Commit graph

757 commits

Author SHA1 Message Date
Bill Currie
4578b1af0d [vid] Remove console view from viddef_t
This breaks console scaling for now (con_width and con_height are gone),
but is a major step towards window resize support as console stuff
should never have been in viddef_t in the first place.

The client screen init code now sets up a screen view (actually the
renderer's scr_view) that is passed to the client console so it can know
the size of the screen. The same view is used by the status bar code.

Also, the ram/cache/paused icon drawing is moved into the client screen
update code. A bit of duplication, but I do plan on merging that
eventually.
2022-09-21 17:31:18 +09:00
Bill Currie
2473584759 [vid] Clean out an unused variable from context_win
It's dead, Jim.
2022-09-21 12:37:55 +09:00
Bill Currie
230e23db5d [console] Update a little for event handling
Con_CheckResize is no longer necessary thanks to the ie_app_window
event, and the client doesn't need C_ProcessInput so that is now
optional.
2022-09-21 12:13:06 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
bff0847761 [cvar] Clean up most misinterpreted cvar types
The misinterpretations were due to either the cvar not being accessed
directly by the engine, but via only the callback, or the cvars were
accesssed only by progs (in which case, they should be float). The
remainder are a potential enum (hud gravity) and a "too hard basket"
(rcon password: need to figure out how I want to handle secret strings).
2022-04-24 20:04:06 +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
8a411dc120 [joy] Clean up some redundant cvar flags
No need to or CVAR_NONE with other flags.
2022-04-24 17:23:46 +09:00
Bill Currie
b649638400 [joy] Clean up some redundant cvar flags
No need to or CVAR_NONE with other flags.
2022-04-13 14:17:58 +09:00
Bill Currie
4d443d3114 [vid] Fix non-utf8 circle-c in fbset
Python didn't like reading the files.
2022-04-13 10:35:40 +09:00
Bill Currie
3f575ab025 [win] Update for moved vulkan viewport
I forgot to do a windows test build.
2022-04-06 18:36:07 +09:00
Bill Currie
9892e571ce [vulkan] Move viewport and scissor into qfv_renderpass_t
This makes much more sense as they are intimately tied to the frame
buffer on which a render pass is working. Now, just the window width
and height are stored in vulkan_ctx_t. As a side benefit,
QFV_CreateSwapchain no long references viddef (now just palette and
conview in vulkan_draw.c to go).
2022-04-01 20:34:41 +09:00
Bill Currie
b02e29ea89 [x11] Clear up some signed/unsigned ambiguity
I don't remember what gcc does with unsigned-int, but obviously clang
produces another unsigned, which is most definitely not wanted.
2022-03-31 00:34:40 +09:00
Bill Currie
63e5655f68 Clean up some enum sanity checks
It seems clang defaults to unsigned for enums. Interestingly, gcc was ok
with the checks being either way. I guess gcc treats enums that *can* be
unsigned as DWIM.
2022-03-31 00:18:53 +09:00
Bill Currie
d53b0b0064 [sw] Clean up use of vid.colormap8
The main goal was to not update the colormap pointers when only the
viewport or fov changed.
2022-03-29 14:43:38 +09:00
Bill Currie
18aae8205e [glsl] Implement screen warp when in liquids
Finally, after a decade :P Looks pretty good, too, and is (almost)
properly scaled to the resolution (almost because the effect is a little
squashed, but I think the sw renderer does the same).
2022-03-25 09:01:27 +09:00
Bill Currie
00362e9f4e [gl] Explicitly request compatibility profile
And core profile for glsl
2022-03-25 09:01:11 +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
4c90c3c4bb [sw] Remove pixbytes from sw_ctx_t
It's no longer needed as the sw renderer is 8-bit only.
2022-03-21 14:37:28 +09:00
Bill Currie
b82a353a20 [vid] Remove VID_InitBuffers
Its guts have been moved to D_Init temporarily while I work on the
frame buffer design. This is actually a big part of that work as it
moves most of the frame buffer creation into the one place, making it
easier to ensure I get all the sub-buffers and caches created.
2022-03-21 14:35:11 +09:00
Bill Currie
3b4608a0cd [vid] Update glx handling to ensure GL 3.0
With what I have planned for frame buffers etc, GL 3.0 will be needed
even for the fixed-function GL renderer, and then I might even take the
GLSL renderer to 4.6 (dunno yet). This means that wgl will need to be
updated too, and I've found the info I need for that, but it's a bit
much to take on just yet.
2022-03-20 12:52:20 +09:00
Bill Currie
5477352e93 [renderer] Abandon sw32 altogether
I'd been considering it for a while, but in the end, all the issues it
presented made me decide it wasn't worth merging and was never really
worth keeping: it was a neat proof of concept but of little actual use,
especially now everyone either has an OK GPU or would want to stick to
8-bit rendering anyway (sorry L-Havoc).

However, both it and my merge work are preserved in git history :)
2022-03-09 21:36:15 +09:00
Bill Currie
19348f678f [win] Get the software renderer hobbling
16 and 32 bit rendering are disabled at the moment because there's a
weird segfault I need to fix, but the 8-bit dynamic lights are doing
weird things (for x11, too) when updating the light maps.
2022-03-09 20:00:59 +09:00
Bill Currie
6377734e32 [renderer] Merge the two software renderers
I got tired of having to maintain two separate software renderers, but
didn't want to just nuke sw32, so its core changes are merged into sw.

Alias model rendering is broken, but I know exactly what's wrong and how
to fix it, just need to take care due to asm.
2022-03-09 15:56:19 +09:00
Bill Currie
5eb397dd31 [renderer] Remove more dead code
The back-buffer and video buffer locking code was pretty much never more
than stubs (except maybe in dos quake).
2022-03-07 08:44:53 +09:00
Bill Currie
45c3c6d7be [screen] Clean up some dead declarations 2022-03-05 14:35:56 +09:00
Bill Currie
3cb93d4cbe [input] Add functions to get single axis/button info
Handy for retrieving the current state (raw) of a single axis or button.
2021-12-24 06:45:13 +09:00
Bill Currie
83ec2be2a6 [vid] Add a listener set for palette changes
This was needed to get crosshaircolor working correctly, but is likely
another step towards resizable windows (the listener set types are
generic for any viddef event, not just palette changes).
2021-12-24 06:45:13 +09:00
Bill Currie
d76cf9202d [x11] Create barriers only when grabbing
While using barriers is a zillion times better than actually grabbing
the mouse and keyboard, they're still a pain when debugging as qf is not
able to respond to the barrier-hit events. All the other logic is still
there so even when "grabbing", the mouse will not be blocked if the
window doesn't have focus.
2021-12-06 07:27:08 +09:00
Bill Currie
8b85e422d7 [vulkan] Add a debug stack to the vulkan instance
The stack is arbitrary strings that the validation layer debug callback
prints in reverse order after each message. This makes it easy to work
out what nodes in a pipeline/render pass plist are causing validation
errors. Still have to narrow down the actual line, but the messages seem
to help with that.
Putting qfvPushDebug/qfvPopDebug around other calls to vulkan should
help out a lot, tool.
As a bonus, the stack is printed before debug_breakpoint is called, so
it's immediately visible in gdb.
2021-11-30 18:10:48 +09:00
Bill Currie
b01c38903d [x11] Clamp barriers to the screen
It seems X11 does not like creating barriers entirely off the screen,
though the error seems to be a little unreliable (however, off the left
edge was definitely bad).
2021-11-25 20:23:18 +09:00
Bill Currie
67735182d7 [x11] Protect XInput2 and XFixes code
This will allow QF to be built in the unlikely event XInput2 or XFixes
are not available. nq-x11 seemed to work nicely with both disabled.
2021-11-24 02:17:08 +09:00
Bill Currie
b45acf7974 [x11] Add a comment about grabbing design 2021-11-24 01:51:52 +09:00
Bill Currie
719525a4a1 [x11] Set backed mouse button state for raw presses
Fixes button press events being treated as button releases in the event
handlers.
2021-11-23 23:21:43 +09:00
Bill Currie
28b80d8bf8 [x11] Handle raw motion events (more) correctly
For now, only the first two axis (mouse X and Y) are supported (XInput
treats the scroll wheel events as axes too, so mice have up to 4!), but
most importantly, this prevents the scroll wheel from being seen as the
X axis. Oops.
2021-11-23 23:15:08 +09:00
Bill Currie
78b4e8217e [x11] Fix a optimization compiler warning
With the old headers removed, X11_SetGamma became a stub and gcc
complained about it wanting the const attribute. On investigation, it
turned out the X_XF86VidModeSetGamma was a holdover from the initial
implementation of hardware gamma support.
2021-11-23 12:44:21 +09:00
Bill Currie
af5d92708d [x11] Implement raw keyboard input via XInput2
UI key presses are still handled by regular X events, but in-game
"button" presses arrive via raw keyboard events. This gives transparent
handling of keyboard repeat (UI keys see repeat, game keys do not),
without messing with the server's settings (yay, that was most annoying
when it came to debugging), and the keyboard is never grabbed, so this
is a fairly user-friendly setup.

At first, I wasn't too keen on capturing them from the root window
(thinking about the user's security), but after a lot of investigation,
I found a post by Peter Hutterer
(http://who-t.blogspot.com/2011/09/whats-new-in-xi-21-raw-events.html)
commenting that root window events were added to XInput2 specifically
for games. Since application focus is tracked and unfocused key events
are dropped very early on, there's no way for code further down the
food-chain to know there even was an event, abusing the access would
require modifying the x11 input code, in which case all bets are off
anyway and any attempt at security anywhere in the code will fail,
meaning that nefarious progs code and the like shouldn't be a problem.
2021-11-23 11:39:48 +09:00
Bill Currie
0c1927d631 [x11] Remove -nomouse handling
After a lot of thought, it really doesn't make sense to have an option
to block mouse input in x11 (not grabbing or similar does make sense, of
course). Not initializing mouse input made perfect sense in DOS and even
console Linux (SVGA) what with the low level access.
2021-11-22 23:54:31 +09:00
Bill Currie
c3ce12de4c [x11] Use root window for barriers
It turns out that if the barriers are set on the app window, and the app
grabs the pointer (even passively), barrier events will no longer be
sent to the app. However, creating the barriers on the root window and
the events are selected on the root window, the barrier events are sent
regardless of the grab state.
2021-11-22 15:42:22 +09:00
Bill Currie
ce8eac5ca0 [x11] Send app focus loss/gain events
Other subsystems, especially low-level input drivers, need to know when
the app has input focus. eg, as the evdev driver uses the raw stream
from the kernel, which has no idea about X application focus (in fact,
it seems the events are shared across multiple apps without any issue),
the evdev driver sees all the events thus needs to know when to drop
them.
2021-11-22 14:59:32 +09:00
Bill Currie
e8a7e8218e [x11] Check hit barrier is valid before releasing pointer
It turns out to be possible to get a barrier event at the same time as a
configure notify event (which rebuilds the barriers), and trying to
release the pointer at such a time results in a bad barrier error and
program crash. Thus check the event barrier against the currently
existing barriers before attempting to release the pointer.

This does mean that a better mechanism for sequencing window
repositioning and barrier creation may be required.
2021-11-22 14:59:32 +09:00
Bill Currie
3ac6d2aa22 [x11] Use barriers to trap the pointer in the window
This should be a much friendlier way of "grabbing" input, though I
suspect that using raw keyboard events will result in a keyboard grab,
which is part of the reason for wanting a friendly grab.

There does seem to be a problem with the mouse sneaking out of the
top-right and bottom-left corners. I currently suspect a bug in the X
server, but further investigation is needed.
2021-11-22 14:59:27 +09:00
Bill Currie
3af078b77a [x11] Send app_window event when window moves
This is needed for getting window position info into in_x11 without
exposing more globals, and is likely to be useful for other things,
especially as it doubles as a resize event when that's eventually
supported.
2021-11-22 13:20:13 +09:00
Bill Currie
4391b87d04 [x11] Grab focus when the pointer enters the window
This is necessary in focus-follows-mouse environments (at least for
openbox, but it wouldn't surprise me if most other WMs behave the same
way) because the WMs don't set focus when the pointer is grabbed (which
XInput does before the WM sees the enter event). This is especially
important when the window is fullscreen on a multi-monitor setup as
there is no border to *maybe* catch the mouse before it enters the
window.
2021-11-21 23:42:33 +09:00
Bill Currie
a32f83d50f whitespace 2021-11-21 23:42:33 +09:00
Bill Currie
e45d19835c [x11] Add initial support for XInput2
Right now, only raw pointer motion and button events are handled, and
the mouse escapes the window, and there are some issues with focus in
focus-follows-mouse environments. However, this should be a much nicer
setup than DGA.
2021-11-21 23:42:33 +09:00
Bill Currie
4944c40f86 [x11] Remove the magic number for mouse buttons
The current limit is still 32. Dealing with it properly will take some
rather advanced messing with XInput, and will be necessary assuming
non-XInput support is continued.
2021-11-21 22:16:08 +09:00
Bill Currie
26a1f66b4e [x11] Split up in_x11_init into three stages
There's now IN_X11_Preinit, IN_X11_Postinit (both for want of better
names), and in_x11_init. The first two are for taking care of
initialization that needs to be done before window creation and between
window creation and mapping (ie, are very specific to X11 stuff) while
in_x11_init takes care of the setup for the input system. This proved
necessary in my XInput experimentation: a passive enter grab takes
effect only when the pointer enters the window, thus setting up the grab
with the pointer already in the window has no effect until the pointer
leaves the window and returns.
2021-11-21 21:22:11 +09:00
Bill Currie
95becc5c05 [x11] Add some braces around an if block 2021-11-21 21:16:55 +09:00
Bill Currie
fe2dd013be [x11] Clean out some unnecessary includes 2021-11-21 21:16:55 +09:00
Bill Currie
8988008ad6 [x11] Don't mess with the mouse when going fullscreen
This was always a horrible hack just to get the screen centered on the
window back when we were doing fullscreen badly. With my experiments
with XInput, it has proven to be a liability (I'd forgotten it was even
there until it started imposing a 2s delay to QF's startup).
2021-11-21 20:59:49 +09:00