This includes moving the related cvars from botn nq and qw into the
client hud code. In addition, the hud code supports update and
update-once function components. The update component is for updates
that occur every frame, but update-once components (not used yet) are
for one-shot updates (eg, when a value updates very infrequently).
Now only the time portion updates every frame, and then only when the
scores are shown (no real change for that one). Not really a significant
optimization, as the information was updated only while the scores were
shown, but it's still nice.
Much of the nq/qw HUD system is quite broken, but the basic status bar
seems to be working nicely. As is the console (both client and server).
Possibly the biggest benefit is separating the rendering of HUD elements
from the updating of them, and much less traversing of invisible views
whose only purpose is to control the positioning of the visible views.
The view flow tests are currently disabled until I adapt the flow code
to ECS.
There seems to be a problem with view resizing in that some gravities
don't follow resizing correctly.
As the bookkeeping data is spread between three arrays, sorting a
component pool is not trivial and thus not something to duplicate around
the codebase.
It doesn't check that the entity itself is valid, but it does at least
check that the index fetched from the sparse array is valid. Fixes a
segfault when a valid entity never had the component.
It's not quite complete in that entities need to be created for the
objects, and passage text object might get additional components in the
hierarchy, but the direct use of views has been replaced by the use of a
hierarchy object with the same tree structure, and now has text objects
for paragraphs and the entire passage.
As an implementation detail, inserting null hierarchies (src hierarchy
is null) is supported for ease of hierarchy construction from data. No
component data is copied, only the child and parent indices and counts
are updated.
The resource functions assume the requested layers is correct (really,
the lighting code assumes that the resource functions assume such), but
QFV_CreateImage multiplies the layer count by 6 for cube maps (really,
the issue is in QFV_CreateImage, but I want to move away from it
anyway).
The check for the entity being the view model was checking only the
view model id, which is not sufficient when the view model is invalid by
never being set to other than 0s. A better system for dealing with the
view model is needed.
Another step towards moving all resource creation into the one place.
The motivation for doing the change was getting my test scene to work
with only ambient lights or no lights at all.
It seems this isn't needed any more (not sure why) as both glsl and
vulkan are happy without it. Also unsure why moving to ECS made gl and
sw change behavior regarding rendering the test models in my scene.
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
This fixes the segfault due to the world entity not actually existing,
without adding a world entity. It takes advantage of the ECS in that the
edge renderer needs only the world matrix, brush model pointer, and the
animation frame number (which is just 0/1 for brush models), thus the
inherent SOA of ECS helps out, though benchmarking is needed to see if
it made any real difference.
With this, all 4 renderers are working again.
Since entity_t has a pointer to the registry owning the entity, there's
no need to access a global to get at the registry. Also move component
getting closer to where it's used.
It no longer initializes the new component. For that, use
Ent_SetComponent which will copy in the provided data or call the
component's create function if the data pointer is null (in which case,
Ent_SetComponent acts as Ent_SetComponent used to).
I realized I should check that the entity owns the component before
treating it as existing when adding an existing component, then noticed
that Ent_RemoveComponent didn't check before removing the component. I
imagine that would have been a fun debug session :P
While checking on how Ent_AddComponent behaved (I don't remember what I
was looking for, though), I realized that instead of treating adding the
same component to an entity as an error, Ent_AddComponent should just
return the existing component.
It was being set to -1 unconditionally due to forgetting to use id.
However, I decided I didn't like reusing the id var and did some
renaming while I was at it.
This is the fix for the grenade explosion bug. It was rather difficult
to track down because *two* explosions are rendered for the one grenade
(but that's actually another bug due to the nq/qw merge). It's also
correct as changing the model can change the BSP leafs the entity
touches.
While chasing down the grenade explosion bug, I noticed that entities
were being created and destroyed (or really, not destroyed) just to
check of the entity was valid. In the old system, this wasn't
*horrible*, but with the ECS, it does mean entities and components are
getting churned up, which wouldn't be good for the entity generation
counter (only 12 bits).
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
Fixes cshifts not fading. I'm sure there is a better fix, but this at
least gets qw mostly usable (for testing, at least: something is wonky
with roll).
Hierarchies are now much closer to being more general in that they are
not tied to 3d transforms. This is a major step to moving the whole
entity/transform system into an ECS.
Not that anything is actually rendered yet, but the validation layers
don't like the null render pass. Came up now because ctf1 seems to make
the first light an ambient light.
I guess some of the earlier entity/scene handling hadn't been tested for
flags as no entity was ever being created for a flag. This fixes a
segfault when another player carrying a flag is potentially visible.
Also make the -16 Z offset local. It looks better than global, and the
global was quite wrong anyway as it was incorrectly updating W (which
caused me to spend way too long figuring out why positions were
breaking).
There are still issues with flag handling, and things are likely to
change with the ECS updates, but at least this lets me test.
It didn't really add anything of value as the glyph bitmap rects and the
bearings were never used together, and the rest of the fields were
entirely redundant. A small step towards using a component system for
text.
That does feel a little redundant, but I think the System in ECS is
referring to the systems that run on the components, while the other
system is the support code for the ECS. Anyway...
This is based heavily on the information provided by @skipjack in his
github blog about EnTT. Currently, entity recycling and sparse arrays
for component pools have been implemented, and adding components to an
entity has been tested.