Commit graph

6344 commits

Author SHA1 Message Date
Bill Currie
d908016606 [sys] Use a jump buffer to exit to main
This allows tracy to clean up properly. However, Sys_Quit will use the
jump buffer (sys_exit_jmpbuf) only if it has been set, so the use of
Sys_setjmp is optional.
2023-12-05 19:02:51 +09:00
Bill Currie
df51e1a18d [vulkan] Report the memory type used for resources
Needed for verifying the desired heap was used.
2023-12-05 16:45:19 +09:00
Bill Currie
63e66e81c5 [vulkan] Increase ring buffer size to 32 packets
I'm still not happy with it being a compile time constant, but this
takes care of the interlock between frames in flight... for now: it's
fragile and really needs the excessive small-packet use in draw and
lighting to be cleaned up.

After discussion with Darian, I've decided to go with one big staging
buffer (with lots of packets) shared between FiF as the large size will,
in the end, be more flexible.
2023-12-05 16:43:05 +09:00
Bill Currie
e65e80f573 [vulkan] Report long packet acquisition times
Here long is considered to be 500μs. This shows the problem mentioned in
test scene, in lighting updates.
2023-12-04 23:41:46 +09:00
Bill Currie
e30f2cbacc [util] Add a wrapper for libgcc's backtrace functions
Right now, just backtrace_pcinfo is supported, but it's enough for
testing.
2023-12-04 17:53:12 +09:00
Bill Currie
1a83fe21c1 [util] Add Sys_setjmp and Sys_longjmp
Host_Error and Host_EndGame use setjmp/longjmp to implement an exception
of sorts, but this messes with tracy's state even with cleanup
attributes. However, it turns out that those cleanup attributes are
exactly how gcc implements C++ destructors, and so the standard Unwind
api (part of libgcc) respects them (so long as -fexceptions is enabled
for C). Thus... replace longjmp with an implementation that uses Unwind
to unwind the stack and call the cleanup functions as needed. This is
actually important for more than just tracy as the cleanup attributed
vars can be thread locks.
2023-12-01 12:13:26 +09:00
Bill Currie
52210b8c55 [util] Add leb123 signed and unsigned message readers
Needed for parsing dwarf eh_frame data, but I'm sure it will come in
handy for other things.
2023-12-01 02:55:08 +09:00
Bill Currie
514bb30655 [iqm] Make the null texture static
That was a nasty bit of UB that wasn't discovered until Tracy affected
the stack, I guess (maybe because of the cleanup attribute).
2023-11-28 16:02:38 +09:00
Bill Currie
010c658653 [build] Add support for building with Tracy
Tracy is a frame profiler: https://github.com/wolfpld/tracy

This uses Tracy's C API to instrument the code (already added in several
places). It turns out there is something very weird with the fence
behavior between the staging buffers and render commands as the
inter-frame delay occurs in a very strangle place (in the draw code's
packet acquisition rather than the fence waiter that's there for that
purpose). I suspect some tangled dependencies.
2023-11-28 15:54:55 +09:00
Bill Currie
9e43675c8f [vulkan] Add length and int color to graph labels
Tracy wants string lengths and uint32_t colors, so set them up
automatically from provided info.
2023-11-28 14:15:43 +09:00
Bill Currie
2a80614273 [build] Fix some build issues caused by using tracy
Mostly just macro conflicts (and a little white space in passing).
Commits for integrating tracy will come later when I've come up with a
wrapper-api that I like (so non-tracy builds are easy even with tracy
available).
2023-11-28 13:54:18 +09:00
Bill Currie
962043ca59 [build] Remove obsolete targets
Gone: svga, fbdev, sdl, wgl and probably a few more. Now it's just x11
and win.
2023-11-27 18:10:23 +09:00
Bill Currie
8e4f0f3837 [win] Implement borderless fullscreen mode
And rip out all the crufty DIB mode junk.
Fixes #60
2023-11-26 14:18:54 +09:00
Bill Currie
4eef0889ee [win] Communicate application focus to the client
This fixes the weird slug when running nq on windows. It turns out it
was the "friendly neighbor" sleep code activating due to bitrot. In
addition, there are cvars for enabling unfocused sleep (defaults off)
and disabling minimized sleep (defaults on).
2023-11-26 13:40:00 +09:00
Bill Currie
9a01e71f67 [win] Silence some debug
Missed that one.
2023-11-26 01:16:16 +09:00
Bill Currie
d2af58bfa2 [win] Implement mouse grabbing
This seems be behave quite nicely (at least for the standard win32
message pump).

Fixes #63
2023-11-25 22:33:57 +09:00
Bill Currie
7024e4efb1 [win] Hide the mouse in a system-friendly way
ShowCursor is system-wide and thus not suitable for general use. It
turns out hiding the cursor in windows is the same as x11: use a null
cursor.
2023-11-25 22:03:27 +09:00
Bill Currie
0774f70ca2 [win] Remove the close window confirmation dialog
It's annoying and unless there's data to save (not at this stage, at
least), rather unnecessary.
2023-11-25 22:01:03 +09:00
Bill Currie
c110119196 [win] Track mouse leaving the window
This fixes the incorrect mouse deltas experienced when looping the mouse
cursor through and around the window.
2023-11-25 21:05:37 +09:00
Bill Currie
30489e1812 [win] Set window style correctly
This fixes the incorrectly sized window (I think).
2023-11-25 21:03:51 +09:00
Bill Currie
ed3afeed39 [win] Convert extended scan codes to QF keys
This takes care of the separate arrow keys not working. Fixes #62.
2023-11-25 18:33:38 +09:00
Bill Currie
d49c6b0c27 [win] Improve mouse event handling
A lot is broken, especially direct input, but things are working. Better
yet, it seems the X11 and Windows key bindings are at least mostly
compatible.
2023-11-25 15:45:25 +09:00
Bill Currie
866b13b52c [win] Use Windows char events for keys
Fixes #59
2023-11-25 15:44:55 +09:00
Bill Currie
78113919ea [win] Avoid double destroy of window
I suspect it's from the recent event rework, but DestroyWindow seems to
be getting called twice, despite the null protection. Not good.
2023-11-25 10:57:25 +09:00
Bill Currie
43ce0eb3ec [sys] Correct spelling of signals
Is a signlas a girl with a sign?
2023-11-25 09:51:33 +09:00
Bill Currie
5f45c8a0d2 [win] Handle move and size events
Hook up WM_MOVE and WM_SIZE with QF's internal events.

Fixes #61
2023-11-24 22:59:48 +09:00
Bill Currie
250cac6079 [vid] Remove direct draw interface
It has been dead for a long time.
2023-11-24 12:28:55 +09:00
Bill Currie
f721021fec [win] Clean up event handling and a pile of dead code
The event handling changes take care of VagueLobster's segfaults on
startup for all renderers (vulkan will still be iffy depending on his
hardware: it dies on my GTX 965 M, probably due to memory and QF's
shadows). One nice side effect is it takes care of the broken CD audio
event handling (does anyone even care, though?).
2023-11-24 12:28:06 +09:00
Bill Currie
0a89c513b4 [win] Do not call IN_ClearStates when creating the window
The window is created before input is initialized. Fixes a segfault on
startup of nq-win.exe.
2023-11-23 21:13:47 +09:00
Bill Currie
97a9620cb9 Do the distcheck dance 2023-11-23 17:55:33 +09:00
Bill Currie
7a2a61d365 Merge branch 'wip-trails' 2023-11-23 14:00:11 +09:00
Bill Currie
a8ff58baa4 [glsl] Remove a debug print 2023-11-23 13:58:44 +09:00
Bill Currie
43cea64709 [renderer] Get trails looking vaguely acceptable
Still not great, but I like the falloff and the mixing is better. The
path offset seems to be unstable, so that needs work still.
2023-11-23 13:58:44 +09:00
Bill Currie
34daf9032d [renderer] Get trails rendering again
They're not quite working (trail path offset is incorrect) but their
pixels are getting to the screen. Also, lifetimes are off for rocket
trails in that as soon as the entity dies, so does the trail.
2023-11-23 13:58:44 +09:00
Bill Currie
3a38560ceb [libs] Fix some c23 build errors for mxe 2023-10-15 18:22:06 +09:00
Bill Currie
ef6b10afb1 [renderer] Remove dead r_part_comp.c 2023-10-03 21:27:04 +09:00
Bill Currie
a905dcd4f9 [renderer] Update particle scale
It seems I forgot this and didn't notice until now. The glsl renderer's
particles (style 1) look a lot better now.
2023-10-03 18:37:59 +09:00
Bill Currie
4554ea47b0 [glsl] Apply an old debug stash for trails
The code is mostly disabled, but this should prevent too much bitrot.
2023-10-03 15:05:13 +09:00
Bill Currie
5311f9906a [nq,qw] Call Mod_ClearAll in CL_Shutdown
Although the model subsystem does this too, it does it too late relative
to the video shutdown, resulting in segfaults for glsl due to the
drivers having been unloaded.
2023-10-03 14:28:32 +09:00
Bill Currie
7f3fc6d832 [nq,qw] Call Mod_ClearAll in CL_Shutdown
Although the model subsystem does this too, it does it too late relative
to the video shutdown, resulting in segfaults for glsl due to the
drivers having been unloaded.
2023-10-03 14:26:54 +09:00
Bill Currie
1c6986f0ab Merge branch 'master' into wip-trails 2023-10-03 14:11:22 +09:00
Bill Currie
c5731374cd [glsl] Separate out the trails implementation
This gets things *compiling* again, though it's still non-functional and
definitely wrong (don't want trail in renderer_t), but I need to think
about the design for getting trails as components. Also need to think
about integrating trails into the client effects system so trails can be
shared between renderers.
2023-10-03 13:49:25 +09:00
Bill Currie
ba35ce71b3 [qfcc] Support 32-bit and 64-bit handle types
32-bit is nice because it's small, but 64-bit is handy for special
handle encodings.
2023-10-02 23:33:37 +09:00
Bill Currie
6423c13108 Merge branch 'master' into wip-trails 2023-10-02 00:48:14 +09:00
Bill Currie
5c72ce10d2 [input] Delay event system init
I think I had though it using a constructor init was ok, but it turns
out that was problematic. That, or I missed it in my recent audit. Fixes
a sys syserror during shutdown.
2023-09-21 02:02:12 +09:00
Bill Currie
9a081b6809 [input] Fix input shutdown order
This fixes another segfault on shutdown (not sure just which recent
change caused it, but the listener pointer needed clearing) but while
fixing the listener issue, I noticed that binding and imt shutdown were
in the wrong order with respect to buttons and axes.
2023-09-21 01:36:43 +09:00
Bill Currie
84df81bd03 [ruamoko] Clean up buttons and axes
Reloading progs (or shutting down) needs to clean up the buttons
otherwise the input system will have issues when it cleans up because
the buttons and axes have ceased to exist.
2023-09-15 14:04:21 +09:00
Bill Currie
1a36d3786d [input] Allow buttons and axes to be deregistered
This is used by the Ruamoko input bindings so progs can clean up.
2023-09-15 14:04:21 +09:00
Bill Currie
fab5ae9d1f [input] Delay button and axis init
It turns out that initializing them via constructors led to their
shutdowns happening too late which resulted in problems with button and
axis cleanup.
2023-09-15 13:51:59 +09:00
Bill Currie
4eaaf28030 [sys] Ensure dstrings don't get double-freed
Never nice.
2023-09-15 01:15:10 +09:00
Bill Currie
cb72769aa9 [model] Clean up the model struct a little
Mostly just removing some (near) dead fields and making the
flags/effects more clear on what it's for.
2023-09-14 20:35:45 +09:00
Bill Currie
d03637ede8 [gamecode] Dump void data in hex
This makes dealing with assign instructions much easier.
2023-09-12 22:16:35 +09:00
Bill Currie
ea02af57eb [gamecode] Allow stack with no heap
Trying to use stack without a heap allocated would result in some very
bogus stack info.
2023-09-12 22:13:18 +09:00
Bill Currie
bce2b7d767 [ruamoko] Add sincos and sincosh functions
sincos is just a wrapper around the GNU libc sincos. sincosh is the
equivalent for sinh and cosh, but there doesn't seem to be any such
function, so it's just the two wrapped. They both return their results
in a vec2/vec2d as (sih[h], cos[h]).
2023-09-10 14:13:56 +09:00
Bill Currie
2e2dedfd78 [gamecode] Print invalid opcodes correctly
Hex is better for opcodes than octal. Probably copied from one of the
sub-instruction opcode error messages.
2023-09-08 11:12:37 +09:00
Bill Currie
5c32077c2a [iqm] Use type-specified enums
This should make debugging a little easier in the future.
2023-09-04 12:24:40 +09:00
Bill Currie
084ac76f55 [vulkan] Use identity for vertices with no bone weights
Since the identity matrix is mixed in with the other bones, interesting
things will happen if the bone weights don't add up to 1 and are not all
zero.
2023-09-04 11:08:55 +09:00
Bill Currie
2b5b55f416 [iqm] Check frames before freeing its buffer
Fixes a segfault on shutdown when the iqm model has no animation data.
2023-09-04 11:01:46 +09:00
Bill Currie
23b041c2c0 [console] Fix a build failure without ncurses
It seems that I'd gotten some wires crossed when submitting the issue in
that it was the server console, not qwaq-curses, but fixes #54
2023-09-03 22:18:25 +09:00
Bill Currie
e61be2f80f [gamecode] Add 2- and 3-component swizzles
VM side of the work needed for #58. Tests are still only 4-component,
but the geometric algebra tests seem to have 2-component covered at
least a little bit.
2023-08-31 20:08:28 +09:00
Bill Currie
a416e9c060 [gamecode] Add a 2d wedge product
While it could be emulated using a 3d cross-product, it was a hack and
required the use of a swizzle (or alias) to extract the scalar value.
This will make 2d PGA a little nicer when I get to modifying qfcc for it
2023-08-31 17:33:05 +09:00
Bill Currie
a66fb80517 [gamecode] Switch dot products to give a scalar
Making them give a vector was a mistake for Ruamoko. I've probably got a
mess to clean up in game-source, but oh well.
2023-08-31 15:32:52 +09:00
Bill Currie
727b490a0c [gamecode] Improve hops instruction readability 2023-08-27 12:28:16 +09:00
Bill Currie
29a57b7128 [qfcc] Correct handling of 64-bit comparisons
While the progs engine itself implements the instructions correctly, the
opcode specs (and thus qfcc) treated the results as 32-bit (which was,
really, a hidden fixme, it seems).
2023-08-26 23:04:34 +09:00
Bill Currie
8a0246c910 [ruamoko] Add type info for algebra types
And get vector type views working in the debugger.
2023-08-26 23:01:01 +09:00
Bill Currie
a88d17459f [gamecode] Decode hops and extend opcodes 2023-08-26 22:43:15 +09:00
Bill Currie
81b57903fc [gamecode] Support the l flag for %v and %q
This makes it much easier to print double vector types (for 3 and 4
components, at least).
2023-08-26 11:47:04 +09:00
Bill Currie
7338f86c77 [gamecode] Extend extend to support reversal
Using swizzle for some of the geometric product operations was a bit
clunky and has problems with alignment. While I will still need it in
the future, it turns out that the extend instruction almost did what I
needed. However, I'm unsure that reversing components within an extended
vector is the way to go.
2023-08-25 10:30:14 +09:00
Bill Currie
fb6d3f2f86 [gamecode] Decode the swizzle operand
-yx00 is much easier to interpret than some "random" number.
2023-08-24 20:17:17 +09:00
Bill Currie
8ff2c5a747 [util] Support utf-8 strings in Sys_Printf
By default. Conversion of quake strings needs to be requested (which is
done by nq and qw clients and servers, as well as qfprogs via an
option). I got tired of seeing mangled source code in the disassembly.
2023-08-23 21:40:50 +09:00
Bill Currie
30f2abb0ad [gamecode] Correct 64-bit debug views
I had forgotten that value needs to be incremented by 2 for 64-bit
values because it's only 32-bit.
2023-08-23 21:39:06 +09:00
Bill Currie
2e91b29580 [qfcc] Start work on implementing geometric algebra
This gets only some very basics working:
 * Algebra (multi-vector) types: eg @algebra(float(3,0,1)).
 * Algebra scopes (using either the above or @algebra(TYPE_NAME) where
   the above was used in a typedef.
 * Basis blades (eg, e12) done via procedural symbols that evaluate to
   suitable constants based on the basis group for the blade.
 * Addition and subtraction of multi-vectors (only partially tested).
 * Assignment of sub-algebra multi-vectors to full-algebra multi-vectors
   (missing elements zeroed).

There's still much work to be done, but I thought it time to get
something into git.
2023-08-21 17:58:20 +09:00
Bill Currie
b4afaab03c [gamecode] Support wide types in type views
Now the new vector types print properly :)

    0003 scale.F{4,1,4} ([1, 0, 0, 0]), (3), p1
2023-08-21 17:47:55 +09:00
Bill Currie
74405ee31b [gamecode] Switch dstatement ops to signed
I realized recently that I had made a huge mistake making Ruamoko's
based addressing use unsigned offsets as it makes stack-relative
addressing more awkward when it comes to runtime-determined stack frames
(eg, using alloca). This does put a bit of an extra limit on directly
addressable globals, but that's what the based addressing is meant to
help with anyway.
2023-08-21 17:47:55 +09:00
Bill Currie
a238eac75b [vulkan] Ensure the barriers array is initialized
I'm not sure what's up, but arm gcc thinks the array isn't properly
initialized even though x86_64 gcc does. Maybe something with padding.
At least c23 makes it easy to 0-initialize VLAs.
2023-08-17 12:54:28 +09:00
Bill Currie
ab5f28f743 [vulkan] Allocate map spaces for dynamic lights
I'm actually surprised anything worked, though I guess it was just the
one entry getting corrupted (and not 32, but I figured allocate slots
for all of the dynamic lights just in case). Or none, really, since
larger scenes (ie, those with multiple lights that fit in the same image
size) would result in not all the maps getting used and thus one spare
for dynamic lights.
2023-08-16 10:54:42 +09:00
Bill Currie
c46e15af9b [vulkan] Up max lights to 2048 and quantize sizes
This seems excessive, but gmsp3v2 map has 1399 lights. Worse, it has a
lot of different light sizes that go up by small increments (generally
around 10) resulting in 33 shadow map images (1 too many). Quantizing
the sizes to 32 drops this nicely to 20, and reduces memory consumption
slightly too (image buffer overhead, I guess).
2023-08-15 14:44:38 +09:00
Bill Currie
efea07f488 [gl,glsl,sw] Skip onlyshadows alias models
While the gl renderer does (or did) have it's attempt at shadows, the
others don't even try, thus the onlyshadows-marked player model doesn't
work so well (looks rather goofy seeing the arms like that).
2023-08-14 14:53:43 +09:00
Bill Currie
70b60456a8 [vulkan] Implement direction shadow lighting
Finally, even suns cast shadows :)
2023-08-14 02:41:38 +09:00
Bill Currie
a3e99435df [vulkan] Clean up lighting shaders a little
Having more than one copy of ShadowMatrices went against my plans, and I
had trouble finding the attachments set (light_attach.h wasn't such a
good idea).
2023-08-13 18:06:28 +09:00
Bill Currie
618740663b [vulkan] Implement CSM rendering
This covers only the rendering of the shadow maps (actual use still
needs to be implemented). Working with orthographic projection matrices
is surprisingly difficult, partly because creating one includes the
translations needed to get the scene into the view (and depth range),
which means care needs to be taken with the view (camera) matrix in
order to avoid double-translating depending on just how the orthographic
matrix is set up (if it's set up to focus on the origin, then the camera
matrix will need translation, otherwise the camera matrix needs to avoid
translation).
2023-08-13 17:36:32 +09:00
Bill Currie
e00a871824 [util] Clarify the comment for AngleVectors
I found it rather confusing that the matrices were all backwards, and
the existing comments about being "horizontal" didn't really help all
that much. After spending some time with maxima, I was able to verify
that the comments were indeed correct, just transposed (horizontal),
with the final composition reversed to reflect that transposition.
2023-08-13 17:33:46 +09:00
Bill Currie
f3ca2f158b [vulkan] Add a scatter buffer copy function
Updating directional light CSM matrices made me realize I needed to be
able to send the contents of a packet to multiple locations in a buffer
(I may need to extend it to multiple buffers). Seems to work, but I have
only the one directional light with which to test.
2023-08-13 17:30:59 +09:00
Bill Currie
558e11e9b7 [vulkan] Make near and far clip explicit parameters
This improves the projection API in that near clip is a parameter rather
than being taken directly from the cvar, and a far clip (ie, finite far
plane) version is available (necessary for cascaded shadow maps as it's
rather hard to fit a box to an infinite frustum).

Also, the orthographic projection matrix is now reversed as per the
perspective matrix (and the code tidied up a little), and a version that
takes min and max vectors is available.
2023-08-13 17:30:24 +09:00
Bill Currie
2b879af3e1 Fix most of the hacks for clang
gcc didn't like a couple of the changes (rightly so: one was actually
incorrect), and the fix for qfcc I didn't think to suggest while working
with Emily.

The general CFLAGS etc fixes mostly required just getting the order of
operations right: check for attributes after setting the warnings flags,
though those needed some care for gcc as it began warning about main
wanting the const attribute.

Fixing the imui link errors required moving the ui functions and setup
to vulkan_lighting.c, which is really the only place they're used.
2023-08-11 18:29:30 +09:00
Th3T3chn0G1t
3098b5d3f7 Implement clang support
Fixing a load of issues related to autoconf and some small source-level issues to re-add clang support.
autoconf feature detection probably needs some addressing - partially as -Werror is applied late.
2023-08-11 14:25:01 +09:00
Bill Currie
079e2c055a [vulkan] Add more light debug info
Lines are drawn for a light's leaf, the leafs visible to it, or those in
its efrags chain. Still no idea why lights are drawing when they
shouldn't. Deek suggest holes in the map, but I think if that was the
case, there'd be something visible. My suspicion is I'm doing something
wrong in with efrags.
2023-08-10 09:38:42 +09:00
Bill Currie
0bcfa961b3 [vulkan] Up the size of the bsp index buffers
With three independent passes, it's possible to use up to 3 times the
indices.
2023-08-10 09:37:07 +09:00
Bill Currie
481c12468e [vulkan] Show surfaces for selected light leaf
This has resulted in some rather interesting information: it seems the
surfaces (and thus, presumably bounding boxes) for leafs have little to
do with the actual leaf node's volume.
2023-08-09 02:01:47 +09:00
Bill Currie
5bc1924a25 [vulkan] Clean up some bsp pass name confusion
I had gotten stage and pass confused at some stage. Also, name the
passes in C (enum).
2023-08-08 19:23:30 +09:00
Bill Currie
a5fcc41d08 [vulkan] Rename bsp aux pass to shadow
Much better name.
2023-08-08 18:04:58 +09:00
Bill Currie
1319ed0e94 [scene] Implement simple UI functions for lights
Both dynamic lights and "static" lights display their values, but
currently no interaction.
2023-08-08 17:25:53 +09:00
Bill Currie
d9c6db8865 [vulkan] Create a window for selected entities
Now the mouse-picking is starting to get useful. The window for an
entity shows its attached components (and their data if a function is
available).
2023-08-08 17:12:39 +09:00
Bill Currie
44c1ef5968 [vulkan] Correct the size of cone splats
I really don't know what I was thinking when I wrote that code. Maybe I
was trying for a half angle. Now the rendered "cone" matches up with a
hard-clipped cone light (soft edges stick out a bit).
2023-08-08 16:00:24 +09:00
Bill Currie
c99a49a958 [vulkan] Save the current scene in the scene context
Now this I really don't know why I didn't do when I first created the
context.
2023-08-08 12:00:03 +09:00
Bill Currie
ff5d4d8de1 [vulkan] Move Vulkan_NewScene into vulkan_scene
It probably should have been there all along, and with this
vulkan_main/qf_main goes away.
2023-08-08 11:52:31 +09:00
Bill Currie
9ede227da4 [ui] Edge detect all mouse buttons
And return mouse button info in the io struct.
2023-08-07 22:20:34 +09:00
Bill Currie
1745d3bccc [vulkan] Implement mouse-picking for light entities
Currently, only light entities get drawn to the entid buffer, and the
ids are simply displayed in a window for now (not very useful yet).
2023-08-07 17:47:49 +09:00
Bill Currie
95b660d7fd [ui] Add a function to get current mouse position
And hot/active ids.
2023-08-07 17:42:59 +09:00
Bill Currie
35e2ffb4ab [console] Release the mouse when showing the mouse
This makes mouse grabbing much less painful.
2023-08-06 12:57:22 +09:00
Bill Currie
be5ab7b864 [renderer] Add a comment about the start map issue
I spent way too long tracking down the easy teleporter disappearing only
to realize it might be the watervised map. After moving it out of the
way and using id's maps, it works just fine.
2023-08-06 02:32:11 +09:00
Bill Currie
42ce1f1a86 [renderer] Fix a silly double set test
No wonder the final changes didn't make as much difference as I
expected.
2023-08-06 00:21:54 +09:00
Bill Currie
bf951c3ba2 [vulkan] Get debug light objects working again
And also get them working for infinite radius lights.
2023-08-06 00:20:25 +09:00
Bill Currie
452459297d [vulkan] Remove hard-coded shadow bias
It didn't really work all that well and isn't necessary with the
front-face culling. One less op per pixel.
2023-08-05 19:59:53 +09:00
Bill Currie
6892dc1422 [scene] Add flags for finer rendering control
This takes care of rockets and lava balls casting shadows when they
shouldn't (rockets more because the shadow doesn't look that nice, lava
balls because they glow and thus shouldn't cast shadows). Same for
flames, though the small torches lost their cool sconce shadows (need to
split up the model into flame and sconce parts and mark each
separately).
2023-08-05 18:09:20 +09:00
Bill Currie
f436806006 [scene] Remove full_transform from renderer_t
I've wanted to do this for a long while, but I finally got the
motivation to clean up the two uses in gl and glsl. Removes 64 bytes
from the struct.
2023-08-05 15:56:01 +09:00
Bill Currie
f77ad8a676 [vulkan] Use front-face culling for shadow passes
This clears up the shadow acne, but does cause problems with lights
inside models. However, this can be fixed by setting the models to not
cast shadows.
2023-08-05 13:22:29 +09:00
Bill Currie
15d7222ebb [model] Remove Mod_LeafPVS in favor of mix/set
The use of a static set makes Mod_LeafPVS not thread safe and also means
that the set is not usable with the set iterators after going to a
smaller map from a larger map.
2023-08-05 11:51:01 +09:00
Bill Currie
7294a77356 [client] Put dynamic lights on separate entities
Dynamic lights can't go directly on visible entities as one or the other
will fail to be queued. In addition, the number of lights on an entity
needs to be limited. For now, one general purpose light for various
effects (eg, quad damage etc) and one for the muzzle flash.
2023-08-05 01:42:15 +09:00
Bill Currie
fb818d15d9 [scene] Support extra component systems
I've finally come across the need for "client" (hah) code to have
additional components on scene entities.
2023-08-05 01:35:09 +09:00
Bill Currie
0d4ffb02bc [vulkan] Avoid drawing too many dynamic lights
Trying to draw too many dynamic lights results in various crashes due to
the resources being preallocated.
2023-08-05 01:25:26 +09:00
Bill Currie
9328c90a74 [vulkan] Implement shadows for dynamic lights
This also fixes the segfault in the previous commit.

Dynamic light shadow sizes are fixed, but can be controlled via the
dynlight_size cvar (defaults to 250).
2023-08-04 15:44:07 +09:00
Bill Currie
35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00
Bill Currie
7537cb8d1c [vulkan] Correct OIT sorting
The reversed depth buffer is very nice, but it also reversed the OIT
blending. Too much demo watching not enough walking around in the maps
(especially start near the episode 4 gate).
2023-08-04 14:51:49 +09:00
Bill Currie
6fe127dd0b [vulkan] Render all the requested lights
Starting at start and ending at count doesn't end as well as one might
like.
2023-08-03 22:12:33 +09:00
Bill Currie
e4ed868023 [vulkan] Simplify cubemap frame conversion
Don't need a whole matrix multiply when a swizzle and single vector
multiply will do.
2023-08-03 11:56:01 +09:00
Bill Currie
71934b15f4 [vulkan] Avoid alias depth hack in shadow pass
This protects the view model from incorrect self-shadowing.
2023-08-03 09:55:53 +09:00
Bill Currie
19a5cb562c [vulkan] Avoid bsp back-face cull in shadow pass
When rendering shadow maps, all the faces are needed, not just those
facing the pseudo-camera (due to the null-point of the shadow pass
view).
2023-08-03 09:22:54 +09:00
Bill Currie
2fbe44a72e [vulkan] Get point light shadows working
Other than the rather bad shadow acne, this is actually quake itself
working nicely. Still need to get directional lights working for
community maps, and all sorts of other little things (hide view model,
show player, fix brush backfaces, etc).
2023-08-03 00:15:42 +09:00
Bill Currie
1fe0f5ffd5 [vulkan] Get spotlight shadows working
They currently have a hard-coded bias of 0.5 pixels (if I'm doing my
math correctly) to combat the shadow acne, but look pretty good.
2023-08-02 19:34:37 +09:00
Bill Currie
a626dc7ca8 [vulkan] Split the lighting pass into per-type passes
This takes care of the type punning issue by each pass using the correct
sampler type with the correct view types bound. Also, point light and
spot light shadow maps are now guaranteed to be separated (it was just
luck that they were before) and spot light maps may be significantly
smaller as their cone angle is taken into account. Lighting is quite
borked, but at least the engine is running again.
2023-08-02 19:34:26 +09:00
Bill Currie
39bb433498 [vulkan] Add an undefined to shader-ro barrier
I guess it's kind of UB, but it's handy for images that will be
conditionally written by the GPU but need to be in shader-read-only for
draw calls and the validation layers can't tell that the layers won't be
used.
2023-08-02 17:51:04 +09:00
Bill Currie
00040c8900 [vulkan] Hook up all the shadow resources
This gets everything but the actual shadow map bindings working: the
validation layers don't like my type punning (which may well be the
right thing) and specialization constants don't help (yet, anyway) but I
want to get things into git.
2023-08-01 23:34:08 +09:00
Bill Currie
7487a00b36 [renderer] Return number of nearby dynamic lights
It allows for a minor optimization when allocating resources for those
lights.
2023-08-01 23:28:24 +09:00
Bill Currie
a50bc1c6ef [scene] Make light style unsigned
Not that it really matters for only 64 styles, but it feels more
consistent.
2023-08-01 23:26:26 +09:00
Bill Currie
2d7f671da8 [vulkan] Remove depth buffer from lighting pass
It's not needed and exceeds the minimum maximum input attachments.
2023-08-01 14:35:23 +09:00
Bill Currie
4ccd4ba3c7 [vulkan] Clean up some bitrot int the forward renderer
The recent changes for planes and shadows broke the forward renderer
pipeline spec.
2023-07-30 13:47:47 +09:00
Bill Currie
ffb113fa65 [vulkan] Fix some typos 2023-07-30 13:06:37 +09:00
Bill Currie
14c94711fd [vulkan] Compute correct matrices for spots and points
Directional lights don't get correct matrices yet as I need to study the
math involved for cascaded shadow maps (and id maps don't have
directional lights).

Getting spotlights working correctly was insanely frustrating: I just
couldn't get the entities into the view of the spotlight with any
sensible combination of inverses and the z_up matrix. It turned out it
was all due to an incorrect reference vector: it was +Z instead of +X.
2023-07-30 11:59:47 +09:00
Bill Currie
ff27da4a05 [vulkan] Use the shadow matrices when rendering maps
It turns out bsp faces are still back-face culled despite the null point
being on the front of every possible plane... or really, because it's on
the front of every possible plane: sometimes the back face is the front
face, and this breaks the face selection code (a separate traversal
function will be needed for non-culling rendering).

Despite that, other than having to deal with different pipelines,
getting the model renderers working went better than expected.
2023-07-30 11:52:13 +09:00
Bill Currie
aed1e7e077 [vulkan] Upload light matrices for shadow maps
This involved rewriting the descriptor update code too, but that now
feels cleaner.

The matrices are loaded into a storage buffer as it can get quite big at
6 matrices per light (and the current max lights is 768).
2023-07-30 11:35:07 +09:00
Bill Currie
aac6fca2c5 [vulkan] Pass a data parameter to QFV_RunRenderPass
The parameter will be passed on to the pipeline tasks in their task
context, allowing for communication between the subsystem calling
QFV_RunRenderPass and the pipeline tasks (for the case of lighting,
passing the current matrix base index).
2023-07-30 11:25:08 +09:00
Bill Currie
e83854a760 [vulkan] Make z_up and box_rotations public
They're now qfv_* and shared within the vulkan renderer. qfv_z_up cannot
be shared across renderers as they have their own ideas for the world
frame. qfv_box_rotations currently can't be shared across renderers
because if the Y-axis flip and the way it's handled, but sharing should
be achievable by modifying the other renderers to handle the sides
correctly (glsl and gl need to do lookups for the side enums, sw just
needs to be shown which way is up).
2023-07-30 11:13:48 +09:00
Bill Currie
931175b21d [vulkan] Run the shadow render passes
The shadow maps are rendered incorrectly because the matrices aren't set
correctly yet, but the dual-pass bsp rendering is working.
2023-07-29 01:17:53 +09:00
Bill Currie
3d4cca4393 [vulkan] Allow render passes to be run by processes
This lets the shadow step run its passes as needed.
2023-07-29 01:10:26 +09:00
Bill Currie
fc946a604d [vulkan] Set default frames in flight to 2
Having 3 frames doesn't gain much of anything and costs 50% extra memory
as well as another frame of latency.
2023-07-27 16:16:33 +09:00
Bill Currie
3b0dcd2cdc [vulkan] Connect the shadow pass to the renderers
It's only partially complete, but R_VisitWorldNodes is now run for both
the main pass and the shadow auxiliary pass.
2023-07-27 16:09:33 +09:00
Bill Currie
123bf14784 [scene] Add a leaf component to lights
Regular leaf number for positional lights, 0 for directional, and ~0 for
ambient.
2023-07-27 15:50:53 +09:00
Bill Currie
2790972cb0 [renderer] Separate core of R_MarkLeaves
I needed to mark leaves based on an arbitrary PVS (for lighting) that is
independent of the camera position. Also cleaned up some const
correctness.
2023-07-27 15:43:47 +09:00
Bill Currie
f7fce957e8 [renderer] Boost R_MarkLeaves very slightly
Using set iterators can be quite a lot faster for sparse sets due to the
function call overhead in testing each element. Times for ad_tears
dropped from about 1200us to about 670us (hard to say due to there being
only 3 data points and a lot of noise in the time).
2023-07-25 15:22:45 +09:00
Bill Currie
1f99f89a4a Fix some printf portability issues 2023-07-25 15:07:17 +09:00
Bill Currie
6c631693bd [vulkan] Clean out old command buffers from bsp
Missed from the render job cleanup.
2023-07-24 19:13:43 +09:00
Bill Currie
f4d6a41901 [vulkan] Hook up a shadow render job step
It doesn't do much yet, but did help in getting light ids working.
2023-07-24 19:13:43 +09:00
Bill Currie
05f0fe9204 [scene] Add a render-internal lightid component
The vulkan shadow code needs to associate extra information with the
lights, but I don't want such renderer-specific data in the scene.
2023-07-24 19:11:18 +09:00
Bill Currie
faa2245220 [vulkan] Correct dummy field name for labeledsingle
I didn't realize why labeledsingle had problems because most of the uses
where where the names were the same.
2023-07-24 19:11:18 +09:00
Bill Currie
2fa44c03a6 [vulkan] Allow process steps to have render or compute
If a step has process tasks, any render or compute
pipelines/renderpasses are **not** run automatically: the idea is the
process tasks need to run the relevant pipelines in a custom manner but
needs the objects to be created.
2023-07-24 19:11:18 +09:00
Bill Currie
31cf3ed248 [vulkan] Register external attachments
This is along the lines of what I originally intended, but now I need
more than just the swapchain (which is now registered by vulkan_output).
2023-07-24 19:11:18 +09:00
Bill Currie
35540dfc79 [vulkan] Correct bsp stage/pass parameters
While it doesn't affect the operation, it does affect the readability of
the code because pass is meant for mainpass vs the multiple shadow
passes.
2023-07-24 19:11:18 +09:00
Bill Currie
07d9749b53 [renderer] Don't clear efrags in SCR_NewScene
The recent light changes highlighted that the renderer does not own the
efrags (segfault in qwaq when shutting down my test scene). After
digging through the history of efrag clearing, it turns out that the
renderer never owned them, I just didn't understand the concept of
scenes at the time that I moved efrags into the renderer.
2023-07-23 00:55:31 +09:00
Bill Currie
9e1810a2a9 [vulkan] Get shadow map image creation working again
The switch to using the ECS for lights temporarily broke the generation
of the images, but getting things going again was fairly easy.
2023-07-22 22:41:05 +09:00
Bill Currie
7280e1d042 [scene] Limit light efrags to leafs within range
This makes a pretty significant difference: 8-25% for demo1, demo2,
demo3 and bigass1. Many thanks to Nick Alger
(https://stackoverflow.com/questions/5122228/box-to-sphere-collision).
It took me a moment to recognize that it's the Minkowski difference (and
maybe GJK?). Of course, I adapted it for simd.
2023-07-22 20:08:15 +09:00
Bill Currie
72f6048a20 [scene] Put lights into the bsp tree via efrags
This eliminates the O(N^2) (N = map leaf count) operation of finding
visible lights and will later allow for finer culling of the lights as
they can be tested against the leaf volume (which they currently are
not as this was just getting things going). However, this has severely
hurt ad_tears' performance (I suspect due to the extreme number of
leafs), but the speed seems to be very steady. Hopefully, reconstructing
the vis clusters will help (I imagine it will help in many places, not
just lights).
2023-07-22 17:53:07 +09:00
Bill Currie
c0f8d102ad [scene] Implement Scene_FreeAllEntities (and use it)
I guess I wasn't sure how to find all the allocated entities from within
the registry, but it turned out to be trivial. This takes care of leaked
static entities (and, in a later commit, leaked light entities, which is
how I found the problem).
2023-07-22 16:50:18 +09:00
Bill Currie
befb3ca31b [vulkan] Clamp composed values to >= 0
This takes care of the nans that got into the output buffer resulting is
weird holes in any overlays.
2023-07-22 00:43:05 +09:00
Bill Currie
99c6c58e25 [vulkan] Expose pipeline disable controls
Finally, runtime control of the debug pipelines (and all the rest, but
that might come in handy at some stage).
2023-07-21 19:45:54 +09:00
Bill Currie
4b86a0376d [console] Reset minimum time too
Not sure what happened to it, I thought I'd done that before.
2023-07-21 19:31:20 +09:00
Bill Currie
ef322b968a [ui] Skip checkbox label if zero length
I seem to remember doing this for radio buttons, I guess I forgot about
checkboxes (really need to unify the code, though).
2023-07-21 19:28:30 +09:00
Bill Currie
8ae150cb9e [vulkan] Use correct name for pipelines
Using the subpass name instead of the pipeline name makes for a
confusing mess of duplicated names when subpasses have multiple
pipelines.
2023-07-21 12:37:04 +09:00
Bill Currie
fde1ef0159 [vulkan] Add infinite plane rendering
The grid calculations are modified from those of Inigo Quilez
(https://iquilezles.org/articles/filterableprocedurals/), but give very
nice results: when thin enough, the lines fade out nicely instead of
producing crazy moire patterns. Though currently disabled, the default
planes are the xy, yz and zx planes with colored axes.
2023-07-21 11:59:25 +09:00
Bill Currie
72f7fcea47 [vulkan] Switch to reversed depth, infinite far plane
Based on the article
(https://developer.nvidia.com/content/depth-precision-visualized), this
should give nice precision behavior, and removes the need to worry about
large maps getting clipped. If I'm doing my math correctly, despite
being reversed, near precision is still crazy high. And (thanks to the
reversed depth) about a quarter of a unit (for near clip of 4) out at 1M
unit distance.
2023-07-21 11:36:10 +09:00
Bill Currie
6e9f50ffe4 [vid] Ensure window size gets sent after init
This fixes a pile of window size related issues I've seen for a while,
but most importantly, some nastiness with division by 0 and segfaults.
2023-07-14 11:57:36 +09:00
Bill Currie
8e0bfb1a7b [console] Implement mouse trackball camera control
I've always wanted this in QF :)
2023-07-14 11:28:04 +09:00
Bill Currie
bf3d57cdbf [ui] Return whether events to imui were consumed
Needed for non-ui handling of events (eg, mouse interaction with the
main screen).
2023-07-14 11:25:50 +09:00
Bill Currie
8068233fb2 [x11] Don't force grab or mouse warp in fullscreen
This seems to be more for legacy X11 (ie, without fixes etc), but
fullscreen really shouldn't affect grabbing directly (rather, it should
be up to the client whether grabbing (and thus warping) is enabled at
all.
2023-07-14 07:11:53 +09:00
Bill Currie
fa1d8ff552 [client] Use correct width for input lines
con_linewidt starts out as 0, which leads to bad results for the initial
widths of input lines and later calculations. However, really, they
probably shouldn't be using size_t for the width, but this is a nice
quick fix.
2023-07-14 07:04:57 +09:00
Bill Currie
cc57d2bc5b [vulkan] Remove double-draw of skies
Due to doing most of my testing using the demos, I hadn't noticed the
double-draw until flying around with the debug camera (and it showed as
a weird shimmer behind the sky layers).
2023-07-14 00:44:09 +09:00
Bill Currie
12b4cd8aba [console] Clean up the debug camera window
Now that I have menus, I can close the window.
2023-07-13 23:36:12 +09:00
Bill Currie
21a9cbc61b [ui] Implement a basic menu system
Menus within menu contexts automatically create menu items for the
sub-menu, and menus collapse when leaf menus are select.
2023-07-13 23:16:26 +09:00
Bill Currie
a6fa10b24d [vulkan] Show timings for the job and steps
No real surprises anywhere other than how long things can take at random
times.
2023-07-13 18:33:31 +09:00
Bill Currie
9289e26211 [vulkan] Add a very simple job window
It shows the list of steps in the render job, but acts as something for
testing.
2023-07-13 15:41:49 +09:00
Bill Currie
3944cab95f [console] Start work on a main menu
It's rather clunky at the moment, especially with menus still in
development, but it gets the basics going for testing.
2023-07-13 14:25:08 +09:00
Bill Currie
6d7e1064ec [ui] Support anchoring and extending panels
Panels can be anchored to a widget in another hierarchy, allowing for
things like cascading menus. They can also be extended via referencing
them by name, allowing for subsystems to add items to an already panel
(eg, extending a menu).
2023-07-13 14:22:31 +09:00
Bill Currie
f5fd649dde [ui] Mark the text view as free-floating
This prevent the layout system from repositioning the text view and thus
breaking text-shaping. Now Tengwar Telcontar looks much more balanced in
the widgets.
2023-07-13 14:22:31 +09:00
Bill Currie
7642ef5758 [vulkan] Add debug displays for lights and bsp
The lights debug is from the light splat experiment (this is why I kept
the code), and the bsp debug is based on that. Both currently disabled
for now until I get UI controls in.
2023-07-13 14:22:31 +09:00
Bill Currie
0a260129a8 [console] Add a screenshot button to the debug ui
Saves me having to bind a key.
2023-07-12 23:23:57 +09:00
Bill Currie
00e69c53b5 Merge branch 'master' into wip-trails
This smashes trails, but does bring the branch up to modern QF.
2023-07-12 21:12:01 +09:00
Bill Currie
1404b85846 [ui] Give panels/windows a group offset
This allows for finer control of render order and thus layering (will be
important for menus).
2023-07-12 10:17:43 +09:00
Bill Currie
313aa116f8 [console] Get a debug camera working
It's now possible to move around the world separate from the player. The
debug ui has its own set of button and axis bindings for navigation.
2023-07-12 00:55:44 +09:00
Bill Currie
d0d39ecee0 [renderer] Allow the camera to be overridden
Necessary for a debug camera.
2023-07-12 00:47:40 +09:00
Bill Currie
706995f6b3 [client] Correct the description of move.up axis
My 3d mouse has +Z as down (makes sense, really), which is what I set
the code to, but I guess I forgot to correct the description.
2023-07-12 00:40:37 +09:00
Bill Currie
1b89598b28 [renderer] Clean up SCR_UpdateScreen a little
SCR_UpdateScreen_Legacy now takes only the screen functions pointer (it
didn't need camera or realtime), and the camera sizzle code has been
moved into one place to make cleaning it up easier (when I get around to
auditing AngleVectors etc).
2023-07-11 11:41:14 +09:00
Bill Currie
d848a73aee [ui] Layout the entire hierarchy
Skipping the root view (widget) sort of made sense before windows became
separate canvases as there was only the one hierarchy, but doing so
prevented windows (panels) from fitting themselves to their children.
However, now I need to think of a good way of specifying a minimum size
for panels.
2023-07-11 10:04:07 +09:00
Bill Currie
d8b59656aa [ui] Reset active widget when UI context is hidden
WIdgets can't possibly be active when the entire UI is hidden, and
resetting the active widget when hiding the UI helps when the state gets
broken due to widget id conflicts.
2023-07-11 10:04:07 +09:00
Bill Currie
24b5066760 [ui] Implement panel widgets and use for windows
The intent is to use them for menus, tooltips and anything else along
those lines, but windows was a good starting point (and puts a border
along the top of the window too).
2023-07-11 10:04:07 +09:00
Bill Currie
698ce157b3 [ecs] Move correct number of subpool ranges
Fixes yet another segfault when deleting the last range in the subpool.
Also, initialize the subpool's next index.
2023-07-11 00:06:21 +09:00
Bill Currie
5ad6ec2757 [ui] Distribute remaining space over expand children
It's not perfect as the first N expanding children get grown by 1 pixel
regarless of weight, but it's much better than leaving a (possibly quite
large) gap at the edge of the layout.
2023-07-10 22:13:58 +09:00
Bill Currie
c18e432e0f [ui] Make windows fit to children
I'm not sure this is what I want, especially in the long run, but it
does make simple windows much easier to create (and not look broken due
to being specified too small).
2023-07-10 22:12:45 +09:00
Bill Currie
48cc4db45d [ui] Give windows a small border
It's currently hard-coded to black, but it makes the windows much easier
to see when overlapping.
2023-07-10 22:10:04 +09:00
Bill Currie
7e758327f6 [glsl] Use a unified queue for batched quads
This makes the glsl renderer compatible with canvases, and thus imui. It
also makes for much saner draw call counts.
2023-07-10 19:12:41 +09:00
Bill Currie
4e7bd11415 [build] Clean up make distcheck issues 2023-07-10 11:12:22 +09:00
Bill Currie
ac625830c8 [ui] Raise a window when its title bar is clicked
Getting to have a real UI here.
2023-07-10 00:11:24 +09:00
Bill Currie
79e4a5f6a8 [ui] Add the concept of draw order to canvases
Canvas draw order is sorted by group then order within the group. As a
fallback, the canvas entity id is used to keep the sort stable, but
that's only as stable as the ids themselves (if the canvases are
destroyed and recreated, the ids may switch around).
2023-07-09 23:27:26 +09:00
Bill Currie
c2d68f5495 [ui] Avoid creating a subpool for the canvas component
It's never used and just not needed.
2023-07-09 22:22:05 +09:00
Bill Currie
9f737000a8 [ui] Put windows on separate canvases
This fixes the draw order issues shown by overlapping windows.
2023-07-09 22:22:05 +09:00
Bill Currie
f359f47e54 [ui] Add a formatted label (like printf)
Formatted printing is just too handy, and having to use va all the time
is a bit of a pain.
2023-07-09 12:10:28 +09:00
Bill Currie
a8b80c4be5 [ui] Delete subpools when a canvas is deleted
Yet another finger in the memory dyke.
2023-07-09 12:06:08 +09:00
Bill Currie
76b6d3141b [ecs] Use correct index when deleting subpool ranges
Coming up with tests is hard. Breaking code with real code is easy.
2023-07-09 11:52:11 +09:00
Bill Currie
bf05da26cc [ui] Make Canvas_SetLen operate on only one canvas
I plan on using sub-canvases to fix the imui window overlap issue and
don't want the windows being affected by (eg) hud canvas size changes.
2023-07-08 20:56:40 +09:00
Bill Currie
c32ffce886 [ecs] Add a function to move a subpool to be the last
This has use when the order of components in the pool affects draw order
(or has other significance), especially at the subpool level. I plan to
use it for fixing overlapping windows in imui.
2023-07-08 19:55:37 +09:00
Bill Currie
9ff38418d3 [client] Move cshift into client screen canvas
This fixes cshifts affecting the console and debug canvases. The
crosshair and center print have also been moved for the same reason.
2023-07-08 14:32:02 +09:00