Commit graph

73 commits

Author SHA1 Message Date
Bill Currie
674ffa0941 [util] Make bsp_t counts size_t
and other bsp data counts unsigned, and clean up the resulting mess.
2021-08-01 21:54:05 +09:00
Bill Currie
54604d9aa2 [util] Make hunk (optionally) thread-safe
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
2021-07-29 11:43:27 +09:00
Bill Currie
9e2c474d38 [model] Ensure the pvs is not inverted
Mod_DecompressVis_set (via Mod_LeafPVS_set) can be used to recycle pvs
sets, but the set may have been set to everything at some stage, which
is implemented by inverting the set (making the set infinite) and having
1-bits remove elements from the set. This is most definitely not wanted
for pvs :)

Currently undecided what to do about Mod_DecompressVis_mix, thus the
fixme.

Fixes the flickering lights in any map where the camera is out of the
map for a single frame (eg, start.bsp, The Catacombs (hipnotic, hip2m3)).
2021-07-27 17:54:50 +09:00
Bill Currie
50740c1014 [model] Remove the confusion about numleafs
The fact that numleafs did not include leaf 0 actually caused in many
places due to never being sure whether to add 1. Hopefully this fixes
some of the confusion. (and that comment in sv_init didn't last long :P)
2021-07-27 12:38:08 +09:00
Bill Currie
f47e03e606 [model] Remove 64k limit on visible leafs
Modern maps can have many more leafs (eg, ad_tears has 98983 leafs).
Using set_t makes dynamic leaf counts easy to support and the code much
easier to read (though set_is_member and the iterators are a little
slower). The main thing to watch out for is the novis set and the set
returned by Mod_LeafPVS never shrink, and may have excess elements (ie,
indicate that nonexistent leafs are visible).
2021-07-26 11:32:05 +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
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
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
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
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
bc7858bb87 [model] Move parent pointer out of leaf/node struct
The node struct was 72 bytes thus two cache line. Moving the pointer
into the brush model data block allows nodes to fit in a single cache
line (not that they're aligned yet, but that's next). It doesn't seem to
have made any difference to performance (at least in the vulkan
renderer), but it hasn't hurt, either, as the only place that needed the
parent pointer was R_MarkLeaves.
2021-02-03 11:41:38 +09:00
Bill Currie
34dc7cf2df [models] Move brush data into its own struct
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.
2021-02-01 19:31:11 +09:00
Bill Currie
bb6c6963d2 [model] Clean up the globals around model loading
Covers only the generic load code (alias etc to follow), but this should
take care of a lot of issues in the future.
2021-02-01 14:39:00 +09:00
Bill Currie
0f81432090 [model] Load bsp textures into vulkan
The textures for an entire model are loaded into a single memory object
with shared between multiple images.
2021-01-20 00:37:37 +09:00
Bill Currie
6e0cb7b917 [model] Isolate renderer specific texture data
This cleans up texture_t and possibly even improves locality of
reference when running through texture chains (not profiled, and not
actually the goal).
2021-01-19 13:07:31 +09:00
Bill Currie
9b53d7d4e2 [model] Remove empty brush model functions
It seems better to check for a null pointer and just not call.
2021-01-19 08:26:53 +09:00
Bill Currie
494f673def Fix a potential buffer overflow
Highly unlikely to have that many sub models, but it does keep gcc
quiet.
2020-02-06 17:38:51 +09:00
Bill Currie
59e85b7d5e Fix a pile of dead assignments.
Some were actual bugs!
2018-09-08 22:23:57 +09:00
Bill Currie
4f58429137 Fix an unhealthy pile of gcc 8 warnings.
While some of the warnings were merely annoying, some where actual bugs or
unearthed bugs in related code.
2018-08-20 00:05:00 +09:00
Bill Currie
9d6954efb7 Fixup extended bsp when loading the file.
It turns out the tools need the node conversions too, so doing it in
bspfile seems to be best as it is used by everything that reads a bsp file.
2012-12-30 13:29:24 +09:00
Bill Currie
a4d95f3f53 Move Mod_FindClipDepth and recurse_clip_tree into clip_hull.c.
Since the hull depth needs to be set for the hull to be useful, it makes
sense to move the code into the same place that allocates new hulls (to me,
anyway).
2012-12-29 16:25:47 +09:00
Bill Currie
a12eb940f1 Remove the hard-coded bsp maximum depths.
The depth limits in the gl and glsl renderers and in the trace code really
bothered me, but then the fix hit me: at load-time, recurse the trees
normally and record the depth in the appropriate place. The node stacks can
then be allocated as necessary (I chose to add a paranoia buffer of 2, but
I expect the maximum depth will rarely be used).
2012-11-28 21:29:03 +09:00
Bill Currie
45c48a6215 Fix bsp2 loading.
Just some problems with the handling of extended bsp29 files. I'm not
quite happy with the code, but it will do for now.
2012-09-08 09:41:00 +09:00
Bill Currie
a37c5465e1 First step for BSP2 support. DOES NOT WORK!
All of the nastiness is hidden in bspfile.c (including the old bsp29
specific data types). However, the conversions between bsp29 and bsp2 are
implemented but not yet hooked up properly. This commit just gets the data
structures in place and the obvious changes necessary to the rest of the
engine to get it to compile, plus a few obvious "make it work" changes.
2012-09-07 16:09:24 +09:00
Bill Currie
69fb78278f Remove the redundant endian conversions from bsp loading.
It's obvious that it's been a very long time since anybody's tried playing
QF on a big-endian machine: double converting data isn't good :/
2012-09-07 15:45:59 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
6f026e9116 Fix some segfaults in server model loading.
I'd forgotten to test the servers when I did the vid_plugin changes.
2012-04-15 14:12:00 +09:00
Bill Currie
8530959752 Link the model libs to the render plugins. 2012-04-11 14:58:53 +09:00
Bill Currie
497718cc40 Plug the memory/texture/vbo leaks.
QF still leaks about 3MB/run on demo1, but even 100 runs didn't show any
render issues.
2012-01-29 22:32:35 +09:00
Bill Currie
b43d03a98b Let the render specific texture loader decide on sky texture loading.
This is necessary to allow the glsl texture loader to process the sky
textures.
2012-01-11 21:08:04 +09:00
Bill Currie
204c1aba03 Don't use the miptex_t after converting to texture_t. 2012-01-07 17:08:07 +09:00
Bill Currie
2894689f71 Clean up mod_lightmap_bytes.
Just how many definitions do we need?
2011-12-25 13:02:26 +09:00
Bill Currie
91e65b6c80 Rename mplane_t to plane_t and clean up the mess.
I got rather tired of there being multiple definitions of mostly compatible
plane types (and I need a common type anyway). dplane_t still exists for
now because I want to be careful when messing with the actual bsp format.
2011-11-28 20:54:34 +09:00
Bill Currie
9d63298032 Tweak a fixme comment.
The code is potentially slow, especially on big maps, but I haven't noticed
any issues yet.
2011-11-28 20:54:33 +09:00
Bill Currie
8831a109a4 Create and use mclipnode_t.
I didn't realize this was a critical part of fitzquake's large map
support. This should fix the non-solid brush entities in Conflagrant
Rodent.
2010-11-29 09:36:21 +09:00
Bill Currie
31c13d92a2 Protocol 666/large map support from FitzQuake.
Alpha and lerping aren't implemented yet, but things seem to be working. I
can load and play oms2.bsp (Conflagrant Rodent).
2010-11-26 16:20:05 +09:00
Bill Currie
cd159e1cc1 Use LoadBSPMem to load brush models.
Now that Mod_LoadBrushModel uses bspfile.[ch], the engine uses the same
code as the tools to work with bsp files.
2010-10-13 20:52:05 +09:00
Bill Currie
866eaa22f6 don't segfault when there are holes in the texture list 2007-05-16 09:23:54 +00:00
Bill Currie
aca80a7baf fix the gold-key/radiation-symbol bug in rock2 2007-05-09 10:55:02 +00:00
Bill Currie
99c0954b47 the big dso visibility patch :). Sure, we have to have unique names for static builds, but with controlled visibitly we should get faster program loads (although this isn't C++, so it's not as bad) and complex plugins are cleaner. 2007-03-10 12:00:59 +00:00
Bill Currie
45d467d748 box tracing (instead of point). Currently disabled because it doesn't work right just yet. However, when it is working, it will let us do things like crouching, crawling, arbitrary sized objects (including players), etc. 2006-12-24 03:13:29 +00:00
Bill Currie
3fb03fc2be hah, should have been using __attribute__((used)) all that time (rather
than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
0bfac8dd88 win32 compile fixes
This is an imperfect revision of history.
2004-11-06 02:21:00 +00:00
Bill Currie
986dae9ec9 as discussed with fuh, hide the endian dependency of the checksum calcs
(evil way of using md4, but oh well).
2004-05-16 23:17:51 +00:00
Bill Currie
beb22957db do some sanity checking on the header lumps in case of truncated file 2004-02-29 04:24:42 +00:00
Bill Currie
f9b95cee92 some micro-optimisations 2004-02-23 07:17:41 +00:00
Bill Currie
0cf0f710b7 remove some unneeded code 2003-07-09 15:34:58 +00:00
Bill Currie
eb099ae0d3 make qf gcc 3.3 clean 2003-04-17 00:01:48 +00:00
Bill Currie
761a7546dd re-arrange things so __attribute__ and __builtin_expect are properly
autoconfiscated so rcsid will continue to work with gcc 3.3
2003-01-15 15:31:36 +00:00