Nico de Poel
44231b97fa
Move FMOD mixer thread off the same core as the Unity main thread
5 years ago
Nico de Poel
e922e06f99
Assign a player number to each UniQuake instance in split-screen as opposed to providing a library override. The UniQuake class can decide for itself how this maps to an alternate library filename. This player number is also provided to FMOD which allows its localized audio for split-screen feature to work properly.
5 years ago
Nico de Poel
e37d6f0a78
Bumped heap space to 256 MB since we'll need to go there sooner or later anyway
5 years ago
Nico de Poel
2a23096293
Entity null checks are rather useless here since GetEntity never returns null
5 years ago
Nico de Poel
46cafd0c63
Renamed "target" pointers to "context" to fit in line with the rest of the callbacks refactoring
5 years ago
Nico de Poel
2a4ec90ff1
Reworked setup of native-to-managed callbacks. The "target" pointer is no longer a part of the callbacks struct, instead this is now supplied and stored as an opaque "context" pointer along with a pointer to the callbacks struct. These are provided through separate SetCallbacks functions before initializing the UniQuake native plugin. This cleans up several functions and requires less use of global pointers, while also making it easier to see how things fit together and how to add new modules in the future.
5 years ago
Nico de Poel
ec87ac10b0
Added profiler sampling to the Game and Render callbacks, to make it easier to measure performance of native-to-managed callbacks
5 years ago
Nico de Poel
e62ac3f4a6
Scale the fps counter so that it appears the same size at all resolutions
5 years ago
Nico de Poel
8fc85d5ecb
Reworked brush game object creation so that entity brush models are configured differently from world brush models. Rearranged the VisualStyle class to fit this strategy.
5 years ago
Nico de Poel
fc051df6da
Added support for point sampling and affine texturing to the custom Quake shader, both of which can be enabled/disabled through the visual style. Also changes all of the keywords into multi_compile, so they aren't stripped during builds (all of these are controlled through code).
5 years ago
Nico de Poel
fcc41b0154
Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look.
5 years ago
Nico de Poel
cce1ed6d47
Reuse the same lightmap byte buffer, since the lightmap dimensions are static anyway. Reduces the amount of garbage produced by dynamic lightmap uploading.
5 years ago
Nico de Poel
2460110525
First experimental shader using lightmaps, based on URP's Unlit shader. Needed to change the project's Color Space to Gamma for the lightmapped output to look correct.
5 years ago
Nico de Poel
c9a3d0430c
First implementation of dynamically updated lightmap textures. These are uploaded from the Quake engine to Unity on map load, and whenever a lightmap texture changes.
It has been tested and found (mostly) working by manipulating the UVs on surface meshes, applying the lightmap as main texture, and using an unlit shader. This is not part of the commit.
5 years ago
Nico de Poel
f668c97b52
Reworked the entity animation system, so that blending between poses is pulled fully to the Unity side. With this we can detect the situation where we are trying to blend from one animation sequence to another. Since this is not possible in UniQuake due to each animation sequence being converted to a separate mesh, we instead hold the poses for a frame as if we're not using animation lerping at all. This fixes the occasional animation glitch where the previous sequence would be animated a bit too far, which can be very noticeable on non-looping animation sequences (e.g. the Chthon's rise animation).
5 years ago
Nico de Poel
592c326b53
Added a scene to experiment with split-screen running multiple instances of the game. Added the ability to override the default engine library name, and added additional layers for camera masking.
5 years ago
Nico de Poel
19f63f4794
Use HeapAlloc to allocate hunk memory for the engine on Xbox. This reserves memory from the title's pool as opposed to the system's pool, which allows us to get the full 128 MB (or more) that we desire.
5 years ago
Nico de Poel
c65f22a674
Added support for native Xbox Series X|S (Scarlett) builds
5 years ago
Nico de Poel
05a4de89a1
Minor things that have accumulated over time
5 years ago
Nico de Poel
e0ce62d2ec
Prevent double allocations of memory block for quakeparms, and report if allocation of hunk memory fails.
5 years ago
Nico de Poel
d3a585beee
Added a volume slider to the inspector for the audio manager, so we can silence the game during testing if audio is not needed
5 years ago
Nico de Poel
9b6a15337d
Fixes to make the game run on Xbox One: limit allocated heap memory to 32 MB (for now). Also copy PDB file for engine to native plugin directory.
5 years ago
Nico de Poel
6869f4ed63
Updated Unity code for Game Core
5 years ago
Nico de Poel
68f0cc16e1
Added a framerate counter and let the game run at 120 fps on next-gen console hardware
5 years ago
Nico de Poel
f2cea2847d
Allow console test scene to control the base game that is being used
5 years ago
Nico de Poel
da4bce4958
Added a mock FMOD project to produce the stub static libraries that we need to link against. UniQuake native library now compiles for PS4, and with a few tweaks to the Unity code it now actually runs on a PS4 devkit as well!
Only thing not working is sound effects in FMOD. Since we're not using the full set of FMOD libraries yet, I'm not worrying too much about that one at the moment.
5 years ago
Nico de Poel
dfb083a800
Added a small shim library to allow access to the PS4 kernel's dynamic library functions, which are used to dynamically linking and unlink against the native engine library. I'm not sure if there isn't an easier way to do this, but this works for now.
5 years ago
Nico de Poel
bd28bcac6b
Updated Unity project to allow building for PS4 and running on real hardware. The engine plugin isn't there yet, so it won't do much, but it starts and FMOD works.
5 years ago
Nico de Poel
cd7423ae34
Use ref when passing structs by pointer through P/Invoke. This fixes positions and angles not being updated correctly in 32-bit builds. This was not a problem in 64-bit mode (probably because an entire vec3_t fits into a single register and the call is optimized as such) but it is in 32-bit mode.
5 years ago
Nico de Poel
722c79ab8b
Simplified call to create world material, which is just one method now that takes surface flags. The implementation will figure out which template material to use.
5 years ago
Nico de Poel
d73d86ce11
Keep hold of surface flag when converting brush model surfaces, and use this to identify liquid surfaces during material creation. Liquids now have their own material with the option to apply alpha blending depending on the type of liquid.
Also includes some first bits of particle systems. Not actually used yet.
5 years ago
Nico de Poel
59a64473b0
Marshal only one polygon per brush model surface for conversion into a Unity mesh. Any subsequent polygons are pre-tessellated versions meant for the water warping effect, which we won't need as this will be handled by GPU tessellation. Fixed garbled water surface caused by having two polygon meshes overlapping.
5 years ago
Nico de Poel
0899855b51
Updated project to Unity 2020.3.14 and fixed some minor issues after upgrade
5 years ago
Nico de Poel
b3175ebb3b
Reworked visual style setup, reducing entity materials to just one material for both alias models and brush models, and turning material creation into a separate step. This makes it more obvious when new materials are created, and allows for more potential customization in sub-classes.
5 years ago
Nico de Poel
c5cefca10d
Minor fixes for compatibility issues with QRally:
- Handle null frame names when matching with animation regex
- Default to skin 0 when the provided skin number is out of range
- Convert polygon vertices directly to Unity coordinate positions
5 years ago
Nico de Poel
a8defed5de
Allow game and viewmodel layers to be specified at the level of each UniQuake instance. This will allow multiple instances of the game to run side-by-side with each their own rendering layers.
5 years ago
Nico de Poel
4adc71eca8
Added layer masks to separate game and view model, and added a secondary overlay camera to render the view model separately after the main pass. Fixes gun view model clipping into walls.
5 years ago
Nico de Poel
a479d7246b
Reworked coordinate and rotation conversion from Quake to Unity. It still feels weird, but entity models are now seemingly oriented correctly, and some strange edge cases with entities rotating in the wrong direction have been cleared up.
5 years ago
Nico de Poel
c9271a7772
Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch.
5 years ago
Nico de Poel
3c2ca26a99
Properly destroy brush model child game objects when clearing an entity's model. Fixes explosive barrels not disappearing when blown up.
5 years ago
Nico de Poel
fab7f6503f
Allow entity skin number to be passed and apply the corresponding textures to the entity material
5 years ago
Nico de Poel
c12ff0c503
Organize alias model textures into skins and animation frames
5 years ago
Nico de Poel
67980400ef
Apply full bright textures to brush models. This is really starting to look a lot like Quake now!
5 years ago
Nico de Poel
fdaee3321f
Start on organization of textures into texture sets, and implemented a basic test for alias model entities, which are now properly textured including fullbright (emissive) textures.
5 years ago
Nico de Poel
2e35a148b8
Use visual style reference to set up world and entity renderers and textures. With this we can clear out a LOT of debug code that was kept around for reference.
5 years ago
Nico de Poel
e4903ca391
Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles.
5 years ago
Nico de Poel
a52b497ccb
Reworked entity renderer assignment: both MeshRenderer and SkinnedMeshRenderer are created at the same time on init, and are enabled/disabled on demand.
Also: destroy overridden textures, and disable lerping on alias model animator by default.
5 years ago
Nico de Poel
a2b8d32c00
Implemented automatic animating of group frame alias models, using the existing AliasModelAnimator component.
5 years ago
Nico de Poel
5390483b0b
Upload non-world brush models and allow them to be assigned to entities. It's not terribly pretty but it (mostly) works. There still seems to be an issue with texture assignment on subsequent map loads.
5 years ago
Nico de Poel
883bc26026
Keep mesh data for alias models in CPU RAM (i.e. read/write) because apparently that's necessary to make them visible on skinned mesh renderers in standalone builds.
5 years ago