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.
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).
If the map got reloaded but the current leaf didn't change the world (and
most entities) didn't get drawn. Forcing a vis update by first setting
r_viewleaf to null and marking surfaces does the trick :)
The links are now in "instance surfaces". For non-instanced models (world,
doors, plats etc (ie, world and its sub-models)), there will be one
instance surface per model surface. However, for instanced models (ammo
boxes etc), there will be many, dynamically allocated (not yet
implemented). This commit gets the static instance surfaces working.
r_skyname now acts as the default sky to use when no sky name is specified
by other means ("none" is still no sky). 'loadsky foo' will load the
"foo*" sky textures, 'loadsky none' gives the default sky, and 'loadsky
""' causes uses r_skyname.