Commit graph

5662 commits

Author SHA1 Message Date
Bill Currie
3da90b612f [vulkan] Remove superfluous glyph fragment shader
The main reason I had created in the first place was I hadn't thought of
using image view swizzles to handle coverage-alpha textures (for
monochrome glyphs), and for whatever reason also had the texture in a
different binding slot to the twod fragment shader. With both issues out
of the way, there's no reason to have an almost identical (just some
naming) shader just for glyphs.
2023-01-05 13:34:52 +09:00
Bill Currie
37b6d4da7e [vulkan] Switch glyph vertex and texture data bindings
With an eye towards merging the 2d pipelines as much as possible, I
found that the glyph and basic 2d quad texture descriptors were in
different slots for no reason I can think of. Having them in the same
slot would mean I could use the same fragment shader for all 2d
pipelines (though the plan is to get it down to two: (sliced) quads and
lines).
2023-01-05 13:25:46 +09:00
Bill Currie
70e93bb7e8 [ruamoko] Advance glyphset when working through the pool
It seems to help if the right font data is used when rendering glyphs.
Fixes use of multiple fonts in different passages.
2023-01-03 20:20:02 +09:00
Bill Currie
5477749280 [vulkan] Use correct input assembly for sprite depth
I hadn't noticed the problem until playing with early fragment tests for
the sprite fragment shaders, but passing data that expects triangle
strips to a pipeline that expects triangle lists doesn't work too well
when drawing quads.
2022-12-23 12:47:28 +09:00
Bill Currie
b5912bba9b [ui] Clean up the canvas component
It turns out only the range ids are needed in the canvas component at
this stage, and moving the canvas system base into canvas_system_t makes
sense.
2022-12-21 01:54:10 +09:00
Bill Currie
6decbd18c4 [ui] Add a canvas system
This is the beginning of supporting 2d rendering in 3d space. The idea
is that a canvas can be in 2d orthographic space (not attached to any
entity with a 3d transform), or in 3d perspective space (attached to an
entity with a 3d transform, either as a child of the camera, or of some
object in 3d space).

It will replace the current HUD code when it's working.
2022-12-20 19:45:48 +09:00
Bill Currie
3a2877dd9a [ecs] Adjust subpool range type to return start,end
I found I needed the subrange start as well as the end, but I liked that
the subpools themselves used only the end of the range, so switching to
just a unint32_t for the value and adding a function to return a tuple
made sense. I had kept the struct because I thought I might want to
store additional information (eg, the entity "owning" the subpool), but
found that I didn't need such information as the systems using subpools
that way would have access to the entity by other means.

Interestingly, the change found a bug in subpool creation: I really
don't know why things worked before, but they work better now :)
2022-12-20 17:56:08 +09:00
Bill Currie
34930ba195 [ecs] Fix a bit of white space 2022-12-20 10:59:26 +09:00
Bill Currie
d67b8cdf05 [ecs] Add support for subpools
Subpools are for grouping components by some criterion. Any component
that has a rangeid callback will be grouped with other components that
return the same render id. Note that the ordering of components within a
group will be affected by adding a component into a group that comes
before that group (or removing a component).

Component pools can have multiple groups, added and removed dynamically,
but removing a group should (currently) be done only when empty.
2022-12-18 21:11:21 +09:00
Bill Currie
24a85dbadc [ui] Add a component set for passage hierarchy refs
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).
2022-12-16 18:12:38 +09:00
Bill Currie
61f61baf48 [client] Remove hud_href component
I had missed this when adapting the ecs system for modular systems.
2022-12-15 12:50:27 +09:00
Bill Currie
41d25df0d2 [ui] Attach text views to passage entities
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).
2022-12-14 22:38:37 +09:00
Bill Currie
ead5e89165 [renderer] Don't mark made pics as cached
Marking them as cached means that they'll be "uncached" instead of
destroyed when freed, which would not be a particularly good thing. I
have no memory as to how I found this as I found the change in my git
stash.
2022-12-14 12:40:14 +09:00
Bill Currie
b230fe18ce [ecs] Split component registration from pool creation
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.
2022-12-13 22:58:44 +09:00
Bill Currie
3c4dccf801 [ecs] Organize headers and code
There's now a main ecs.h file that includes the sub-system headers,
removing the need to explicitly include several header files, but the
sub-systems are a less cluttered.
2022-12-13 15:31:35 +09:00
Bill Currie
1a56376f98 [scene,ui] Be more consistent with component enum names
Actual registry component counts are *_comp_count while hierarchy type
component counts are *_type_count.
2022-12-12 13:37:01 +09:00
Bill Currie
bb677a1a7c [ecs] Move href_comp into hierarchy_t
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).
2022-12-12 00:20:20 +09:00
Bill Currie
cb45fe7034 [x11] Warp the mouse when it touches a barrier
It seems that the mouse escaping the barriers requires some combination
of hitting two at once, and holding your mouth just right (something
about sliding the mouse up and down one barrier near the other).
However, sending the mouse back to the center of the screen when it
touches a barrier makes such sliding impossible.

This seems to fix #38
2022-12-11 19:14:35 +09:00
Bill Currie
203e490be0 [x11] Fix a couple of missed XFixes related blocks
Disabling XFixes but keeping XInput2 wouldn't compile.
2022-12-11 17:28:31 +09:00
Bill Currie
b553c313fe [x11] Don't double-divide for window center
I obviously need a better way to test legacy code because the fix for
unsigned-int behavior with clang broke mouse warping when using
XGrabPointer instead of XInput2's XIGrabEnter.
2022-12-11 16:46:58 +09:00
Bill Currie
65214fb7f8 [ui] Split flowed line separation
The separation now uses height above (right of) the base line, and depth
below (left of) the base line. This puts the text exactly where I want
it, but there's still the problem of uneven line spacing caused by
descenders and ascenders. However, I suspect that's more up to the
text/font handling code to get the boxes right (maybe set spaces to have
the right dimensions?).
2022-12-10 22:07:54 +09:00
Bill Currie
6a9985c8aa [vulkan] Fix an uninitialized field
Yay valgrind. Luckily, there was a very tiny probability for it causing
problems, but 0 is better.
2022-12-10 19:05:39 +09:00
Bill Currie
50d588567b [ui] Fix a pile of errors in text shaping
The main problem was the confusion about the coordinates within a single
glyph, and thus the glyphs position within the view's box. With this,
flowed text works fairly well except for some issues with spacing
between lines (which I think is due to the flow code not having been
tested with offset boxes).
2022-12-10 19:05:39 +09:00
Bill Currie
c316b6b5d1 [ruamoko] Wrap more text and view functions
rua_gui.c is still a horrible mess of hacks, but it does the job for
testing the text code.
2022-12-10 19:05:39 +09:00
Bill Currie
5668006087 [renderer] Replace Draw_FontString with Draw_Glyph
While Draw_Glyph does draw only one glyph at a time, it doesn't shape
the text every time, so is a major win for performance (especially
coupled with pre-shaped text).
2022-12-10 18:55:08 +09:00
Bill Currie
d98eb8abc6 [ui] Add support for setting text attributes
Font cannot be overridden yet, but script attributes (language, script
type, direction) and features can be set at all three levels in a
passage. Attributes on the root level act as defaults for the paragraph
and word levels, and paragraph attributes act as defaults for the word
level.
2022-12-09 18:46:26 +09:00
Bill Currie
c5af5728fe [ui] Fix some passage text shaping bugs
Passage_Delete needs to check if the hierarchy is valid as no text may
have been added, which results in a null pointer for the hierarchy.

Text shaping needs to set language etc every time it resets the buffer.
2022-12-09 15:20:10 +09:00
Bill Currie
b93ab95c47 [ruamoko] Add some builtins for passages and text
Just some basic implementation so I can test shaping of passage text.
2022-12-09 15:18:47 +09:00
Bill Currie
5fd510ade4 [ui] Add font to renderer when loading
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).
2022-12-08 16:57:45 +09:00
Bill Currie
95f55dfc34 [ui] Move text handling into gui lib
And add a function to process a passage into a set of views with glyphs.
The views can be flowed: they have flow gravity and their sizes set to
contain all the glyphs within each view (nominally, words). Nothing is
tested yet, and font rendering is currently broken completely.
2022-12-08 15:33:50 +09:00
Bill Currie
136bf882f6 [ui] Move font loading into new gui library
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.
2022-12-07 17:38:38 +09:00
Bill Currie
46967dbc05 [glsl] Implement font rendering
It's not the best code, but it does the job of getting the basics
working.
2022-12-06 01:18:01 +09:00
Bill Currie
1f5ec68b4a [sw] Convert built in 8x8 font transparent pixels
I had done the loader for the GPU renderers, so the CPU renderer didn't
draw the characters transparently. Fixes the pink block in my ruamoko
test scene (due to the notify text area).
2022-12-05 21:06:42 +09:00
Bill Currie
a9745d0540 [vulkan] Use tex_a instead of tex_l for glyphs
While it doesn't really make any difference to the texture upload (8-bit
is 8-bit), and the sampler is in control of the interpretation, this
makes vulkan more consistent with the specification of the glyph
texture.
2022-12-05 17:13:32 +09:00
Bill Currie
113e4d5cf0 [sw] Implement font rendering
That looks better than expected.
2022-12-05 15:24:14 +09:00
Bill Currie
022c49035f [gl] Add a function to load a tex_t image
In theory, it supports all the non-palette formats, but only luminance
and alpha (tex_l and tex_a) have been tested. Fixes the rather broken
glyph rendering.
2022-12-05 13:35:44 +09:00
Bill Currie
b987414c1d [gl] Implement font rendering
It doesn't quite work properly due to the alpha-coverage texture being
uploaded as normal quake data, but all the basics are working nicely.
2022-12-05 11:28:48 +09:00
Bill Currie
8e1bf69d5d [scene] Correct the calculation of world scale
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.
2022-12-05 09:45:13 +09:00
Bill Currie
7c4ee70d9e [build] Fix windows builds
More bitrot.
2022-12-02 17:33:26 +09:00
Bill Currie
99b568c208 [build] Fix distcheck once again
Probably the hardest part of QF to maintain.
2022-12-02 17:10:04 +09:00
Bill Currie
17c3f12ba2 [vulkan] Add a cvar for oit fragment buffer size
My laptop can't have a buffer larger than 128MB, but 16M fragments wants
512MB. Also, someone running at 4k will probably want a larger buffer.
2022-12-02 13:34:33 +09:00
Bill Currie
1d84d54509 [vulkan] Add cvars to control vulkan 3d frame buffer size
Thanks to the 3d frame buffer output being separate from the swap chain,
it's possible to have a different frame buffer size from the window
size, allowing for a smaller buffer and thus my laptop can cope (mostly)
with the vulkan renderer.
2022-12-02 13:17:07 +09:00
Bill Currie
9b609469ed [vulkan] Prevent particle update buffers escaping the staging buffer
The escape was actually harmless as the buffers would not be read due to
the particle count being 0 (thus why the buffers were at the end of the
staging buffer: no space was allocated for them, only for the system
buffer, but their offsets were just past the system buffer). However,
the validation layers quite rightly did not like that. Thus, the two
buffers are pointed to the system buffer so all three descriptors are
always valid.
2022-12-02 12:46:45 +09:00
Bill Currie
b35854c706 [renderer] Improve time graph display
It now shows 200 frames and markings for 0, 1, 2, 2.5, 3.3, 5 and 10ms.
2022-12-02 10:52:16 +09:00
Bill Currie
958b6ff1d8 [glsl] Implement line graph drawing
Finally :/
2022-12-02 10:51:41 +09:00
Bill Currie
baed4bb160 [gl] Skip lights that are too far from the surface
Where too far is 1024 units as that is the maximum supported, or the
radius. The change to using unsigned for the distances meant the simple
checks missed the effective max dist going negative, thus leading to a
segfault.
2022-12-02 10:12:54 +09:00
Bill Currie
966ef949c5 [vulkan] Move oit blending into compose subpass
I had debated putting the blending in the compose subpass or a separate
pass but went with the separate pass originally, but it turns out that
removing the separate pass gains 1-3% (5-15/545 fps in a timedemo of
demo1).
2022-12-01 23:03:55 +09:00
Bill Currie
7a64bb1149 [client] Use realtime for net icon check
viewstate's time is from cl.time which is not what's used to set
last_servermessage (that uses realtime). After careful investigation, I
found that cl.time is not at all suitable and that the original id code
used realtime (I think it was just me being lazy when I merged the
code). Fixes the stuck net icon.
2022-12-01 17:52:40 +09:00
Bill Currie
07fd93a56f [client] Use a separate explosion type for nq
quake changes rocket and grenade models to explosion models, but
quakeworld does not. This resulted in nq drawing two explosion sprites
instead of one. Separating the types allows nq to skip adding a sprite
for the explosion.
2022-12-01 15:59:14 +09:00
Bill Currie
9ba2d26542 [client] Move sbar.h into client
Where it belongs :P
2022-12-01 15:00:09 +09:00