This breaks console scaling for now (con_width and con_height are gone),
but is a major step towards window resize support as console stuff
should never have been in viddef_t in the first place.
The client screen init code now sets up a screen view (actually the
renderer's scr_view) that is passed to the client console so it can know
the size of the screen. The same view is used by the status bar code.
Also, the ram/cache/paused icon drawing is moved into the client screen
update code. A bit of duplication, but I do plan on merging that
eventually.
This is intended for the built-in 8x8 bitmap characters and quake's
"conchars", but could potentially be used for any simple (non-composed
characters) mono-spaced font. Currently, the buffers can be created,
destroyed, cleared, scrolled vertically in either direction, and
rendered to the screen in a single blast.
One of the reasons for creating the buffer is to make it so scaling can
be supported in the sw renderer.
It's implemented only in the Vulkan renderer, partly because there's a
lot of experimenting going on with it, but the glyphs do get transferred
to the GPU (checked in render doc). No rendering is done yet: still
thinking about whether to do a quick-and-dirty test, or to add HarfBuzz
immediately, and the design surrounding that.
The software renderer uses Bresenham's line slice algorithm as presented
by Michael Abrash in his Graphics Programming Black Book Special Edition
with the serial numbers filed off (as such, more just so *I* can read
the code easily), along with the Chen-Sutherland line clipping
algorithm. The other renderers were more or less trivial in comparison.
This does mean that the gl and sw renderers can no longer call
S_ExtraUpdate, but really, they shouldn't be anyway. And I seem to
remember it not really helping (been way too long since quake ran that
slowly for me).
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
For now, OpenGL and Vulkan renderers are broken as I focused on getting
the software renderer working (which was quite tricky to get right).
This fixes a couple of issues: the segfault when warping the screen (due
to the scene rendering move invalidating the warp buffer), and warp
always having 320x200 resolution. There's still the problem of the
effect being too subtle at high resolution, but that's just a matter of
updating the tables and tweaking the code in D_WarpScreen.
Another issue is the Draw functions should probably write directly to
the main frame buffer or even one passed in as a parameter. This would
remove the need for binding the main buffer at the beginning and end of
the frame.
I'd been considering it for a while, but in the end, all the issues it
presented made me decide it wasn't worth merging and was never really
worth keeping: it was a neat proof of concept but of little actual use,
especially now everyone either has an OK GPU or would want to stick to
8-bit rendering anyway (sorry L-Havoc).
However, both it and my merge work are preserved in git history :)
I got tired of having to maintain two separate software renderers, but
didn't want to just nuke sw32, so its core changes are merged into sw.
Alias model rendering is broken, but I know exactly what's wrong and how
to fix it, just need to take care due to asm.
conwidth and conheight have been moved into vid.conview (probably change
the name at some time), and scr_vrect has been replaced by a view as
well. This makes it much easier to create 2d elements that follow the
screen size (taking advantage of a view's gravity) which will, in the
end, make changing the window size easier.
It now processes 4 pixels at a time and uses a bit mask instead of a
conditional to set 3 of the 4 pixels to black. On top of the 4:1 pixel
processing and avoiding inner-loop conditional jumps, gcc unrolls the
loop, so Draw_FadeScreen itself is more than 4x as fast as it was. The
end result is about 5% (3fps) speedup to timedemo demo1 on my 900MHz
EEE Pc when nq has been hacked to always draw the fade-screen.
The attached patch (against quakeforge git) changes the [con]width,
[con]height, and most importantly the rowbytes members of viddef_t
from unsigned to signed int, like in q2. This allows for a properly
negative vid.rowbytes which may be needed in, e.g. a DIB sections
windows driver if needed. Along with it, I changed a few places
where unsigned int is used along with comparisons against the relevant
vid.* members.
One thing I am not 100% sure is the signedness requirements of
d_zrowbytes and d_zwidth: q2 has them as unsigned but I am not sure
whether that is because they are needed as unsigned or it was just an
oversight of the id developers. They do look like they should be OK
as signed int to me, though: comments?
==
Note from Bill Currie: I had to do some extra changes as many
signed/unsigned comparisons were somehow missed.
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
The renderer should now be free of any direct access to client code. Even
3d rendering is now done via a function pointer.
The cshift code is done as a 2d screen function.