Commit graph

5522 commits

Author SHA1 Message Date
Bill Currie
05947c8ac4 [ecs] Rework new hierarchy test for same-hierarchy
Since test_build_hierarchy2 already tested removal of a sub-hierarchy
(once fixed), it seems test_build_hierarchy3 testing parenting within
the same hierarchy would be a good idea. Reparenting such that
everything moves to later in the arrays works nicely (not very
surprising).
2022-11-06 08:36:43 +09:00
Bill Currie
b91568d234 [ecs] Improve the behavior of Hierarchy_RemoveHierarchy
Its updates to the various indices were out, but this was missed due to
the tests being wrong. I wonder if I got interrupted while working on
them last and just assumed the removals were correct. This improves
sbar's behavior, but it's still wrong when pulling the armory view out
of the inventory. Very unsure what's going on, but the various indices
look ok, as do the view positions.
2022-11-06 02:38:59 +09:00
Bill Currie
01c67a345f [ecs] Fix some more hierarchy tests
Ugh, things were quite bad, it turns out. It seems a lot of trouble
would have been saved if these tests had worked (however, something is
still not quite right as views are out of place).
2022-11-06 00:30:55 +09:00
Bill Currie
f89fbf9724 [ecs] Fix a child miscount in the test case
Heh, that was a bit funny, actually, but it makes me wonder just how
broken sub-hierarchy deletion was.
2022-11-05 23:44:01 +09:00
Bill Currie
26438848ce [ecs] Add a failing hierarchy test
This is the bug that sbar found when pulling a sub-hierarchy out of a
larger hierarchy: child indices not getting updated correctly for later
siblings and any niece objects.
2022-11-05 22:23:46 +09:00
Bill Currie
10037927ea [ecs] Add hierarchy-only tests
The hierarchy-specific tests from the transform tests have been moved
into the ecs tests and the transform tests renamed appropriately. As
part of the process, hierarchies can now have a null type (ie, no
additional components maintained by the hierarchy). This should make
sorting out the issues highlighted by sbar a bit easier.
2022-11-05 21:29:38 +09:00
Bill Currie
57cd30fca3 [ecs] Move parent setting logic into hierarchy
It should have always been here, but when I first created the hierarchy
and transform objects, I didn't know where things would go. Having two
chunks of code for setting an entity's parent was too already too much,
and I expect to have other hierarchy types. Doesn't fix the issues
encountered with sbar, of course.
2022-11-05 17:54:49 +09:00
Bill Currie
42963f97c0 [client] Clean up some hud redundancies
hud_view is set up by sbar, and the other views are no longer used.
2022-11-05 16:47:52 +09:00
Bill Currie
3d30e78da9 [client] Add hud_debug cvar to draw view outlines
It's much easier to debug the hud when even otherwise invisible views
can be seen.
2022-11-05 16:38:07 +09:00
Bill Currie
5f98dac214 [client] Add a hud outline component for debug
Very handy for verifying views are placed correctly. Also fix some type
issues with the func and update components.
2022-11-05 10:55:45 +09:00
Bill Currie
472b6995b7 [ui] Set passage text object start and size
The text object covering the whole passage was not being initialized,
thus center print tried to print rubbish when (incorrectly) printing the
entire message.
2022-11-04 15:26:01 +09:00
Bill Currie
1d51c05f90 [ui] Make passage objects reusable
I had intended to do this for a while, but now that I want it for center
print strings, it was time to make the change.
2022-11-04 13:06:20 +09:00
Bill Currie
5f01dc9fb5 [client] Make the hud update function type explicit 2022-11-04 11:10:56 +09:00
Bill Currie
99e12872e5 [console] Get menu rendering working again
For certain values of working. The whole thing needs a rewrite but it's
nice that using an ECS doesn't force everything to conform to that
model.
2022-11-04 10:38:07 +09:00
Bill Currie
6b99697e82 [ui] Get flowed views working with ECS
I'm not particularly happy with the way onresize is handled, but at this
stage a better way of dealing with resizing views and getting the child
views to flow correctly hasn't come to mind. However, the system should
at least be usable.
2022-11-04 00:29:13 +09:00
Bill Currie
bdbb8f1e0b [nq] Get intermission view working again
This is currently just the basic intermission view (not the finale view
or the deathmatch intermission view).
2022-11-03 17:49:05 +09:00
Bill Currie
a07eccd5c7 [glsl] Fix some GLSL conformance issues
I'm not sure when things broke on my laptop (I thought I got warp and
fisheye working on my laptop), but it turns out things weren't quite
right, thus warp (and presumably fisheye) weren't working properly due
to GLSL errors that I only just noticed. This fixes water warp (and
probably fisheye).
2022-11-03 16:42:49 +09:00
Bill Currie
82d407e3c2 [nq] Get hud time and fps displays working
This includes moving the related cvars from botn nq and qw into the
client hud code. In addition, the hud code supports update and
update-once function components. The update component is for updates
that occur every frame, but update-once components (not used yet) are
for one-shot updates (eg, when a value updates very infrequently).
2022-11-03 14:46:44 +09:00
Bill Currie
4491ce213b [client] Merge cl_screen.c
The client state that was accessed by cl_screen is now put in viewstate
and maintained by the client before calling CL_UpdateScreen.
2022-11-02 15:11:09 +09:00
Bill Currie
708978eea9 [client] Clean up some entity component accesses 2022-11-02 09:53:52 +09:00
Bill Currie
9c6c59b370 [qw] Move view hight adjustment out of screen update
cl_screen.c is that little bit closer to being merged.
2022-11-02 09:52:35 +09:00
Bill Currie
e67b374fd4 [ui] Propagate resize deltas in view hierarchies
While it hasn't been a problem yet (no multi-level resizing), I'm sure
it will be before too long.
2022-11-01 10:59:28 +09:00
Bill Currie
036afba23d [ui] Propagate motion modifications for views
With this, the status bar now stays in the correct location as the
window is resized. Rather nice that it was just a simple omission.
2022-11-01 10:15:23 +09:00
Bill Currie
81e23b2e52 [console] Remove a debug print 2022-11-01 10:14:50 +09:00
Bill Currie
817aeb334e [ui] Convert view_t to an ECS entity
Much of the nq/qw HUD system is quite broken, but the basic status bar
seems to be working nicely. As is the console (both client and server).
Possibly the biggest benefit is separating the rendering of HUD elements
from the updating of them, and much less traversing of invisible views
whose only purpose is to control the positioning of the visible views.

The view flow tests are currently disabled until I adapt the flow code
to ECS.

There seems to be a problem with view resizing in that some gravities
don't follow resizing correctly.
2022-11-01 00:40:52 +09:00
Bill Currie
cf911884c6 [ecs] Add support for sorting component pools
As the bookkeeping data is spread between three arrays, sorting a
component pool is not trivial and thus not something to duplicate around
the codebase.
2022-10-31 13:10:53 +09:00
Bill Currie
7c06012383 [util] Support custom swap function for heapsort
Sorting ECS component pools needs to swap multiple chunks of data for
each element being swapped, so the standard swap function isn't enough.
2022-10-31 10:52:03 +09:00
Bill Currie
7106411bc0 [ui] Link with the ECS library
Who thought dynamic libs was a good idea...
2022-10-28 11:45:30 +09:00
Bill Currie
9e57d5cb77 [ui] Create entities for passage text objects
At least, I think I want to do that :)
2022-10-28 11:43:03 +09:00
Bill Currie
f6820c59e7 [ecs] Initialize registry href_comp to nullent
This indicates that no hierarchy reference component has been
registered, which must be done by the user when hierarchies are used.
2022-10-28 11:39:59 +09:00
Bill Currie
45e47a6df0 [ui] Update passage code to use an ECS hierarchy
It's not quite complete in that entities need to be created for the
objects, and passage text object might get additional components in the
hierarchy, but the direct use of views has been replaced by the use of a
hierarchy object with the same tree structure, and now has text objects
for paragraphs and the entire passage.
2022-10-27 19:47:10 +09:00
Bill Currie
80c0beff89 [ecs] Support adding null hierarchies to non-root
As an implementation detail, inserting null hierarchies (src hierarchy
is null) is supported for ease of hierarchy construction from data. No
component data is copied, only the child and parent indices and counts
are updated.
2022-10-27 19:46:28 +09:00
Bill Currie
52b09e81cd [ecs,scene] Update tests for move to separate ecs lib
And fix an issue spotted in hierarchy.c: incorrect move of objects and
lack of check for valid entity when updating hierarchy reference
indices.
2022-10-27 15:35:29 +09:00
Bill Currie
d8cdaa7237 [vulkan] Fix some errors in shadow map setup
I had forgotten to test with nq, so I had missed that I'd messed up cube
map requests and the image map. This gets nq working again.
2022-10-27 13:29:14 +09:00
Bill Currie
0a3c7b5b76 [vulkan] Don't use QFV_CreateImage for resource images
The resource functions assume the requested layers is correct (really,
the lighting code assumes that the resource functions assume such), but
QFV_CreateImage multiplies the layer count by 6 for cube maps (really,
the issue is in QFV_CreateImage, but I want to move away from it
anyway).
2022-10-27 13:26:00 +09:00
Bill Currie
c605e50d52 [renderer] Check view_model entity is valid
It usually is in quake, but my test scene does not have a view model.
2022-10-27 12:55:01 +09:00
Bill Currie
fa057cb121 [vulkan] Record resource memory size
It's useful mainly for information reports, but might be useful
elsewhere.
2022-10-27 11:32:00 +09:00
Bill Currie
1f27622309 [vulkan] Free shadow map resource block
I forgot I had to free the memory too. Oops.
2022-10-27 11:23:49 +09:00
Bill Currie
169c282187 [vulkan] "Fix" view model check in rendering loop
The check for the entity being the view model was checking only the
view model id, which is not sufficient when the view model is invalid by
never being set to other than 0s. A better system for dealing with the
view model is needed.
2022-10-27 11:11:38 +09:00
Bill Currie
6952f6860d [vulkan] Use the resource functions for shadow maps
Another step towards moving all resource creation into the one place.
The motivation for doing the change was getting my test scene to work
with only ambient lights or no lights at all.
2022-10-27 11:02:45 +09:00
Bill Currie
5d19936387 [gl,sw] Don't clear world's efrags on new scene
It seems this isn't needed any more (not sure why) as both glsl and
vulkan are happy without it. Also unsure why moving to ECS made gl and
sw change behavior regarding rendering the test models in my scene.
2022-10-27 00:22:15 +09:00
Bill Currie
600a342200 [ruamoko] Fix missing entity registry pointer 2022-10-26 17:45:45 +09:00
Bill Currie
db7f8a461e [ecs] Move ECS core into its own library
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
2022-10-26 17:24:03 +09:00
Bill Currie
52b7f7f308 [renderer] Fix a comment typo and add a fixme 2022-10-26 12:32:09 +09:00
Bill Currie
20c861027e [sw] Take advantage of the ECS for edge rendering
This fixes the segfault due to the world entity not actually existing,
without adding a world entity. It takes advantage of the ECS in that the
edge renderer needs only the world matrix, brush model pointer, and the
animation frame number (which is just 0/1 for brush models), thus the
inherent SOA of ECS helps out, though benchmarking is needed to see if
it made any real difference.

With this, all 4 renderers are working again.
2022-10-25 19:36:09 +09:00
Bill Currie
2a9fcf4f5f [renderer] Tidy up entity component access
Since entity_t has a pointer to the registry owning the entity, there's
no need to access a global to get at the registry. Also move component
getting closer to where it's used.
2022-10-25 12:53:30 +09:00
Bill Currie
5b0810f4c2 [scene] Make Ent_AddComponent more raw
It no longer initializes the new component. For that, use
Ent_SetComponent which will copy in the provided data or call the
component's create function if the data pointer is null (in which case,
Ent_SetComponent acts as Ent_SetComponent used to).
2022-10-25 11:41:14 +09:00
Bill Currie
4759be449f [scene] Ensure entity owns component before removing
I realized I should check that the entity owns the component before
treating it as existing when adding an existing component, then noticed
that Ent_RemoveComponent didn't check before removing the component. I
imagine that would have been a fun debug session :P
2022-10-25 09:55:08 +09:00
Bill Currie
9e83ded0ac [scene] Return existing component instead of null
While checking on how Ent_AddComponent behaved (I don't remember what I
was looking for, though), I realized that instead of treating adding the
same component to an entity as an error, Ent_AddComponent should just
return the existing component.
2022-10-25 09:54:49 +09:00
Bill Currie
f37c31a2dc [vulkan] Set entity render id correctly
It was being set to -1 unconditionally due to forgetting to use id.
However, I decided I didn't like reusing the id var and did some
renaming while I was at it.
2022-10-23 23:38:21 +09:00