Missing any possibility for fullbrights or colors (only because no
attempt is made to load such), and more deferred breakage, but it acted
as a nice proof of concept for cleaner skin loading (taking advantage of
resources and QFV_PacketCopyImage).
Finally, quakeworld gets its *ahem* fancy skins. I'm not happy with how
skin loading is handled, but the whole model and skin support needs a
redesign.
Closes#74.
And further clean up skin api.
It turns out that skin functions must all be in the render libs, and
this results in Skin_Set (was Skin_SetSkin) needs to be accessed via a
function pointer rather than directly :(
This takes care of the double free and also cleans up a lot of the skin
api. However, the gl renderer lost top/bottom colors (for now). Vulkan
skins still don't work yet.
That is, those with more than 65520 vertices. Not properly supported for
sw or gl, and glsl isn't rendering properly for some reason (renderdoc
does see the meshes, though, so maybe depth or winding issues).
Some of them were actual leaks, but tracking memory should be a lot
easier now. However, there's a lot of room for optimization of
allocations (eg, recylcling of hierarchies. There is now 1 active
allocation (according to tracy) when nq exits: Qgetline's string buffer
(I think an api change is in order).
This relies on my fork of tracy: https://github.com/taniwha/tracy
on the wip-c-vulkan branch. Everything is still rather flaky though.
This necessitated the jump to vulkan 1.2 as a requirement.
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.
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.
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.
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.
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
This fixes a Sys_Error when loading the level for the first demo (and
probably many other times). It was mod_numknown getting set to 0 that
triggered the issue, but that seems to be necessary for the other
renderers. I think the whole model loading and caching system needs an
overhaul as this doesn't feel quite right due to removing part of the
advantage of caching the model data.
I don't remember why I kept the abbreviated configs for images and image
views, but it because such that I need to be able to specify them
completely. In addition, image views support external images.
The rest was just cleaning up after the changes to qfv_resobj_t.
This cuts down on the memory requirements for skins by 25%, and
simplifies the shader a bit more, too. While at it, I made alias skins
nominally compatible with bsp textures: layer 0 is color, 1 is emissive,
and 2 is the color map (emissive was on 3).
As the RGB curves for many of the color rows are not linearly related,
my idea of scaling the brightest color in the row just didn't work.
Using a masked palette lookup works much better as it allows any curves.
Also, because the palette is uploaded as a grid and the coordinates are
calculated on the CPU, the system is extendable beyond 8-bit palettes.
This isn't quite complete as the top and bottom colors are still in
separate layers but their indices and masks can fit in just one, but
this requires reworking the texture setup (for another commit).
This moves the qfv_resobj_t image initialization code from the IQM
loader into the resource management code. This will allow me to reuse
the code for setting up glyph data. As a bonus, it cleans up the IQM
code nicely.
Textures whose names start with a { are meant to be rendered with
transparency. Surfaces using those textures are marked with
SURF_DRAWALPHA.
Unfortunately, the mip levels of ad_tears' transparent textures use the
wrong color so only the highest LOD works properly, but those textures
are meant to be loaded from external files anyway, it seems.
Most were pretty easy and fairly logical, but gib's regex was a bit of a
pain until I figured out the real problem was the conditional
assignments.
However, libs/gamecode/test/test-conv4 fails when optimizing due to gcc
using vcvttps2dq (which is nice, actually) for vector forms, but not the
single equivalent other times. I haven't decided what to do with the
test (I might abandon it as it does seem to be UD).
I had been trimming for the solid leaf, but not the empty leafs. I had
assumed the vis tool would trim the bits, but it seems to not be
reliable (though it could be a bug in qfvis, I think the map in question
is one of my test maps).
Sub-models and instance models need an instance data buffer, but this
gets the basics working (and the proof of concept). Using arrays like
this actually simplified a lot of the code, and will make it easy to get
transparency without turbulence (just another queue).
The gl water warp ones have been useless since very early on due to not
doing water warp in gl (vertex warping just didn't work well), and the
recent water warp implementation doesn't need those hacks. The rest of
the removed flags just aren't needed for anything. SURF_DRAWNOALPHA
might get renamed, but should be useful for translucent bsp surfaces
(eg, vines in ad_tears).
The main goal was to get visframe out of mnode_t to make it thread-safe
(each thread can have its own visframe array), but moving the plane info
into mnode_t made for better data access patters when traversing the bsp
tree as the plane is right there with the child indices. Nicely, the
size of mnode_t is the same as before (64 bytes due to alignment), with
4 bytes wasted.
Performance-wise, there seems to be very little difference. Maybe
slightly slower.
The unfortunate thing about the change is the plane distance is negated,
possibly leading to some confusion, particularly since the box and
sphere culling functions were affected. However, this is so point-plane
distance calculations can be done with a single 4d dot product.
It was added only because FitzQuake used it in its pre-bsp2 large-map
support. That support has been hidden in bspfile.c for some time now.
This doesn't gain much other than having one less type to worry about.
Well tested on Conflagrant Rodent (the map that caused the need for
mclipnode_t in the first place).
Although the skin pointer was being advanced after recording the
information in for the batch array, it was being reset the next time
around the loop (due to a mistranslation of the previous code). This
fixes the segfault while loading (gl, glsl, vulkan) or rendering (sw)
the sphere model from Rogue.
While gcc was quite correct in its warning, all I needed was to
explicitly truncate the string. I don't remember why I didn't do that
back when I made the changes in 4f58429137, but it works now, and the
surrounding code does expect the string to be no more than 15 chars
long. This fixes yet another memory leak (but timedemo over multiple
runs still leaks like a sieve).