141 Commits (9345b0d15c7891d2163d021303fa4c57bea4c02b)
 

Author SHA1 Message Date
Nico de Poel 9345b0d15c Allow GameModule to directly access entities. Removes some pointless indirection and boilerplate code in GameState. 5 years ago
Nico de Poel 66c62001d0 Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay! 5 years ago
Nico de Poel 1a1c219bf6 Removed frame number stuff from SetEntityModel since it's not producing the correct values. Correctly detect non-world brush models and sprites, although they're not implemented yet. 5 years ago
Nico de Poel e6fd7b83ae First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 5 years ago
Nico de Poel 453664031c Moved creation of game objects for the world to GameState, which is where the bridge between Quake's game logic and Unity's game objects will happen. Also includes destruction of said game objects, so that the world is properly destroyed and recreated on map change. 5 years ago
Nico de Poel 2c6f5bed1c Destroy game assets when the game is shut down. We can still inspect assets in-editor by using the Pause function. 5 years ago
Nico de Poel a886f3d993 First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets. 5 years ago
Nico de Poel 45bfa16950 Use emissive property on default material to simulate fullbright pixels, instead of adding a second unlit material 5 years ago
Nico de Poel f944b7d4ff Moved some files around 5 years ago
Nico de Poel 3de63008b7 Further cleaned up BrushModel code and moved creation of debug game objects into RenderModule, where the models can be linked to their textures now as well. The result: properly textured maps are being rendered! 5 years ago
Nico de Poel 331aa4bccc Some cleanup and organization: 5 years ago
Nico de Poel 15e3faa753 Added callback function to allow Quake to send the view parameters to Unity, and apply them to the main camera. This makes actual movement through the map in Unity possible. 5 years ago
Nico de Poel ebfce9863b Allow additional arguments to be passed from debug UI, giving me a few more testing options 5 years ago
Nico de Poel 32897138b5 Build a single giant mesh for every texture-lightmap group of surfaces. Greatly improves rendering performance. 5 years ago
Nico de Poel 5598ceeeed Group surfaces based on texture and lightmap, while keeping them grouped inside each brush submodel 5 years ago
Nico de Poel 8fcbac51a4 Fixed some minor issues related to Unity update 5 years ago
Nico de Poel bb51a24080 Updated project to Unity 2020.3.7 5 years ago
Nico de Poel e753e1cc34 Recreate the BSP tree structure through a GameObject hierarchy. This gives a bit more insight into the structure of the map data. 5 years ago
Nico de Poel a615495c25 Recursively traverse the BSP tree and create surface meshes per node 5 years ago
Nico de Poel 11c3b2d826 Defined structs for BSP SubModels and Nodes, which will allow for a more systematic conversion to Unity meshes. Also moved more marshalling code into the data classes, which seems like a more natural place. 5 years ago
Nico de Poel 211c64a879 "Fixed" coordinate conversion from Quake to Unity, by swizzling Y and Z coordinates during vector conversion. There seems to be a lot of confusion and disagreement about Quake's coordinate system, but this setup is simple and looks correct both in-game and in-editor, and the world isn't mirrored anymore either. 5 years ago
Nico de Poel 9ce90431f4 Reapplied model origin offset, which now actually makes sense 5 years ago
Nico de Poel 403e7d0eb4 Added struct definitions and marshaling code to obtain texture numbers for brush model surfaces 5 years ago
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 e0302d2389 Added more cruft to the ignore list 5 years ago
Nico de Poel a052c43342 Renamed stub_vidgl to vid_uniquake because it contains more than just some stubs (and will get more things added in the future) 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 ba691ce326 Fixed vid and modestate not being visible in SDL+OpenGL builds 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 3361ea2114 Added some missing lines and made a few tweaks to allow Quake to run headless without crashing 5 years ago
Nico de Poel a2e16eaf89 Fixed division by zero caused by uninitialized vid struct 5 years ago
Nico de Poel d271f9b7e2 Stubbed out the remaining OpenGL calls, disabled everything SDL, ifdef'ed out OpenGL 2.0-related code, and added a new stub for remaining VID_ and GL_ calls. Portable configuration compiles now, though it still crashes at run-time. 5 years ago
Nico de Poel 47f6de732d Merge branch 'master' into stubs 5 years ago
Nico de Poel 2fc928907b Added empty implementation of input module for UniQuake, to take over duties from SDL 5 years ago
Nico de Poel 00c397868b Merge branch 'master' into stubs 5 years ago
Nico de Poel 2e53e62ef8 Removed Windows-specific IPX and TCP/IP LAN drivers from the project and replaced them with a UniQuake net implementation that doesn't actually have any LAN drivers, i.e. only local loopback connections will work. 5 years ago
Nico de Poel 56bc6c7ba6 Added empty stub implementations of OpenGL calls used by Quake, as an alternative way of removing the dependencies on SDL & OpenGL 5 years ago
Nico de Poel c2f105a604 Fixed a rather embarrassing pointer error, which by sheer luck just happened to not cause any issues 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