164 Commits (master)

Author SHA1 Message Date
Nico de Poel 05731a8e09 Removed redundant division in QTriVertex conversion, and scaled up the rest of the test scene to match. Fixes scale of imported alias models when compared to the world brush model. 5 years ago
Nico de Poel 89f3600608 Reconstruct brush model data based on glpoly_t data generated by GLQuake. We can now successfully display BSP maps in Unity! 5 years ago
Nico de Poel 3988db5f8e Defined a bunch more data for brush models and initial marshaling of model data 5 years ago
Nico de Poel 9dc4eb17d0 Added URP Unlit shader to shader variants collection 5 years ago
Nico de Poel 02a8e6b844 Fixed non-smoothed animations not actually landing on the key frames 5 years ago
Nico de Poel eaaac619b3 Change the Z-position of models in the test scene every time a RenderModule is instantiated, so that subsequent runs of Quake don't cause all of the uploaded models to overlap 5 years ago
Nico de Poel 4a7155bb1b Fixed marshaling of multi-dimensional arrays of QGLTextures, and add a second unlit material layer with additive blending for models that use fullbright textures 5 years ago
Nico de Poel e8e04b666d Allow run-time switching between lerped animations and keyframe-only animation, and made the playback speed configurable 5 years ago
Nico de Poel 3da2d4ba59 Made a few tweaks to make texture uploading work properly in headless mode 5 years ago
Nico de Poel e70d363998 Implemented uploading of skin texture data to Unity, and linking loaded alias models to their primary skin texture 5 years ago
Nico de Poel 10e54f10ca Added a separate code path for converting frame group animations, and renamed some variables to use the correct frame/pose terminology 5 years ago
Nico de Poel 428eebb941 Pass along alias frame type and correctly count the total number of poses in a model, so that the correct number of pose vertices are marshaled and we can identify models that use group frame animations instead of typical single frames. Quake's model formats are weird. 5 years ago
Nico de Poel 0978e0490e - Added the option to shut down a UniQuake instance from outside of Quake itself. Useful for when Quake is running headless. 5 years ago
Nico de Poel 96d2a1fe7b First setup to upload brush models (specifically: the world model) from Quake to Unity. Updated the QWorld class to include the fields added by QuakeSpasm. 5 years ago
Nico de Poel dec2be66c6 Keep track of already duplicated vertices and reuse those for triangles that need them. Fixes vertex counts being way too high because seam vertices would get duplicated multiple times. 5 years ago
Nico de Poel a19d9b546e Added disposal code for alias models 5 years ago
Nico de Poel 08c16f71a1 Moved importing and conversion of mesh data into AliasModel class. Also: 5 years ago
Nico de Poel 4d974bf6cd Solved the UV correcting problem for backside triangles by pre-processing the model input data, whereby vertices on the seam are duplicated and adjusted. The rest of the mesh conversion process then remains as it was. 5 years ago
Nico de Poel ab880f9cfb Added a custom marshaler to decode screen texts received from Quake, which uses single-byte characters and a non-standard character set. Fixes string conversion errors and a fatal exception whenever the "ö" character is printed in the Zerstörer mod. 5 years ago
Nico de Poel e8a3313d88 Some cleanup 5 years ago
Nico de Poel 4138290723 Further mesh research: create an individual mesh for each animation sequence, with a single blend shape animation per mesh. Added an AliasModel class to manage meshes and find the correct animations. With this we can smoothly animate looped animation cycles. 5 years ago
Nico de Poel 61a845338e Further mesh conversion research: animation frames are now converted into blend shape animations, which can be played back either with or without smoothing. 5 years ago
Nico de Poel 834ff9a794 First test converting models from Quake into Unity meshes, including normals and UVs. It's still far from perfect (back side UVs are not handled at all yet) but it's a good demonstration of what will be possible. 5 years ago
Nico de Poel 75b9427296 Fixed compatibility issues with Scourge Done Slick: 5 years ago
Nico de Poel 11cdaf7a75 Allow passing of player number to FMOD for split-screen purposes. Not used for anything yet, but it's handy to have it in there already. 5 years ago
Nico de Poel 756420c5f9 Set channels with 0 volume to automatically become virtual. This greatly reduces the number of real channels that are being used. 5 years ago
Nico de Poel 0d4043e444 Properly set max real and virtual channels on FMOD initialization. Fixes sounds noticeably cutting out when the default max of 64 real channels is exceeded. 5 years ago
Nico de Poel 64b4ac812b Split off native interop code for the main UniQuake class into a separate partial class file as well 5 years ago
Nico de Poel 12faa0c8a1 Allow FMOD system to be re-created during hot code compile & reload, and added some debug UI to inspect what FMOD is doing 5 years ago
Nico de Poel 1a5ff9b64b Send normal logs to Unity again, but for the Update loop collect all logs and flush the contents only once per frame 5 years ago
Nico de Poel 78f42d9c9a Return result of directory creation, so that the game may handle creation errors 5 years ago
Nico de Poel 548b72aed1 Minor bits: 5 years ago
Nico de Poel 754812d63e Split all of the callback modules' native interop boilerplate code off into separate partial class files, to keep the actual logic code clean and easy to read. 5 years ago
Nico de Poel 243bb70613 Rewrote the BGM system using FMOD, making the whole codec system rather obsolete 5 years ago
Nico de Poel 08b1139efd Added SDL2 libraries required by QuakeSpasm (for now) 5 years ago
Nico de Poel e416868650 Modifications to make UniQuake work with a new engine DLL based on QuakeSpasm: 5 years ago
Nico de Poel 303f064f52 Added the ability to start one of the mission packs and to test mods 5 years ago
Nico de Poel 404f19a56d Renamed mod* to gl* to reflect that it's about rendering in general, and cleaned up & rearranged some code 5 years ago
Nico de Poel 0f02005c58 Reimplemented uploading of alias model data, which now includes all vertex, triangle index and UV data 5 years ago
Nico de Poel 264848f832 Integrated FMOD (just Core, not Studio) into the Unity project and initialize it through a new AudioManager. The FMOD Core system handle is shared between Unity and Quake, so that both may produce sound through the same audio device. 5 years ago
Nico de Poel 75f0382070 Upgraded FMOD to version 2.00.16 (Core libraries only) and included 64-bit Windows libraries. Updated API's where necessary and removed all of the CD audio stuff as FMOD doesn't seem to support this anymore, and we're not interested in it anyway. 5 years ago
Nico de Poel 3b4382954a Some renaming and reorganization 5 years ago
Nico de Poel b19df802c7 Reworked library loading so that the native DLL and its functions are now loaded dynamically using native LoadLibrary/GetProcAddress calls and can be freed again with FreeLibrary. This allows the library to be unloaded while in the Unity Editor, making iteration on native code easier, and it's a first step on the way to loading multiple Quake instances simultaneously. 5 years ago
Nico de Poel 276d66434e Moved time registration to the main UniQuake class 5 years ago
Nico de Poel cfb73cb1e9 Added Universal Rendering Pipeline (URP) to the Unity project 5 years ago
Nico de Poel fa50659490 Use custom exceptions to stop control flow in the Quake engine on Error and Quit, and shut down the engine. Doesn't work quite as intended yet (Quit will terminate the entire Unity application for some reason, instead of just Quake) but it's a step in the right direction. 5 years ago
Nico de Poel 65c759036d Added FMOD library files (32-bit Windows) which were being ignored by default 5 years ago
Nico de Poel 9778575e6f Disabled Unity lightmapping and tweaked default scene 5 years ago
Nico de Poel ec8951fa7c First test to upload model data (brush models and alias models) from Quake to Unity 5 years ago
Nico de Poel cb8bb17c63 Replaced native file I/O functions with managed versions implemented in Unity. Worked first try! :D 5 years ago