, using the Quake source for reference. Finally fixes a bunch of lingering lighting artifacts. 3 years ago
Nico de Poel ac84af48f2 Create a reusable texture space transform matrix per face, and use it to build up the texture boundaries. 3 years ago
Nico de Poel b87102afb2 Export model face data 3 years ago
Nico de Poel 197c657361 Prevent 16-bit overflow when storing face area; fixes wildly inconsistent tessellation LOD calculations 3 years ago
Nico de Poel 8d51e7e252 Embed the texture atlas data inside the exported .ps1bsp file and name those files after the actual map. 3 years ago
Nico de Poel dfe7806450 Reorganized model data so as not to cause any memory alignment issues 3 years ago
Nico de Poel 97a08243b5 Added a world spawn element with a generic sky color derived from the sky texture 3 years ago
Nico de Poel 45796822cd Reorganized poly vertex data structure to allow for faster copying in the PS1 code 3 years ago
Nico de Poel caaccee1dd Export model data for dynamic world objects 3 years ago
Nico de Poel dc78b9700d Calculate average and dominant colors per texture, and use those to precalculate combined color * light values per face vertex, for cheap vertex colored drawing. 3 years ago
Nico de Poel cc18611de8 Reorganized texture code so that the palette is loaded separately, and metadata used to calculate UVs are kept out of the exported file for PS1. 3 years ago
Nico de Poel 9f1ed1f35f Draw lava, slime and teleporters as liquids, but not transparent. 3 years ago
Nico de Poel c8d8d0b905 Added a few more file extensions to the ignore list 3 years ago
Nico de Poel 64d9b16c12 Duplicate the Quake palette CLUT with transparency flag set, to use for water surfaces. Doesn't actually work yet but the solution should be something in this direction. 3 years ago
Nico de Poel c6a8abbb7b Made the texture space transform available outside of Tessellator and used it to generate some more Face bounds data for later use. 3 years ago
Nico de Poel fb66f93b46 Provide some additional data in the PS1 BSP file, including linked list pointers for leaf-based polygon sorting 3 years ago
Nico de Poel cc1fcec7ea Also add leaf bounding sphere for optional per-leaf frustum culling. 3 years ago
Nico de Poel c91e8e6167 Added bounding spheres to node data, used for frustum culling 3 years ago
Nico de Poel 0df5801eba Export face vertex data again, to allow for simplified rendering routines 3 years ago
Nico de Poel 93551117b1 Added surface flags, allowing for rendering of water surfaces 3 years ago
Nico de Poel 4655246b69 Retired the concept of surface vertices, as UVs can in fact not be shared between polygons. 3 years ago
Nico de Poel ef9adf8de0 Introduced some matrix math to properly construct a texture space transform, that we can also invert to create a transform back to world space. Finally our tesselated polygons are working perfectly! 3 years ago
Nico de Poel 4e11041b93 Desaturate palette colors to more closely match Quake's look, and made an exception for the big Quake sign on the start map, so it maintains a higher mip level. 3 years ago
Nico de Poel fc281251ea Overhaul of geometry conversion: 3 years ago
Nico de Poel 4f99baea65 Encapsulated GPC-based tesselation into a Tesselator class, which now also produces normalized UVs per vertex-texture pair and a list of Polygon structs with texture and vertex index data. 3 years ago
Nico de Poel f413e8c47f First test with GPC to cut faces into multiple polygons, based on a grid of texture boundaries. Reconstruct the texture space (s,t) coordinates back into world space. Store vertices and indices while avoiding duplicate vertices. 3 years ago
Nico de Poel e5b2e6244a Imported General Polygon Clipper library, which could come in handy to cut up faces to accomplish texture tiling 3 years ago
Nico de Poel 568f2450eb Added a new lighting sampler to take advantage of the improved lightmap indexing: use a pseudo-random jitter pattern to take multiple light samples in an area around the sample point, from all surrounding faces at a shallow angle. 3 years ago
Nico de Poel 6d6766663b Realized we can include the UV offsets into the UVs stored in the exported map file, so we don't need to add those at runtime. Easy performance win. 3 years ago
Nico de Poel 3bc9167885 Tweaked heuristics of the rectpack algorithm to produce better results for our non-square texture atlases. 3 years ago
Nico de Poel fb3d1ac6a1 Upgraded dot product and cross product-related functions to doubles, to improve accuracy of various calculations 3 years ago
Nico de Poel 161ef0acee Improved lightmap sampling accuracy. The generated UVs now more closely match what Quake is doing, we can reject invalid UVs, and we're getting less false rejects of valid faces to sample from. 3 years ago
Nico de Poel 5e85e2c73a Modified texture packer to allow for arbitrary input bin sizes. Added transparency flag to final palette entry. 3 years ago
Nico de Poel 0a19ca70f5 Texture atlasing tool now directly exports images in .TIM format for use on PS1 3 years ago
Nico de Poel 628955d7a0 Added code and resources for exporting TIM image files directly 3 years ago
Nico de Poel 3e0706c9f9 Small tweaks to make a few textures on n64start a bit nicer 3 years ago
Nico de Poel beb1ad6382 Fixed texture seams and bleeding caused by making our UVs one texel too large 3 years ago