Drawing sky chains first ensures that sky surfaces correctly block parts
of the map that should not be visible (by writing the correct depth to
the depth buffer when doing box or dome skies). Writing brush models
first means that the models (ammo boxes etc) could be visible when they
should not be.
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
GL and GLSL were drawing the view model after particles instead of
before. For GL, this is likely due to avoiding fog affecting the view
model (which I think is not the right thing to do), and GLSL due to
copying GL (because I had no idea at the time). This makes the two
renderers consistent with the software renderers, and might even speed
things up a little as that's one less set of blends to do when the
particles are covered by the view model (I don't expect much
difference).
While I doubt the difference is all that significant, this should speed
up entity rendering because it cuts out a lot of branching, and
eliminates scanning the same list multiple times only to not do anything
for large chunks of the list.
The actual view and projection matrices are now consistent with vulkan,
with the vulkan-gl disparity moved into adjustment matrices. The goal is
to allow the same camera data and code to be used in all renderers. The
extra matrix multiplication shouldn't be too expensive as it occurs only
when the field of view (not often, under user control) or near and far
clip distances (very rarely) change.
While both matrices had positive determinants in the first place, I find
the projection matrix easier to understand without all the negatives,
and having quake-x/vulkan-z positively parallel in the z-up matrix makes
that a lot easier to think about.
Regardless of whether the sky is spinning or not, the matrix needs to be
updated with the current origin in order to get the direction vector
right in the shader. Also, it's in the update that the required x-y
plane rotation gets in so the skies move in the correct direction.
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.
Closes#26
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.
long is ignored for double, and v6p progs are stuck with 32 bits for
longs (don't feel like extending v6p any further), but the basics are
there for Ruamoko.
short is ignored for ints because the minimum size is 32, and signed is
just noise for ints anyway (and no chars, so...).
unsigned, however, is finally implemented properly (or at least seems to
be working correctly: tests pass after getting things compiling again,
and lt.u is used where it should be :)
And other related fields so integer is now int (and uinteger is uint). I
really don't know why I went with integer in the first place, but this
will make using macros easier for dealing with types.
Forgetting to invoke [super dealloc] in a derived class's -dealloc
method has caused me to waste far too much time chasing down the
resulting memory leaks and crashes. This is actually the main focus of
issue #24, but I want to take care of multiple paths before I consider
the issue to be done.
However, as a bonus, four cases were found :)
This takes care of the global variables to a point (there is still the
global struct shared between the non-vulkan renderers), but it also
takes care of glsl's points-only rendering.
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
This may seem a little contradictory, but it's due to the difference
between a high level (engine) render pass and a Vulkan render pass
object (and quite likely a poor choice in names for the high level
object). This is necessary for supporting compute shader dispatches as
they cannot be submitted inside a Vulkan render pass.
This has the advantage of getting entity_t out of the particle system,
and much easier to read math. Also, it served as a nice test for my
particle physics shaders (implemented the ideas in C). There's a lot of
code that needs merging down: all but the actual drawing can be merged.
There's some weirdness with color ramps, but I'll look into that later.
They should increment by one for each pic, not 4 (I think some fluff
remaining from copying glsl's draw code).
I noticed the problem when I saw large gaps of 0s in the vertex data in
renderdoc.
This gets the crosshair working in Vulkan (next commit) and fixes issues
with changing the palette (though I've never seen a different palette
for quate, there's still the change from "all black" to an actual
palette).
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).
This means color, emission, and translucent. Fixes the HOM issues on my
VersaPro (but halves the frame-rate... definitely need to bring back the
forward renderer as an option).
This gets the pipelines loaded (and unloaded on shutdown). Probably the
easy part :P. Still need to sort out the command buffers,
synchronization, and particle generation (and probably a bunch else
that's not coming to mind).