The biggest change was splitting up the job resources into
per-render-pass resources, allowing individual render passes to
reallocate their resources without affecting any others. After that, it
was just getting translucency and capture working after a window resize.
I had forgotten that Hash_NewTable checked the hashctx parameter, so
calling Hash_NewTable in the struct initializer meant the hasctx was
uninitialized.
This takes care of element order stability. It did need reworking the
mouse tracking code (including adding an active flag to views), but now
buttons seem to work correctly.
It looks horrible due to the lack of lighting etc, but it's good enough
for basic testing, especially of my render job design (that passed with
flying colors).
It's there for a reason :P. Fixes most of the really bad behavior after
disabling some widgets (re-layout isn't working at all, though, and
adding the widgets back again puts them in the wrong place).
Using label + key_offset in both imui_state_getkey and the call to
Hash_Find greatly simplifies the logic of using the correct key. Fixes
an ever-growing set of buttons when using separators (hmm, I think this
means pruning isn't working correctly).
TextContent seems redundant at this stage since a text view is always
sized to its content, and PercentOfParent doesn't work yet. Pixels
definitely works and Null seems to work in that it does no sizing or
positioning. Vertical layout is supported but not yet tested, similar
for ChildrenSum, but I can have two buttons side by side.
Text_StringView sets the view bounds to the bounds of the glyphs in the
view. This has its advantages, but is not suitable for automatic UI
sizing. However, the view is positioned correctly, so nothing needs to
be done there. Now full height glyphs (eg, C) look balanced in the view,
and glyphs with descenders (g) brush the bottom of the view.
It does almost nothing (just puts a non-function button on the screen),
but it will help develop the IMUI code and, of course, come to help with
debugging in general.
Both passage and simple text are supported, but only simple text has
been tested at this stage. However, as passage text was taken directly
from rua_gui.c and formed the basis for simple text rendering, I expect
it's at least close to working.
The same underlying mechanism is used for both simple text strings and
passages, but without the intervening hierarchy of paragraphs etc.
Results in only the one view for a simple text string.
I'm not sure I like fontconfig (docs are...), but it is pretty standard,
and I was able to find some reasonable examples on stackexchange
(https://stackoverflow.com/questions/10542832/how-to-use-fontconfig-to-get-font-list-c-c).
Currently, only the one font is handled, no font sets for fall backs
etc. It's meant for the debug UI I'm working on, so that shouldn't be a
big deal.
It's usually desirable to hide the cursor when playing quake, but when
using the console, or in various other states, being able to see the
cursor can be quite important.
It's currently very simplistic (visible, not visible), but it gets
things started for making QF more usable in a windowed environment (not
having a visible cursor was fine in DOS, or when full screen, but not
when windowed (and not actively playing).
This let me keep clearValue's simple default rgba float interpretation,
but also have full control over access to the float32, int32 and uint32
fields.
This is necessary because fisheye rendering draws the scene up to 6
times per frame, which results in many of the limits being hit
prematurely, but updating r_framecount that often breaks dynamic lights.
Really? More to clean up before (vulkan) bsp rendering is thread-safe?
However, R_MarkLeaves was pretty close: just oldviewleaf and
visframecount, but that's still too much. Also, the reliance on
r_refdef.worldmodel irked me.
While there will be some GPU resources to sort out for multi-pass bsp
processing, I think this is the last piece required before shadow passes
can be implemented.
They were an interesting idea and might be useful in the future, but
they don't work as well as I had hoped for quake's maps due to the
overlapping light volumes causing contention while doing the additive
blends in the frame buffer. The cause was made obvious when testing in
the marcher map: most of its over 400 lights have infinite radius thus
require full screen passes: all those passes fighting for the frame
buffer did very nasty things to performance. However, light splats might be
useful for many small, non-overlapping light volumes, thus the code is
being kept (and I like the cleanups that came with it).
Move things around a bit so I can restore the previous behavior of doing
all lights in a single full screen pass but keep the code improvements
from trying to do splatted lighting.