Commit graph

79 commits

Author SHA1 Message Date
Bill Currie
9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
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.
2022-05-05 23:49:30 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
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.
2022-04-24 19:15:22 +09:00
Bill Currie
495dd759f0 [renderer] Clean up FOV and viewport handling
Viewport and FOV updates are now separate so updating one doesn't cause
recalculations of the other. Also, perspective setup is now done
directly from the tangents of the half angles for fov_x and fov_y making
the renderers independent of fov/aspect mode. I imagine things are a bit
of a mess with view size changes, and especially screen size changes
(not supported yet anyway), and vulkan winds up updating its projection
matrices every frame, but everything that's expected to work does
(vulkan errors out for fisheye or warp due to frame buffer creation not
being supported yet).
2022-03-30 14:55:32 +09:00
Bill Currie
f21c2178fa [renderer] Move cshift defs into client
Definitely not something for the renderer to care about directly (ie, at
most, a post-process filter setting or palette update, which is how it
actually is currently).
2022-03-29 14:46:46 +09:00
Bill Currie
3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00
Bill Currie
75d7f4cecb [renderer] Clean up particles a little
The quake-specific enums are now in the client header, and the particle
system now has a gravity field rather than getting it from
vid_render_data (which I hope to eventually get rid of entirely).
2022-03-29 14:43:38 +09:00
Bill Currie
3103f400fd [sw] Clean up r_refdef and R_ViewChanged
r_refdef is really meant for holding the various screen "constants" for
the software renderer rather than the more generic scene stuff. All the
fields referenced by the low level rendering code (especially assembly)
have been moved to the beginning of the struct (and nicely fit within 64
bytes). The other fields should be moved elsewhere, but not this commit.

On top of that, R_ViewChanged is much easier to read, and there are
fewer static globals.
2022-03-27 15:32:00 +09:00
Bill Currie
0c437492b4 [renderer] Move to using dynamic frame buffers
For now, OpenGL and Vulkan renderers are broken as I focused on getting
the software renderer working (which was quite tricky to get right).

This fixes a couple of issues: the segfault when warping the screen (due
to the scene rendering move invalidating the warp buffer), and warp
always having 320x200 resolution. There's still the problem of the
effect being too subtle at high resolution, but that's just a matter of
updating the tables and tweaking the code in D_WarpScreen.

Another issue is the Draw functions should probably write directly to
the main frame buffer or even one passed in as a parameter. This would
remove the need for binding the main buffer at the beginning and end of
the frame.
2022-03-24 12:56:29 +09:00
Bill Currie
65af7fb4a4 [mathlib] Remove frustum global
It should never have been there and is now in the refdef (not its final
home: it should probably be part of the camera).
2022-03-19 12:33:12 +09:00
Bill Currie
b912c2a667 [renderer] Clean up R_SetFrustum
The only global it touches now is frustum, and that needs fixing in
mathlib (good grief, we (probably I) did some weird things when merging
the code).
2022-03-19 10:06:38 +09:00
Bill Currie
7402fcfd0c [renderer] move r_worldentity and r_viewleaf into refdef
More cleanup of globals that seem to be quake specific.
2022-03-14 15:27:43 +09:00
Bill Currie
bce7d5b832 [renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.

Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 09:45:27 +09:00
Bill Currie
3414eb12a3 [renderer] Move r_ambient and r_drawflat to client code
It makes more sense for these cvars to be under client control via
r_refdef. Completely disabled in qw, and currently ignored in nq.
2022-03-09 22:51:21 +09:00
Bill Currie
48c225da89 [renderer] Merge the fog support code
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
2022-03-08 02:28:19 +09:00
Bill Currie
2eae2e5d74 [renderer] Move some functions from plugins to main lib
One step in cleaning up vid_render_funcs.
2022-03-07 13:40:04 +09:00
Bill Currie
d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00
Bill Currie
f6ac614e09 [scene] Add functions for scene and entity create/delete
Scene creation was already there, but now can be deleted, as can
entities.
2022-02-14 16:41:38 +09:00
Bill Currie
d70d72e6e4 [particles] Create a psystem object
This takes care of the global variables to a point (there is still the
global struct shared between the non-vulkan renderers), but it also
takes care of glsl's points-only rendering.
2021-12-24 06:45:13 +09:00
Bill Currie
8d2791752e [particles] Merge particle spawning into client
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
2021-12-24 06:45:13 +09:00
Bill Currie
813497a1aa [ui] Create library for UI support code
Currently this has text buffer, input line, vrect and view code.
2021-06-12 22:50:51 +09:00
Bill Currie
39103cc8a3 [sw] Fix some 32-bit assembly issues
I'm not sure that the mismatch between refdef_t and the assembly defines
was a problem (many fields unused), but the main problem was due to
execute permission on the pages: one chunk of asm was in the data
section, and the patched code was not marked as being executable (due to
such a thing not existing when quake was written).
2021-04-02 22:17:32 +09:00
Bill Currie
5bf21931c7 [renderer] Remove more old fields from entity_t
The only transform related field remaining is old_origin. This also
brings the renderer closer to using simd (lots of stuff to fix still,
though).
2021-03-20 00:08:21 +09:00
Bill Currie
51e8694195 [qw] Use a dynamic array to track static entities
This takes care of another fixme in the cleanup of entity_t.
2021-03-11 09:11:08 +09:00
Bill Currie
fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00
Bill Currie
b6bc8ed553 [renderer] Move core of scrap into shared code
The actual 2d area management code is now shared, with the actual
definition for scrap_t being left to the renderer specific
implementation.
2021-01-13 02:47:07 +09:00
Bill Currie
1a7add3f6d Merge branch 'master' into vulkan 2020-03-20 13:04:41 +09:00
Bill Currie
a30433fa9e Make header protection consistent
And delete a couple of useless files.
2020-02-24 12:21:20 +09:00
Bill Currie
cb10175824 Pass vid_internal to R_LoadModule
This fixes the segfault and pushes things very much in the desired
direction of proper system independence for rendering and presentation
separation (though things were headed in the right direction before).
2019-07-08 14:04:03 +09:00
Bill Currie
3cb0f3e183 Remove viddef in favor of vid in the renderers.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
2013-01-16 11:23:47 +09:00
Bill Currie
2897dc5a16 Frame-rate independent cshift fades.
As per mh's post on inside3d.com. I don't see any difference, but it still
fades well, so... :)
http://forums.inside3d.com/viewtopic.php?f=12&t=4899
2012-06-15 22:02:18 +09:00
Bill Currie
e730608dd7 Implement r_flatlightstyles from fitzquake. 2012-06-15 22:02:14 +09:00
Bill Currie
23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
866c56c236 Do not try to lerp entities when their model changes.
This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
2012-04-25 10:09:23 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
d62772e9cc Separate render module loading from initialization.
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
2012-04-11 14:58:56 +09:00
Bill Currie
8e91fb7bc1 Get the basics linking.
Still, nothing will work: no plugins are loaded and they're all broken
anyway.

glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
2012-04-11 14:58:53 +09:00
Bill Currie
a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie
72fb96245f Cleanup global symbols for the sw and sw32 renderers.
Names not mangled, but those symbols that could be made static have been.
Also, many dead variables have been removed.
2012-02-18 14:34:14 +09:00
Bill Currie
9a4b065eaf Fix top/bottom colors for the SW renderers. 2012-01-23 17:33:19 +09:00
Bill Currie
7bfddd7ffe Gut most of the old skin code.
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie
53d89bf85a Clean up the mess around D_FlushCaches.
Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
Bill Currie
33c5320c0e Create stubs for most of the required render functions.
nq-glslx almost links. Just some suspicious references in host.c I want to
check before doing anything more.
2011-12-23 12:19:50 +09:00
Bill Currie
52d9269867 Merge brush model with world model rendering.
With this, non-mtex global fog now works properly :).
2011-12-18 08:09:55 +09:00
Bill Currie
3eb859a88f Move the entity transform setup into the clients.
This has several benifits:
  o The silly issue with alias model pitches being backwards is kept out
    of the renderer (it's a quakec thing: entites do their pitch
    backwards, but originally, only alias models were rotated. Hipnotic
    did brush entity rotations in the correct direction).
  o Angle to frame vector conversions are done only when the entity's
    angles vector changes, rather than every frame. This avoids a lot of
    unnecessary trig function calls.
  o Once transformed, an entity's frame vectors are always available.
    However, the vectors are left handed rather than right handed (ie,
    forward/left/up instead of forward/right/up): just a matter of
    watching the sign. This avoids even more trig calls (flag models in
    qw).
  o This paves the way for merging brush entity surface rendering with the
    world model surface rendering (the actual goal of this patch).
  o This also paves the way for using quaternions to represent entity
    orientation, as that would be a protocol change.
2011-12-15 17:09:01 +09:00
Bill Currie
4b515a961b Back out the fitzquake lerp changes.
That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie
90fcbefaff Don't use entity_t's next for linking static enitities. 2010-12-25 19:59:34 +09:00
Bill Currie
ce96e6b055 The beginnings of fog support.
gl_fog.c is taken from fitzquake with only minor modifications to get it
into QF. Other than worldspawn/network parsing, it's not used yet.
2010-12-10 17:17:30 +09:00
Bill Currie
a4b97e9e2e Dynamic entity allocation. Unlimited static entities.
Entities can now be allocated dynamically. They are freed whenever a new
map is loaded.

Use the dynamic entities for static entities.
2010-12-03 21:01:52 +09:00
Bill Currie
a6941e27ef Eliminate MAX_VISEDICTS. Unlimited visible entities.
The renderer can now render as many entities as can be crammed into the
currently visible set of nodes.
2010-12-03 14:59:02 +09:00
Bill Currie
cacd2fb895 FiztQuake's lerping system.
Seems to be mostly working. I get some funny results for zombies, but that
might be moving and turning at the same time causing issues.
2010-11-26 16:20:05 +09:00