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).
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.
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).
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).
The hierarchy leak was particularly troublesome to fix, but now the
hierarchies get updated (and freed) automatically just by removing the
hierarchy reference component from the entity. I suspect there will be
issues with entities that are on multiple hierarchies, but I'll sort
that out later.
While this does require an extra call after registering components, it
allows for multiple component sets (ie, sub-systems) to be registered
before the component pools are created. The base id for the registered
component set is returned so it can be passed to the subsystem as
needed.
This means that the component id used for hierarchy references must be
passed to Hierarchy_New and Hierarchy_Copy, but does all an entity to
have more than one hierarchy, which is useful for canvases (hierarchies
of views) in the 3d world (the canvas root would have a 3d hierarchy
reference and a 2d (view) hierarchy reference).
World scale can only be approximate if non-uniform scales and
non-orthogonal rotations are involved, but it is still useful
information sometimes.
However, the calculation is expensive (needs a square root), so remove
world scale as a component and instead calculate it on an as-needed
basis because it is quite expensive to do for every transform when it is
used only by the legacy-GL alias model renderer.
I don't know why it didn't happen during the demo loop, but going from
the start map to e1m1 caused a segfault due to the efrags for a lava
ball getting double freed (however, I do think it might be because the
ball passed through at least two leafs, while entities in the demos did
not). The double free was because SCR_NewScene (indirectly) freed all
the efrags without removing them from entities, and then the client code
deleting the entities caused the visibility components to get deleted
and thus the efrags freed a second time. Using ECS_RemoveEntities on the
visibility component ensures the entities don't have a visibility
component to remove when they are later deleted.
It's currently used only by the vulkan renderer, as it's the only
renderer that can make good use of it for alias models, but now vulkan
show shirt/pants colors (finally).
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
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.
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.
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.
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.
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).
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
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.
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
Hierarchies are now much closer to being more general in that they are
not tied to 3d transforms. This is a major step to moving the whole
entity/transform system into an ECS.
That does feel a little redundant, but I think the System in ECS is
referring to the systems that run on the components, while the other
system is the support code for the ECS. Anyway...
This is based heavily on the information provided by @skipjack in his
github blog about EnTT. Currently, entity recycling and sparse arrays
for component pools have been implemented, and adding components to an
entity has been tested.
This is the beginning of adding ECS to QF. While the previous iteration
of hierarchies was a start in the direction towards ECS, this pulls most
of the 3d-specific transform stuff out of the hierarchy "objects",
making all the matrices and vectors/quaternions actual components (in
the ECS sense). There's more work to be done with respect to the
transform and entity members of hierarchy_t (entity should probably go
away entirely, and transform should become hierref_t (or whatever its
final name becomes), but I wanted to get things working sooner than
later.
The motivation for the effort was to allow views to use hierarchy_t,
which should be possible once I get entity and transform sorted out.
I am really glad I already had automated tests for hierarchies, as
things proved to be a little tricky to get working due to forgetting why
certain things were there.
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.
While it wasn't the root cause of the disappearing lights (even after
sorting out the light limit issue), because the cause of that was
everything working as designed, I suspect sunlight wasn't reaching as
far as it should. Even it it was, this should be slightly faster
(especially for larger maps) as leafs can be tested 32 or 64 at a time
rather than individually.
It copies an entire hierarchy (minus actual entities, but I'm as yet
unsure how to proceed with them), even across scenes as the source scene
is irrelevant and the destination scene is used for creating the new
transforms.
Abyss of Pandemonium uses global ambient light a lot, but doesn't
specify it in every map (nothing extracting entities and adding a
reasonable value can't fix). I imagine some further tweaking will be
needed.
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.