While "set" is a tad strong (there's just the one component for now), I
had missed the changes when adding ECS systems. Fixes the segfault at
the end of demo1 (ie, when any center text is printed).
Instead of creating new entities for the text views. This approximately
halves the number of entities required to display flowed text, but also
tests the ability to have an entity in multiple hierarchies (the goal of
the ECS component and system changes).
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).
This causes some problems with linking if libQFgui is linked with
libQFrenderer (which is necessary in the long run), but it seems
everything gets away with it for now (which, tbh, I don't like).
Font and text handling is very much part of user interface and at least
partially independent of rendering, but does fit it better with GUI than
genera UI (ie, both graphics and text mode), thus libQFgui as well as
libQFui are built in the ui directory.
The existing font related builtins have been moved into the ruamoko
client library.
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.
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 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.
-describe is sent to the object, and the returned string passed back.
There is a worry about the lifetime of the returned string as there's
currently no way of both ensuring it doesn't get freed prematurely and
ensuring it does eventually get freed.
And use it for Ruamoko object reference counts.
I need reference counts for dealing with block sound buffers since they
can be shared by many channels. I figured I take care of Ruamoko's
reference count location at the same time.
Fixes#27.
This is meant for a "permanent" tear-down before freeing the memory
holding the VM state or at program shutdown. As a consequence, builtin
sub-systems registering resources are now required to pass a "destroy"
function pointer that will be called just before the memory holding
those resources is freed by the VM resource manager (ie, the manager
owns the resource memory block, but each subsystem is responsible for
cleaning up any resources held within that block).
This even enhances thread-safety in rua_obj (there are some problems
with cmd, cvar, and gib).
Just "loading" and "unloading" (both really just hints due to the
caching system), and an internal function for converting a handle to a
model pointer, but it let me test IQM loading and unloading in Vulkan.
The scene id is in the lower 32-bits for all objects (upper 32-bits are
0 for actual scene objects) and entity/transform ids are in the upper
32-bits. Saves having to pass around a second parameter in progs code.
pr_type_t now contains only the one "value" field, and all the access
macros now use their PACKED variant for base access, making access to
larger types more consistent with the smaller types.
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.
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).
I've run into a bit of an issue with transform management (really, just
need to make them owned by the scene, but that means creating a scene
for quake and quakeworld).
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.
Closes#26
The zone memory block header is 64 bytes, so allocating a single 8 byte
selector is rather wasteful. Instead, allocate selectors in large chunks
(currently 64) and divvy them out as needed. Significantly reduces
memory pressure in large Ruamoko progs.
It's not enforced a this stage, and it would be easy enough to handle,
but it turns out all the standard quake and quakeworld progs never used
... for the print functions: the behavior of PF_VarString was
undocumented and so... tough :P.
It now takes the function name to print in error message (passed on to
PR_Sprintf) and the argument number of the format string. The variable
arguments (in ...) are assumed to be immediately after the format
argument.
This gets message forwarding apparently working, though something isn't
quite right as qwaq-app doesn't update properly when I try to step
through the program, but that could be an error elsewhere.
This takes care of the problems with PR_RESET_PARAMS (which has recently
become just a wrapper for PR_SetupParams) changing the stack and causing
PR_CallFunction to save the wrong stack pointer. Message forwarding is
currently broken for Ruamoko ISA progs, but that is due to not having a
valid pr_argc. However, I do have a plan involving extracting the
parameter count from the selector, but that's something for a later
commit. Everything else seems to be ok (my little game is working
nicely).
rua_obj was skipped because that looks to be a bit more work and should
be a separate commit.
This is to avoid the stack getting mangled when calling progs functions
with parameters.
I suppose having one builtin call another was a neat idea at the time,
and really could have been fixed by simply wrapping the calls with
push/pop frame, but this is probably faster.
obj_msg_sendv needs to push the parameters onto the stack for Ruamoko
progs, but this causes problems because PR_CallFunction winds up
recording the wrong stack pointer for progs functions, and nothing
restores the stack for builtins. The handling is basically the same as
for the return pointer.
pr_argc cannot be used in Ruamoko progs because nothing sets it. This
fixes the parse errors and resulting segfault when trying to parse the
Vulkan pipeline config.
Builtins that call progs with parameters now must always wrap the call
to PR_ExecuteProgram so that the data stack is properly preserved across
the call.
I need to do an audit of all the calls to PR_ExecuteProgram.
In Ruamoko ISA progs, the param pointers point to the stack and
generally must most be manipulated by builtins, and there is no need
anyway as Ruamoko doesn't have RCALL. Fixes the mangling of .super.
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.