I had forgotten that the cl structs in nq and qw were different layouts,
which resulted in qw's sbar/hud being quite broken. Rather than messing
with the structs, I decided it would be far better in the long run to
clean up sbar's access to the cl struct and the few other nq/qw specific
globals it used. There are still plenty of bugs to fix, but now almost
everything is in the one place.
qwaq doesn't supply a backtile pic, so Draw_TileClear in the gl and glsl
renderers would segfault when qwaq's window width changed due to some
back-tile being drawn.
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 gives a rather significant speed boost to timedemo demo1: from
about 2300-2360fps up to 2520-2600fps, at least when using
multi-texture.
Since it was necessary for testing the scrap, gl got the ability to set
the console background texture, too.
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.
Move r_pcurrentvertbase into the sw renderer, cleaning up gl's use of
(not really needed there). Not ready to move r_bsp into the main bin yet
as there are linking issues since only the low-level code references any
of its symbols.
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
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.
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.
Move the texture coordinates in 1/4 of a pixel. To avoid unnecessary
calculations, pre-caclulate the character cell texture coordinates and
blast them into the the texture coordinate array.