Commit graph

12952 commits

Author SHA1 Message Date
Bill Currie
70dae21ea6 [nq] Get face animations working again 2022-11-04 10:00:08 +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
ea3ff47cc5 [nq] Make sbar setup more data-driven
I doubt the scheme is final (eg, char buffer setup), but it feels better
than a pile of function calls.
2022-11-03 15:53:52 +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
0626ec6469 [nq] Get scores display working again
Now only the time portion updates every frame, and then only when the
scores are shown (no real change for that one). Not really a significant
optimization, as the information was updated only while the scores were
shown, but it's still nice.
2022-11-03 11:38:32 +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
9f01cb25fe [qw] Move netgraph setup into cl_ngraph
This finally gets cl_screen so it can be merged.
2022-11-02 10:33:06 +09:00
Bill Currie
010b61ee8b [qw] Move viewstate movecmd setting to input code
Cleans up cl_screen and even simplifies the code. Double bonus :)
2022-11-02 10:05:58 +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
efee9c87a9 [nq,qw] Minimize differences in cl_screen.c 2022-11-01 21:00:40 +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
e504079938 [qwaq] Disable console screen view set for now
The renderer currently does not have a view, and the qwaq console isn't
used right now anyway.
2022-11-01 10:18:47 +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
962319af09 [ecs] Make Ent_HasComponent more robust
It doesn't check that the entity itself is valid, but it does at least
check that the index fetched from the sparse array is valid. Fixes a
segfault when a valid entity never had the component.
2022-10-31 13:06:55 +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
4df145d76a [scene] Improve entity component check
For a component to be on an entity, the entity id in the component
pool's dense array must match the entity.
2022-10-26 12:34:09 +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
Bill Currie
9f9e21f1dc [nq] Relink entities when there model changes
This is the fix for the grenade explosion bug. It was rather difficult
to track down because *two* explosions are rendered for the one grenade
(but that's actually another bug due to the nq/qw merge). It's also
correct as changing the model can change the BSP leafs the entity
touches.
2022-10-23 23:02:16 +09:00
Bill Currie
cf4a3399c4 [nq] Reduce entity churn
While chasing down the grenade explosion bug, I noticed that entities
were being created and destroyed (or really, not destroyed) just to
check of the entity was valid. In the old system, this wasn't
*horrible*, but with the ECS, it does mean entities and components are
getting churned up, which wouldn't be good for the entity generation
counter (only 12 bits).
2022-10-23 22:43:45 +09:00
Bill Currie
8acd5c558b [scene] Make entity_t just an entity id for ECS
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.
2022-10-23 22:24:36 +09:00
Bill Currie
dd1554aed3 [qw] Set cl.viewstate.time when setting cl.time
Fixes cshifts not fading. I'm sure there is a better fix, but this at
least gets qw mostly usable (for testing, at least: something is wonky
with roll).
2022-10-22 14:15:36 +09:00
Bill Currie
de786ce197 [scene] Use hierref_t instead of transform_t in hierarchy
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.
2022-10-22 13:04:07 +09:00