Nico de Poel
a2b8d32c00
Implemented automatic animating of group frame alias models, using the existing AliasModelAnimator component.
5 years ago
Nico de Poel
39daacceff
Added support for static entities. In the context of UniQuake, these are just like regular entities, but they are only assigned a model and transform once at map load.
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
Nico de Poel
c14faf2666
Dynamically create either MeshRenderer/MeshFilter or SkinnedMeshRenderer based on whether the model being assigned is animated or not. Gets rid of warnings on un-animated SkinnedMeshRenderers, and removes unnecessary components on brush model entities.
5 years ago
Nico de Poel
0dc5c1a14b
Create world submodel game objects and link them to entities, allowing doors and buttons and such to work properly. Also don't bother linking the view entity to a model.
5 years ago
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:
- Removed a bunch of dead testing code
- Provide a camera to the UniQuake script which the render module can then manipulate
- Removed unused fields from QModel, which also fixes yet another text decoding issue in Zerstörer (the ö appears in the map's entity data)
- Shut down Quake engine OnApplicationQuit, which allows clean shutdown using the Play button in the Unity editor
- Use QTexture pointer as key for grouping surfaces, which removes the need for a bunch of redundant data marshaling
- Added disposal function for brush models
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.
- Added shader variant collection to allow use of the URP simple lit shader in a standalone build
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
# Conflicts:
# engine/Windows/VisualStudio/uniquake.vcxproj
5 years ago
Nico de Poel
2fc928907b
Added empty implementation of input module for UniQuake, to take over duties from SDL
5 years ago