Commit Graph

4520 Commits

Author SHA1 Message Date
Bill Currie 85087177bf [vulkan] Conditionalize build of vkgen
vkgen cannot be built if vulkan headers are unavailable.
2021-06-01 18:53:53 +09:00
Bill Currie 778c07e91f [util] Get vectors working for non-SSE archs
GCC does a fairly nice job of producing code for vector types when the
hardware doesn't support SIMD, but it seems to break certain math
optimization rules due to excess precision (?). Still, it works well
enough for the core engine, but may not be well suited to the tools.
However, so far, only qfvis uses vector types (and it's not tested yet),
and tools should probably be used on suitable machines anyway (not
forces, of course).
2021-06-01 18:53:53 +09:00
Bill Currie a461c09586 [util] Make cmem consistent on 32 and 64 bit systems
I don't know that the cache line size is 64 bytes on 32 bit systems, but
it should be ok to assume that 64-byte alignment behaves well on systems
with smaller cache lines so long as they are powers of two. This does
mean there is some waste on 32-bit systems, but it should be fairly
minimal (32 bytes per memblock, which manages page sized regions).
2021-06-01 18:53:52 +09:00
Bill Currie 9dca47c0e1 Make the set tests word size agnostic. 2021-06-01 18:53:52 +09:00
Bill Currie 1cf40be484 [vulkan] Create shadow maps and basic data
I will definitely need to look into sparse images later (2.3GB for
marcher) but the shadow map images, views and matrices are created.
2021-04-29 20:54:38 +09:00
Bill Currie 562f3c2fe2 [vulkan] Add tan and cos perspective projection
The tan and cos versions allow specifying the fov directly from the tan
or cos of the half angle, useful for dealing with lights.
2021-04-29 19:27:01 +09:00
Bill Currie c86f0c9449 [vulkan] Move projection matrix code to its own file
And move more stuff over to simd.
2021-04-25 15:48:21 +09:00
Bill Currie 590f0f18bc [vulkan] Check leaf sky visibility for suns
And fix some out-by-one errors for leaf visibility (pvs index 0 is
actually leaf index 1)
2021-04-25 12:27:07 +09:00
Bill Currie d5454faeb7 [gamecode] Set legacy progs def sizes from type
Legacy progs do not have the extended defs data (and usually won't have
anything more complicated than a vector), so use the basic type size for
the def size. Fixes broken edict prints.
2021-04-25 12:27:07 +09:00
Bill Currie ae231319ea [vulkan] Implement all the extended light models
Standard quake has just linear, but the modding community added inverse,
inverse-square (raw and offset (1/(r^2+1)), infinite (sun), and
ambient (minlight). Other than the lack of shadows, marcher now looks
really good.
2021-04-25 12:27:07 +09:00
Bill Currie 52168da93e [vulkan] Don't lose other sky cube faces
Because LoadImage uses Hunk_TempAlloc, the face images need to be copied
individually. Really, what's neeeded is to be able to load the image
data into a pre-allocated buffer (ideally, the staging buffer for
vulkan, but that's for later).
2021-04-25 08:38:48 +09:00
Bill Currie 40aa629ef8 [image] Add function to get image memory size 2021-04-25 08:38:13 +09:00
Bill Currie 785be9d340 [vulkan] Clean up buffer barriers a bit
This even fixes a couple of minor issues that snuck past validation.
2021-04-24 15:47:31 +09:00
Bill Currie dc9b64fadd [vulkan] Clean up image barriers a bit
Mostly, this gets the stage flags in with the barrier, but also adds a
couple more barrier templates. It should make for slightly less verbose
code, and one less opportunity for error (mismatched barrier/stages).
2021-04-24 12:42:29 +09:00
Bill Currie 8c03ed8be5 [vulkan] Start work on shadows
This gets the shaders needed for creating shadow maps, and the changes
to the lighting pipeline for binding the shadow maps, but no generation
or reading is done yet. It feels like parts of various systems are
getting a little big for their britches and I need to do an audit of
various things.
2021-04-24 10:40:39 +09:00
Bill Currie c29e9828b6 [vulkan] Clean up misuse of va for vulkan handles
The built up "path" name of the handle resource was not always surviving
the intervening call to cexpr_eval_string (in particular, when other
handles were created in the process of creating a handle). Rather than
simply increase the number of va buffers (where would it end?), just
regenerate the path when adding the new handle. It's probably quick
enough, and the code is not usually not on a critical path.
2021-04-22 19:47:42 +09:00
Bill Currie 140425be33 [vulkan] Name some more objects
Shaders and descriptor set layouts.
2021-04-19 18:07:45 +09:00
Bill Currie 2918410b30 [vulkan] Fix a couple of minor issues
Magic number for compose descriptors and mistaken masking of vulkan
plist parse errors.
2021-04-19 18:07:45 +09:00
Bill Currie 52bfb0aeb0 [vulkan] Label the drawing command buffers 2021-04-19 18:07:45 +09:00
Bill Currie da39bb2df3 [vulkan] Use more correct dependency flags
I was reading about multi-pass rendering on mobile devices
(https://developer.oculus.com/blog/loads-stores-passes-and-advanced-gpu-pipelines/)
and discovered that I had used the wrong flags (but then, I think Graham
Sellers had, too, since used his Vulkan Programming Guide as a
reference). Doesn't seem to make any difference on desktop, but as
there's no loss there, but potential gains on mobile, I'd say it's a
win.
2021-04-18 18:56:31 +09:00
Bill Currie 1e9329ccf6 [nq,qw] Stop wring to config.cfg
QF now uses its own configuration file (quakeforge.cfg for now) rather
than overwriting config.cfg so that people trying out QF in their normal
quake installs don't trash their config.cfg for other quake clients. If
quakeforge.cfg is present, all other config files are ignored except
that quake.rc is scanned for a startdemos command and that is executed.
2021-04-12 22:09:09 +09:00
Bill Currie 9fb337fac4 [net] Move found host caching into net_main
This unifies all the checks and plugs a set of potential buffer
overflows.
2021-04-04 18:38:14 +09:00
Bill Currie a630c95eb6 [nat] Remove the datagram test commands
They seem to be related to the server list protocol, probably from its
development, but no longer needed.
2021-04-04 18:31:57 +09:00
Bill Currie 5f682ff1df [net] Clean up nq's packet reading and writing
It should be more portable now and hopefully future proof against C
aliasing. Also, the send and receive buffers are now separate.
2021-04-04 17:01:53 +09:00
Bill Currie f596eacf0c [util] Add message short and long poke functions
Both big and little endian.
2021-04-04 15:56:14 +09:00
Bill Currie 972b0f8a70 [util] Make sizebuf and msg sizes unisgned
And clean up the mess.
2021-04-04 15:53:53 +09:00
Bill Currie 9a2f82bbc6 [util] Add big-endian short msg read/write
And improve the generated code for MSG_ReadShort

I suspect gcc didn't like all the excess pointer dereferences and so
couldn't assume that the bytes were being read sequentially.
2021-04-04 15:19:38 +09:00
Bill Currie afd7b38551 [util] Add big-endian long msg read/write
And improve the generated code as well (ie, use a code sequence that gcc
recognizes and optimizes to a single 32-bit read and a byte-swap).

nq uses big-endian for its packet headers (arg, though it is consistent
with IP, it's not with the rest of quake).
2021-04-04 15:11:09 +09:00
Bill Currie 59e5592fed [net] Dump nq udp packets
Probably need some finer control, but it will do for now.
2021-04-04 14:09:02 +09:00
Bill Currie 7864bb0ba6 [util] Use a clearer parameter name for SZ_Alloc 2021-04-04 14:09:02 +09:00
Bill Currie 658890d681 [net] Clean up some formatting
Doing this before attacking the actual code (lots of potential buffer
overflows and possibly unnecessary code).
2021-04-04 14:09:01 +09:00
Bill Currie e2f545eb23 [vulkan] Wait on device idle before deleting models
This fixes the textures (and presumably mesh data) being deleted while
still in use. Oddly, the wait was needed in both brush and alias models
(I expected brush to always come first).
2021-04-03 01:14:44 +09:00
Bill Currie 6e9ee98e88 [models] Add floodfill.c to the vulkan alias lib
Many thanks to JohnnyonFlame for his testing on a different system.
2021-04-03 00:16:25 +09:00
Bill Currie 64bfaeca6c [vulkan] Skip values array for empty enum symtabs
Fixes an unused warning/error when the enum has no interesting values
(eg, VkRenderPassCreateFlagBits on older versions of the vulkan api).
2021-04-03 00:06:54 +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 37be6a23a2 [entity] Use _aligned_malloc etc for _WIN32
This is a bit of a hack for now (need to look into maybe using cmem),
but it gets 32-bit windows working for all but the software renderer
(probably just refdef (and maybe viddef) getting out of sync with the
assembly code.
2021-04-02 21:02:14 +09:00
Bill Currie e50a079f72 [vulkan] Fix some 32-bit compatibility issues
mostly dealing with vulkan's handles always being 64-bit, but pointers
being either 32 or 64.
2021-04-02 08:48:11 +09:00
Bill Currie 2d67bcacd7 [vulkan] Use cleaner bsp glow texture handling
It was always a bit of a hack, and it didn't work for 32-bit builds.
2021-04-02 08:46:22 +09:00
Bill Currie 612eb49d9c [render] Separate fov x and y calculations
This ensures that fov_y is not calculated until after the render view
size is known and thus doesn't become some crazy angle (that happens to
result in a negative tan). Fixes upside-down-quake :)
2021-04-01 19:40:25 +09:00
Bill Currie 37d35811e3 [vid,render] Clean up fov and aspect
vid.aspect is removed (for now) as it was not really the right idea (I
really didn't know what I was doing at the time). Nicely, this *almost*
fixes the fov bug on fresh installs: the view is now properly
upside-down rather than just flipped vertically (ie, it's now rotated
180 degrees).
2021-04-01 19:17:19 +09:00
Bill Currie 9ded490806 [util] Add Sys_PageSize
Eliminate that particular problem once and for all.
2021-04-01 18:20:56 +09:00
Bill Currie 73a610508c [util] Fix cmem for windows
I had quite messed up the page size (oops), and missed the fact that
_aligned_free is to be used with _aligned_malloc rather than just free.
2021-04-01 18:00:59 +09:00
Bill Currie f13af65b32 [vulkan] Move viewport and scissor into vulkan_ctx
Not only does it makes sense to centralize the setting of viewport and
scissor, but it's actually necessary in order to fix the upside-down
rendering on windows.
2021-04-01 11:44:30 +09:00
Bill Currie 92859b7c2e [input] Set up default bindings for other imts
Now ` and F10 work by default in all contexts.
2021-03-31 17:52:47 +09:00
Bill Currie bc785ab2c2 [input] Make unbindall less aggressive
As it is a legacy command, it should affect only the legacy bindings
(imt_drop_all is available for aggressively unbinding all keys).
2021-03-31 17:49:26 +09:00
Bill Currie 55d3193b5f [vid] Set pixel format for OpenGL
This gets the GL and GLSL renderers working for the -win targets... sort
of: they are upside down and GLSL's bsp surfaces are black (same as
Vulkan). However, with this, all 5 renderers at least limp along for
-win, 4/5 work for -sdl.
2021-03-31 16:25:19 +09:00
Bill Currie 6f56f98714 [vid] Make windows vid init conform to QF's method
Ie, respecting cvars.
2021-03-31 15:50:10 +09:00
Bill Currie 8e363d424f [vid] Remove redundant call to VID_InitBuffers 2021-03-31 15:11:31 +09:00
Bill Currie 38e7a63cef [vid] Clean up sdl some more
Ugh, its fullscreen is annoying, but later.
2021-03-31 15:10:51 +09:00
Bill Currie 3eb28000de [vid] Clean up windows video code a bit
It turns out the dd and dib "driver" code is very specific to the
software renderer. This does not fix the segfault on changing video
mode, but I do know where the problem lies: the window is being
destroyed and recreated without recreating the buffers. I suspect a
clean solution to this will allow for window resizing in X as well.
2021-03-31 15:10:35 +09:00
Bill Currie 8ec781a434 [vid] Fix some naming inconsistencies 2021-03-31 13:05:50 +09:00
Bill Currie 81a837da0f [win] Clean up a pile of messy externs 2021-03-31 10:36:30 +09:00
Bill Currie 596cd164a3 [win] Handle focus in/out events
This fixes the errant console behavior (cursor wasn't showing because QF
thought it had never received focus).
2021-03-31 02:48:25 +09:00
Bill Currie 63e30e6ae0 [win] Fix a handful of small bugs for windows
Only 64-bit windows is tested, and there are still various failures, but
QF is limping along in windows again.

nq-sdl works for sw, and sw32, gl and glsl are mostly black (but not
entirely for gl?),  vulkan is not supported with sdl.

nq-win works for sw and sw32, and sort of for vulkan (very dark and
upside-down?). gl and glsl complain about vid mode,

qw-client-[sdl,win] seem to be the same, but something is wrong with the
console (reading keyboard input).
2021-03-30 20:19:20 +09:00
Bill Currie ae78c81b3a [render] Fail gracefully on unsupported render targets
Ideally, this won't be the case, but it currently is for Vulkan and SDL.
2021-03-30 18:29:18 +09:00
Bill Currie dac9166339 [nq] Sort out some of the issues with keydest
Switches to "game" properly when starting a new game after playing
menus. Of course, basic bindings are still broken in "demo".
2021-03-29 22:39:43 +09:00
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00
Bill Currie 15a5254f04 [build] Get ncurses support working again
Some minor errors dues to getting win32 building (and not testing the
results properly in Linux).
2021-03-29 17:54:39 +09:00
Bill Currie 64f51bda6e [build] Get make distcheck working again
again...

This covers only the basic check with a build in debian, but it's a good
start.
2021-03-29 17:35:30 +09:00
Bill Currie 0da127b822 [gamecode] Fix bad progs strings intialization
The merge with the improvements I made while hacking on csqc (still
undecided as to whether to continue that project) resulted in the size
of the progs string area getting mangled when no heap was allocated for
the progs due to a null zone pointer being used in some pointer
arithmetic. Fixes random(!!!) invalid string error in qfprogs.
2021-03-29 17:31:17 +09:00
Bill Currie 6fea5f5e1a [build] Add -Wformat-non-literal option
While this caused some trouble for pr_strings and configurable strftime
(evil hacks abound), it's the result of discovering an ancient (from
maybe as early as 2004, definitely before 2012) bug in qwaq's printing
that somehow got past months of trial-by-fire testing (origin understood
thanks to the warning finding it).
2021-03-29 17:27:06 +09:00
Bill Currie a754dbca37 [util] Make va return const char *
And clean up the resulting mess.

I don't know why it wasn't doing so, but it certainly should have been.
2021-03-29 17:24:30 +09:00
Bill Currie 2e1f3cda89 [vulkan] Flesh out known required windows functions
It looks like choosing a visual is not necessary (at least for normal
apps, VR might be another matter). Still no idea if anything works (for
-win support in general, let alone vulkan).
2021-03-29 12:03:07 +09:00
Bill Currie 00aa584506 [util] Add re-entrant set_as_string
Makes it easier to debug set-related code in multi-threaded code.
2021-03-28 20:25:57 +09:00
Bill Currie b6ab832ed4 [simd] Add vabsf and some more tests 2021-03-28 19:49:43 +09:00
Bill Currie 29e029c792 [util] Add float a simd version of the SEB
And its support functions. I can't tell if it's any faster (mtwist_rand
is a significant chunk of the benchmark timings, oops), but it's nice to
have.
2021-03-27 23:38:10 +09:00
Bill Currie 88ff254f42 Get QF cross-compiling using MXE/mingw32
This includes -win clients (no clue if anything actually works yet).
2021-03-27 20:09:37 +09:00
Bill Currie c4a0f3cc73 [util] Fix a string handling bug
Good grief, they still exist :(
2021-03-27 20:06:40 +09:00
Bill Currie 99f0cde080 [util] Add strndup and reentrant quicksort
Needed for portability.
2021-03-27 20:03:39 +09:00
Bill Currie 5b1ee0e6f6 [vulkan] Fix an inappropriate cast
I'm surprised that worked at all (and more surprised it got past linux
gcc).
2021-03-27 19:55:43 +09:00
Bill Currie a9bd436837 [build] Autoconfiscate printf format attribute
I don't know if gnu_printf is appropriate for all cases, but it is
needed for mingw32.
2021-03-27 19:52:59 +09:00
Bill Currie 7c788a6e7a [util] Use size_t for dstring length params
While not overly wrong, unsigned is not really appropriate.
2021-03-27 19:08:18 +09:00
Bill Currie 0167456b21 [util] Loosen up SEB relative epsilon a little
1e-8 is a little too tight, the normal was 4.5x the computed epsilon.
Going to 1e-6 still keeps things tight.
2021-03-27 15:04:13 +09:00
Bill Currie a32e2319e2 Merge branch 'master' into win-merge 2021-03-25 22:42:16 +09:00
Bill Currie c9f1d770e0 Merge master into csqc-improvements
That was a mess
2021-03-25 22:01:31 +09:00
Bill Currie 0cae54d25d Move the tex conversion to libQFimage.
This is for the conversion /to/ paletted textures. The conversion is
necessary for csqc support. In the process, the conversion has been sped up
by implementing a color cache for the conversion process. I haven't
measured the difference yet, but Mr Fixit does seem to load much faster for
the sw renderer than it did before the change (many months old memory).
2021-03-25 18:16:24 +09:00
Bill Currie 67c220de76 Make R_SetVrect const-correct. 2021-03-25 18:14:17 +09:00
Bill Currie 91e3769c05 Recalculate the fov when the cvar changes.
This separate the FOV calculations from other refdef calcs, cleaning up the
renderer proper and making it easier for other parts of the engine (eg,
csqc) to update the fov.
2021-03-25 18:14:03 +09:00
Bill Currie 66fda1fddb Rewrite edict access.
The server edict arrays are now stored outside of progs memory, only the
entity data itself (ie data accessible to progs via ent.fld) is stored in
progs memory. Many of the changes were due to code accessing edicts and
entity fields directly rather than through the provided macros.
2021-03-25 18:13:48 +09:00
Bill Currie 32c2e013ca [vulkan] Add missed screen capture files
Rather critical to the build (and screenshots)
2021-03-25 16:00:19 +09:00
Bill Currie 999dd8248b [vulkan] Implement sky box loading and rendering
Loading is broken for multi-file image sets due to the way images are
loaded (this needs some thought for making it effecient), but the
Blender environment map loading works.
2021-03-25 15:54:34 +09:00
Bill Currie c5c44da727 [vulkan] Implement screenshot
Finally, I can brag about my progress on irc :)
2021-03-24 19:20:53 +09:00
Bill Currie 51d6ec7c8c [vulkan] Fix what looks like a thinko
It looked like the code would have deleted a replacement swapchain
instead of the one being replaced.
2021-03-24 12:04:09 +09:00
Bill Currie a0d47de439 [vulkan] Suppress all the debug output
silence is golden
2021-03-23 13:04:22 +09:00
Bill Currie 5d9bf32d3c Merge branch 'vulkan' 2021-03-23 12:31:58 +09:00
Bill Currie 7e946a4de9 [vulkan] Implement water surface rendering
They're unlit (fullbright, but that's nothing new for quake), but
working nicely. As a bonus, sort out the sky pass (forced to due to the
way command buffers are used).
2021-03-23 12:24:24 +09:00
Bill Currie 6e0312658d [vulkan] Fix sky depth issues
There were actually several problems: translucency wasn't using or
depending on the depth buffer, and the depth buffer wasn't marked as
read-only in the g-buffer pass. Getting that correct seems to have given
bigass1 a 0.5% boost (hard to say, could be the usual noise).
2021-03-23 11:26:24 +09:00
Bill Currie 5ac807d4b2 [vulkan] Remove the old forward renderpass spec
I doubt I'll go back to it, and it was in the wrong place anyway.
2021-03-23 10:12:26 +09:00
Bill Currie d4e1bfb8b8 [vulkan] Clean up the pipeline specifications
While being able to write pipeline specs like this was the end goal of
the parsing sub-project, I didn't realize it was already usable. This
sure makes going through the pipeline specs much easier.
2021-03-23 10:01:13 +09:00
Bill Currie 81956095f1 [vulkan] Use correct vertex shader for skys
This gets skys rendering again, but their depth is incorrect.
2021-03-23 08:25:56 +09:00
Bill Currie de581501fb [vulkan] Early out from lights that are too distant
Gives a 43% speed boost to bigass1 timedemo (366 -> 525 fps).
2021-03-22 20:33:42 +09:00
Bill Currie 4eecbe867d [vulkan] Implement deferred emission (fullbrights)
That was... easier than expected. A little more tedious that I would
have liked, but my scripting system isn't perfect (I suspect it's best
suited as the output of a code generator), and the C side could do with
a little more automation.
2021-03-22 19:08:16 +09:00
Bill Currie 5173414d97 [vulkan] Implement light styles
Other than dealing with shader data alignment issues, that went well :).
Nicely, the implementation gets the explicit scaling out of the shader,
and allows for a directional flag.
2021-03-22 13:13:26 +09:00
Bill Currie 410fecd67b [client] Fix the transform memory leak
The transforms aren't actually freed at the end (more work), but at
least they aren't lost any more, though one is still lost for the
viewent (weapon). The obvious fix didn't work.
2021-03-21 23:05:13 +09:00
Bill Currie ce2ffac078 [entity] Free all memory in the unit test
Now I know that deleting transforms works properly.
2021-03-21 22:33:57 +09:00
Bill Currie 56cf181a11 [gamecode] Make PR_RESMAP macros more function-like
I never liked that some of the macros needed the type as a parameter
(yay typeof and __auto_type) or those that returned a value hid the
return statement so they couldn't be used in assignments.
2021-03-21 21:26:36 +09:00
Bill Currie 003910612a [entity] Fix tests for changed forward/right
I had forgotten that Quake has forward as +X and right as -Y (still a
right-handed system, just that with X forward, Y points left).
2021-03-21 20:45:43 +09:00
Bill Currie cc4167668c Fix a pile of leaks and uninit errors
Still "some" more to go: a pile to do with transforms and temporary
entities, and a nasty one with host_cbuf. There's also all the static
block-alloc lists :/
2021-03-21 19:56:17 +09:00
Bill Currie a3c1b2e992 [util] Rename qfplist.[ch]
The name is a hold-over from before the current quakeforge tree and the
QF include directory.
2021-03-21 16:13:03 +09:00
Bill Currie 66e6627780 [vulkan] Use the correct character data
I got tired of not being able to read 90% of quake's output :P
2021-03-21 11:37:36 +09:00
Bill Currie 6e0cc59e8f [util] Make wad lump failure a soft error
Can't recover from an error if the program is swept out from underneath
you.
2021-03-21 11:36:18 +09:00
Bill Currie 7650df3400 [model] Handle brush models with empty texture slots
It seems some maps have some empty texture slots (eg, e1m2).
2021-03-21 10:08:44 +09:00
Bill Currie 0a79348ce9 [vulkan] Tweak the lighting to look a bit better
Reduced the gamma correction a bit and increased the intensity of
dynamic lights. Not sure the latter is correct, but it looks much
better.
2021-03-20 19:15:06 +09:00
Bill Currie cadea27577 [vulkan] Disable lightmap support
Hopefully, it won't be needed.
2021-03-20 18:02:27 +09:00
Bill Currie 0246e55983 [vulkan] Support colored lights
Now my dizzy map looks like it used to (more or less, possibly too dark,
but I suspect I used some command-line settings to qflight).
2021-03-20 16:50:37 +09:00
Bill Currie dccd6989b2 [vulkan] Implement gamma correction
Currently hard-coded to 0.67 (1/1.5), but it does the job for now.
2021-03-20 16:50:11 +09:00
Bill Currie bab3e0720f [vulkan] Implement real-time lighting
Light styles and shadows aren't implemented yet.

The map's entities are used to create the lights, and the PVS used to
determine which lights might be visible (ie, the surfaces they light).
That could do with some more improvements (eg, checking if a leaf is
outside a spotlight's cone), but the concept seems to work.
2021-03-20 16:08:44 +09:00
Bill Currie e0eacf4014 [model] Make set and mix versions of Mod_LeafPVS
The re-entrant version was a good start, but being able to mix while
decompressing saves having to have a temporary buffer somewhere.
2021-03-20 16:06:15 +09:00
Bill Currie e3444b726f [model] Add a re-entrant Mod_LeafPVS
Double benefit, actually: faster when building a fat PVS (don't need to
copy as much) and can be used in multiple threads. Also, default visiblity
can be set, and the buffer size has its own macro.
2021-03-20 12:13:58 +09:00
Bill Currie 0ace799b27 [util] Support commands with a data parameter
Useful for avoiding a pile of wrapper functions that merely pass on
command-specific data to the actual implementation. Used to clean up the
wrappers in nq and qw cl_input.c
2021-03-20 03:56:16 +09:00
Bill Currie 8f7d6b1d02 [vulkan] Initialize skins
This allows the qw client to run with Vulkan.
2021-03-20 00:08:21 +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 5158cc5527 [util] Add normal and magnitude float vector functions 2021-03-19 11:09:57 +09:00
Bill Currie 2015474468 Move and clean up clview.h
Redundant or dead prototypes deleted, and the client/view.h seems a good
place for the file.
2021-03-12 11:48:53 +09:00
Bill Currie 8466de2325 [client] Use vec4_t in entity_state_t
And clean up the mess (sort of:P)
2021-03-11 16:19:49 +09:00
Bill Currie 36761192a6 [qw] Partially clean up muzzle flash handling
It needs some more work (see FIXME in the code).
2021-03-11 15:23:35 +09:00
Bill Currie abaccbec53 [client] Move qw's loc code into client
This makes the location code available to nq (not used yet) but more
importantly moves some definitely client-side code into the right place.
2021-03-11 11:53:38 +09:00
Bill Currie b8267f2edd [client] Merge nq/qw entity effects code 2021-03-11 11:25:04 +09:00
Bill Currie c05a15dec5 [glsl] Use vec4f_t in a few more places
No idea if it makes a noticeable speed difference, but it makes a huge
readability difference.
2021-03-10 21:17:34 +09:00
Bill Currie 62cce7f98c [gl] Remove some more warts
seeing ptexels and pixels together is very confusing
2021-03-10 21:15:53 +09:00
Bill Currie 169e0192f2 [gl] Use the correct value for sqrt(0.5)
707106781 looks right, but isn't quite.
2021-03-10 19:06:15 +09:00
Bill Currie 56d84ef63e [gl] Fix the compressed sprites
Seems to be an ancient bug.
2021-03-10 18:35:35 +09:00
Bill Currie 693225a16f [util] Add a fixme for a comment
The code itself is fine, but the comment is rubbish because it's
confusing, though essentially correct.
2021-03-10 18:05:12 +09:00
Bill Currie 098ceed5ff [client] Merge nq and qw temp entity handling
This finally gets cl_tent merged away.
2021-03-10 18:04:18 +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 3230270ae3 [entity] Start work on a new entity library
The plan is to have a fully component based entity system. This adds
hierarchical transforms. Not particularly useful for quake itself at
this stage, but it will allow for much more flexibility later on,
especially when QuakeForge becomes more general-purpose.
2021-03-09 11:39:41 +09:00
Bill Currie 2c5742a076 [renderer] Remove some variable warts
Ugh, Hungarian notation is still lurking...
2021-03-09 11:37:47 +09:00
Bill Currie 4a97bc3ba5 [util] Create simd quaternion to matrix function
This seems to be pretty close to as fast as it gets (might be able to do
better with some shuffles of the negation constants instead of loading
separate constants).
2021-03-04 17:45:10 +09:00
Bill Currie 0366b72d4a [vulkan] remove the fps printing
Now that pixels are rendered, there's no need to print the fps
separately as the in-game display works quite nicely.
2021-03-03 18:16:27 +09:00
Bill Currie 4d8ce22c17 [vulkan] Load the map's lights into an array
It's not used yet as work needs to be done to better support generic
entities, but this is the next step to real-time lighting (though, to be
honest, I expect it will be too slow to be usable).
2021-03-03 18:14:16 +09:00
Bill Currie e3762d8f38 [util] Make plist mostly null-safe
The main purpose is to allow fluent-style:
    const char *targetname = PL_String (PL_ObjectForKey (entity, "targetname"));
    if (targetname && !PL_ObjectForKey (targets, targetname)) {
        PL_D_AddObject (targets, targetname, entity);
    }

[note: the above is iffy due to ownership of entity, but the code from
which the above comes works around the issue]
2021-03-03 18:01:35 +09:00
Bill Currie eb0aa2dcea [renderer] Clean up most globals in efrags
There's still the memory management itself to clean up, but the main
code no longer uses any static/global variables (holdover from when the
function was recursive rather).
2021-03-03 16:34:16 +09:00
Bill Currie 45c0255643 [util] Add simd 4x4 matrix functions
Currently just add, subtract, multiply (m m and m v).
2021-03-03 16:34:16 +09:00
Bill Currie 9617bbef97 [build] Create static libs for render targets
The static libs are used to build the plugins, but make it easy to use
only those modules needed for tests. Fixes the link error when running
"make check" with non-static plugins.
2021-03-03 16:34:16 +09:00
Bill Currie 407ea15e35 [util] Fix some test bitrot 2021-03-02 15:05:19 +09:00
Bill Currie fd97bb1456 [vulkan] Implement linear falloff
It's possibly too bright, but it might be the lights themselves. Still,
it looks better than the no-falloff implementation.
2021-02-25 16:11:47 +09:00
Bill Currie 33575f93d5 [vulkan] Implement deferred lighting for dlights
Static lights are yet to come (so the screen is black most of the time),
but dynamic lights work very nicely (and look very good) despite the
falloff being incorrect.
2021-02-25 15:51:54 +09:00
Bill Currie 918c3af095 [vulkan] Add a position buffer to the g-buffer
While I could reconstruct the position from the screen coords and depth,
this is easier and good enough for now. Reconstruction is an
optimization thing.
2021-02-25 13:46:33 +09:00
Bill Currie 4eb07220cd [util] Make plists more const-correct 2021-02-25 11:55:25 +09:00
Bill Currie 6c1d6666b4 [vulkan] Actually write the alias g-buffer commands
It seems to help for some reason.
2021-02-24 20:24:46 +09:00
Bill Currie 10a1b99a92 [vulkan] Implement lighting and compose passes
Lighting doesn't actually do lights yet, but it's producing pixels.
Translucent seems to be working (2d draw uses it), and compose seems to
be working.
2021-02-24 19:58:31 +09:00
Bill Currie 9229b67633 [vulkan] Clean up the new render pass and framebuffers 2021-02-24 16:27:56 +09:00
Bill Currie e6ecf5e855 [vulkan] Fix up commands for deferred rendering
Nothing gets output yet (lighting and composite passes not implemented),
but everything passes validation until exit (not destroying everything).
2021-02-23 15:43:02 +09:00
Bill Currie 82eabb5ca2 [vulkan] Parse clear values
And get the render pass working in general. Note that this is only the
render pass and frame buffers: actual commands still have problems.
2021-02-23 14:37:48 +09:00
Bill Currie 0cd2ece38e [util] Correct element order for vector expressions 2021-02-23 14:37:13 +09:00
Bill Currie cbc8ad271a [vulkan] Convert bsp and draw to deferred
This has bsp and draw passing muster with the validation layers.
2021-02-19 11:14:54 +09:00
Bill Currie 4245c6ad3b [vulkan] Specify subpass number in pipeline def
This gets the alias model render pass and pipeline passing validation.

I don't know why I didn't add the subpass field to the
VkGraphicsPipelineCreateInfo parser def, though it could be I simply
missed it, or I thought I wouldn't need it at the time.
2021-02-17 13:50:36 +09:00
Bill Currie 64740b0f73 [vulkan] Create shaders for alias deferred rendering
A simple (no uv output) vertex shader that still blends the two frames,
and the relevant g-buffer fragment shader.
2021-02-17 13:35:19 +09:00
Bill Currie b08c3881b9 [vulkan] Add a comment about using size_t
Due to wanting to access array sizes when parsing uint32_t type values,
parse_uint32_t needs to handle size_t values even though it throws out
any excess bits.
2021-02-17 13:32:04 +09:00
Bill Currie 4bda49d798 [util] Correct the lex priority for int constants
The actual need to specify unsigned int constant is a bit of a pain, but
not being able to do so due to lex priority errors is even more of a
pain.
2021-02-17 13:29:53 +09:00