Commit graph

9649 commits

Author SHA1 Message Date
Bill Currie
b9d71218f6 Use sphere culling in the base vis.
Base vis was done first for testing. Optimized base vis is down to ~12.4s
from ~16s (29% faster?).
2013-03-13 21:32:18 +09:00
Bill Currie
7753583bfd Catch accuracy errors.
I'd forgotten to set the result flag. Unfortunately, the errors can get
very bad (1e-3) it seems :(
2013-03-13 17:16:34 +09:00
Bill Currie
6eec76dd49 Implement Fischer's SEB algorithm (for 3d).
Now we can get tight (<1e-6 * radius_squared error) bounding spheres. More
importantly (for qfvis, anyway) very quickly: 1.7Mspheres/second for a 5
point cloud on my 2.33GHz Core 2 :)
2013-03-13 17:10:55 +09:00
Bill Currie
9bbf1a9110 test the right cs function (oops) 2013-03-13 16:38:56 +09:00
Bill Currie
3193ffd9cc Better (-1..1) random numbers.
Now the distribution should be more even as the rng doesn't affect the
exponent.
2013-03-13 14:41:04 +09:00
Bill Currie
b6d4766201 Add a function to find the circumsphere of up to 4 points.
It seems to be a little sloppy (an error of a bit less than 1e-4). This
might be why I'm having trouble with my SEB code.
2013-03-13 14:35:30 +09:00
Bill Currie
0cd6d93030 Add a function to get the barycentric coords of a point.
It "works" for lines, triangles and tetrahedrons. For lines and triangles,
it gives the barycentric coordinates of the perpendicular projection of the
point onto to features. Only tetrahedrons are guaranteed to reproduce the
original point.
2013-03-12 14:16:42 +09:00
Bill Currie
fe55bb678e Set the default level to 4.
It was supposed to be 2, but for some reason I neglected to set it when I
set up the options parsing. However, level 4 is the standard for production
maps, and it happens to be faster than level 2 (at least for gmsp3v2.bsp)
2013-03-09 15:01:54 +09:00
Bill Currie
3232c22795 Implement mightsee updates from tyrutils.
It doesn't seem to make much difference, but I suspect that's my set code
not being optimal for the job.
2013-03-09 14:32:51 +09:00
Bill Currie
d1e65257b6 Implement the cached separators idea from tyrutils.
I think the reason I didn't think of that when I tried to improve qfvis's
performance many years ago is I just simply did not understand
ClipToSeparators. However, the difference caching the separators makes is
phenomenal. Before the change, single threaded qfvis would get stuck on one
particular portal for at least a day (I gave up waiting), but now even a
debug build will complete gmsp3v2.bsp in less than 12 minutes (4 threads on
my quad-core). And that's at level 2! Getting stuck for a day was at level
0.
2013-03-08 22:20:29 +09:00
Bill Currie
ca0b03687f Change the naming of ALLOC's free-list.
Rather than prefixing free_ to the supplied name, suffix _freelist to the
supplied name. The biggest advantage of this is it allows the free-list to
be a structure member. It also cleans up the name-space a little.
2013-03-08 22:16:31 +09:00
Bill Currie
dbdfdb6d28 Add support for PRT2 portal files.
These seem to be identical to PRT1-AM but with a different count order in
the header. Taken from tyrutils-0.5.
2013-03-07 18:51:32 +09:00
Bill Currie
0649fd7022 Correct some verbosity levels. 2013-03-07 18:51:23 +09:00
Bill Currie
4e87072d93 Fix a bunch of whitespace. 2013-03-07 14:31:00 +09:00
Bill Currie
4ccb4a4667 Make the test and vis set pointers const. 2013-03-07 14:28:15 +09:00
Bill Currie
281c5f185d Correct the "can see anything new" check.
I had the super-set and sub-set parameters backwards, but that's because I
had misinterpreted the old code.
2013-03-07 14:24:30 +09:00
Bill Currie
cb025838aa Fix a silly error in QF/alloc.h's FREE.
FREE was effectively a nop :P This fixes the crazy memory leak in qfvis.
2013-03-07 14:11:51 +09:00
Bill Currie
81e4d3072c Plug a bunch of memory leaks.
Not that they really matter, but it makes reading valgrind's output a
little easier.
2013-03-07 13:42:19 +09:00
Bill Currie
9b4beaf3f8 Use a set for portalsee.
This removes the hard coding of the size of portalsee, which looks to have
been too small for some maps.
2013-03-07 11:35:08 +09:00
Bill Currie
299ff8f575 Use set functions for qfvis.
While noticeably slower than the previous expanded set manipulation code,
this is much easier to read. I can worry about optimizing the set code when
I get qfvis behaving better.
2013-03-07 11:06:55 +09:00
Bill Currie
eb2828e11c Add a function to pre-allocate space for a large set.
When the maximum set size is large but constant, and members will be added
one at a time, growing the set dynamically is not very efficient.
2013-03-07 10:27:30 +09:00
Bill Currie
5950803462 Implement the sun lighting calculations.
The sun(s) won't work right now because the vectors aren't properly set up.
2013-03-07 09:11:23 +09:00
Bill Currie
4d4bcaf3a3 Make the Test functions const-correct. 2013-03-07 09:11:23 +09:00
Bill Currie
0e82b37001 Parse the sun information from the worldspawn entity. 2013-03-07 09:11:23 +09:00
Bill Currie
f1a18742f1 Cache the worldspawn entity.
It is an error (for now) if there is not exactly one worldspawn entity.
2013-03-07 09:11:23 +09:00
Bill Currie
4f0a1df3c1 Implement sky tracing.
Again, this is from Jardrup's light tool. Sun data is not yet parsed, nor
are any sun lighting calculations done.
2013-03-07 09:11:23 +09:00
Bill Currie
7cd1894a6d Add the solid-sky option from Jardrup's light tool.
However, actual sky tracing is not yet implemented.
2013-03-07 09:11:23 +09:00
Bill Currie
32127d3ec7 Kill a sprintf.
While 16 chars is enough for any 32-bit int, if int ever changes to 64
bit... (need 21). Just avoid the issue with good old va :)
2013-03-07 09:11:23 +09:00
Bill Currie
d2909cd4dd Clear the padding in the light data buffers.
Getting uninitialized memory in calloced space was interesting :P
2013-03-07 09:11:23 +09:00
Bill Currie
7c1d9d2b84 Make the angle and light hacks optional.
I'd forgotten that ED_ConvertToPlist mangled light into light_lev and
single component angle values into a vector. This fixes much of the
breakage in qflight (but not the light levels)
2013-03-07 09:11:23 +09:00
Bill Currie
26baa75a1b Remove a stray break.
Now qflight mostly works (its results are bogus, but at least it no longer
crashes or errors out)
2013-03-07 09:11:22 +09:00
Bill Currie
5fc8d1eb26 Split out the surface offset code.
This tidies up LightWorld a little.
2013-03-07 09:11:22 +09:00
Bill Currie
48809404b1 Use qfplist for light entities.
This removes a lot of redundant code from qflight (though it does become
dependent of libQFgamecode *shrug*). The nice thing is qflight now uses the
exact same code to load entities as does the server.
2013-03-07 09:11:22 +09:00
Bill Currie
675db274a6 Use Sys_Error instead of PR_Error in ED_ConvertToPlist.
ED_ConvertToPlist is now independent of the progs engine as its only use
for the progs_t * param was for PR_Error.
2013-03-07 09:11:22 +09:00
Bill Currie
7d2e938d37 Correct some error messages.
ED_ParseEntity has been ED_ConvertToPlist for a long time now.
2013-03-07 09:11:22 +09:00
Bill Currie
9e6477fdf0 Remove the leading _ from entity fields for properties.
Dealing with the _ in the properties code is a bit messy, and having to use
it in the properties list file is a pain.
2013-03-07 09:11:22 +09:00
Bill Currie
5fbe50a5e2 Remove some dead code. 2013-03-07 09:11:22 +09:00
Bill Currie
b01986c3c5 Correct some white space. 2013-03-07 09:11:22 +09:00
Bill Currie
c9b1c445a8 Move the properties docs into properties.h 2013-03-07 09:11:22 +09:00
Bill Currie
5720392f37 Begin documenting qflight. 2013-03-07 09:11:22 +09:00
Bill Currie
cc92466725 Correct the calculation of halflife lighting.
The RBG values were taken from the wrong components of the array
(out-by-one).
2013-03-07 09:11:22 +09:00
Bill Currie
b025e7ba9a Make sure all source files in qflight have (C) headers. 2013-03-07 09:11:22 +09:00
Bill Currie
4d0a08a052 Cope with 0 sized textures.
The most likely cause is missing texture data. Found while working on the
uv_layers bug for Hectate.
2013-03-04 11:04:47 +09:00
Bill Currie
a6bc5e9d29 Use the correct method for finding the active uv layer.
Problem found by Hectate in #qc (thank you!).
2013-03-04 10:50:42 +09:00
Bill Currie
9992a08285 Make the timedemo related timers double.
Their being float didn't cause noticeable trouble when time was 0-based,
but with it 4Gs based, timedemo results got very weird.
2013-02-27 14:32:29 +09:00
Bill Currie
8e86ce9de9 Implement Sys_LongTime and wrap it with Sys_DoubleTime.
Sys_LongTime returns time in microseconds as a 64-bit int. Sys_DoubleTime
uses Sys_LongTime, converts to double and offsets 0 time by 4G (2**32).
This gives us consistent sub-microsecond precision for a very long time.

See http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/
2013-02-27 14:29:28 +09:00
Bill Currie
32b76b3576 Do not try to create directories that already exist.
It seem that solaris will return EACCESS instead of EEXIST if the user
doesn't have write permission in the parent directory.
2013-02-20 14:03:03 +09:00
Bill Currie
a611ad57de Add Sys_isdir. 2013-02-20 13:59:31 +09:00
Bill Currie
ad7834631c Clean out some dead code and vars from the registered checks.
The data needed for the checks has been gone from QF for a very long time
(since Jan 2000), and good riddance to it, really: I suspect it's in
violation of id's copyright on the game data (ok, it might be fair use, but
still...).
2013-02-19 13:39:09 +09:00
Bill Currie
6d7f747577 Add timerefresh to the glsl renderer.
Also, tweak the formatting of the output for the other renderers (%g
instead of %f) and make gl's timerefresh output unconditional.
2013-02-18 13:57:45 +09:00