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.
The root transform of each hierarchy can be extracted from the first
transform of the list in the hierarchy, so no information is lost. The
main reason for the change is I discovered (obvious in hindsight) that
deleting root transforms was O(n) due to keeping them in an array, thus
the use of a linked list (I don't expect a hierarchy to be in more than
one such list), and I didn't want the transforms to be in a linked list.
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.
Since transforms now know the scene to which they belong, and they know
when they are root and when not, getting the transform code to manage
the scene roots is the best way to keep the list of root transforms
consistent.
It's a lot easier to read (and see the difference between modes 2 and 3)
with all the ifs removed, and the state is properly is chasestate_t now
(though not handled properly on level reset etc).
The more advanced modes are rather broken (continuous spinning), but
they may have been for a while. The bulk of the various changes were due
to renaming viewstate's origin and angles to make their meaning more
explicit.
They've been near-identical for years, now they're only one. It proved
necessary to start merging the HUD code which for now is just a few cvar
declarations (not even init), but that should be a separate set of
commits.
It holds the data for a basic 3d camera (transform, fov, near and far
clip). Not used yet as there is much work to be done in cleaning up the
client code.
Handling of view angles is a little hacky at the moment, but this gets
the chase camera code and most of the common input code into one place,
which will make cleaning up the camera code much easier.
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 actually has at least two benefits: the transform id is managed by
the scene and thus does not need separate management by the Ruamoko
wrapper functions, and better memory handling of the transform objects.
Another benefit that isn't realized yet is that this is a step towards
breaking the renderers free of quake and quakeworld: although the
clients don't actually use the scene yet, it will be a good place to
store the rendering information (functions to run, etc).
I've run into a bit of an issue with transform management (really, just
need to make them owned by the scene, but that means creating a scene
for quake and quakeworld).
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
It's not enforced a this stage, and it would be easy enough to handle,
but it turns out all the standard quake and quakeworld progs never used
... for the print functions: the behavior of PF_VarString was
undocumented and so... tough :P.
It now takes the function name to print in error message (passed on to
PR_Sprintf) and the argument number of the format string. The variable
arguments (in ...) are assumed to be immediately after the format
argument.
With the return buffer in progs_t, it could not be addressed by the
progs on 64-bit machines (this was intentional, actually), but in order
to get obj_msg_sendv working properly, I needed a way to "bounce" the
return address of a calling function to the called function. The
cleanest solution I could think of was to add a mode to the with
instruction allowing the return pointer to be loaded into a register and
then calling the function with a 0 offset for the return value but using
the relevant register (next few commits). Testing promptly segfaulted
due to the 64-bit offset not fitting into a 32-bit value.
The plan is to use the types to extract the number of parameters for a
selector when it is necessary to know the count. However, it'll probably
become useful for something else alter (these things seem to always do
so).
It's currently only 4 (or even 3 for v6) words, but this fixes false
positives when checking for null pointers in Ruamoko progs due to
pr_return pointing to the return buffer and thus outside the progs
memory map resulting in an impossible to exceed value.
Thanks to the size of the type encoding being explicit in the encoding,
anything that tries to read the encodings without expecting the width
will simply skip over the width, as it is placed after the ev type in
the encoding.
Any code that needs to read both the old encodings and the new can check
the size of the basic encodings to see if the width field is present.
I abandoned the reason for doing it (adding a pile of vector types), but
I liked the cleanup. All the implementations are hand-written still, but
at least the boilerplate stuff is automated.
This cleans up dprograms_t, making it easier to read and see what chunks
are in it (I was surprised to see only 6, the explicit pairs made it
seem to have more).
PR_SetupParams is new and sets up the parameter pointers so older code
that expects only up to 8 parameter will work with both v6p and Ruamoko
progs without having to check what progs are running. PR_SetupParams is
useful even when Ruamoko progs are expected as it reserves the required
space (respecting alignment) on the stack and returns a pointer to the
top (bottom? confusing) of the stack. PR_PushFrame and PR_PopFrame
need to be used around PR_SetupParams, regardless of using temp strings,
to avoid a stack leak (need to do an audit).
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.
The builtin and progs function data is overlaid so the extra data
doesn't cause too much memory to be used (it's actually 8 bytes smaller
now). The plan is to pre-compute the offsets based on the parameter
size and alignment data.
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.