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.
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).
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).
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).
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 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.
The idea is the UI system can call into the renderer without knowing
anything about the renderer, and the renderer can do what it pleases to
create UI elements in the correct context (passes as a parameter).
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).
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).
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).
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).
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.
Shaped text is cached using all the shaping parameters as well as the
text itself as a key. This makes text shaping a non-issue for imui when
the text is stable, taking my simple test from 120fps to 1000fps
(optimized build).
As I had long suspected, building large hierarchies is fiendishly
expensive (at least O(N^2)). However, this is because the hierarchies
are structured such that adding high-level nodes results in a lot of
copying due to the flattened (breadth-first) layout (which does make for
excellent breadth-first performance when working with a hierarchy).
Using tree mode allows adding new nodes to be O(1) (I guess O(N) for the
size of the sub-tree being added, but that's not supported yet) and
costs only an additional 8 bytes per node. Switching from flat mode to
tree mode is very cheap as only the additional tree-related indices need
to be fixed up (they're almost entirely ignored in flat mode). Switching
from tree to flat mode is a little more expensive as the entire tree
needs to be copied, but it seems to be an O(N) (size of the tree).
With this, building the style editor window went from about 25% to about
5% (and most of that is realloc!), with a 1.3% cost for switching from
tree mode to flat mode.
There's still a lot of work to do (supporting removal and tree inserts).
By default, horizontal and vertical layouts expand to fill their parent
in their on-axis direction (horizontally for horizontal layouts), but
fit to their child views in their off-axis.
Flexible space views take advantage of auto-expansion, pushing sibling
views such that the grandparent view is filled on the parent view's
on-axis, and the parent view is filled by the space in the parent view's
off-axis. Flexible views currently have a background fill, allowing them
to provide background filling of the overall view with minimal overdraw
(ancestor views don't need to have any fill at all).