Commit graph

12676 commits

Author SHA1 Message Date
Bill Currie
b2928b5ed7 [client] Reverse the direction of sunlight
Maps specify sunlight as shining in a specific direction, but the
lighting system wants the direction to the sun as it's used directly in
shading calculations. Direction correctness confirmed by disabling other
lights and checking marcher's outside scene (ensuring the flat ground
was lit). As a bonus, I've finally confirmed I actually have the skybox
in the correct orientation (sunlight vector more or less matched the
position of the sun in marcher's sky).
2022-05-05 23:49:31 +09:00
Bill Currie
d60602421b [vulkan] Ensure dynamic lights are positional
I'm not sure what's up with the weird lighting that results from dynamic
lights being directional (sunlight works nicely in marcher, but it has a
unit vector for position).
2022-05-05 23:49:31 +09:00
Bill Currie
df5b471342 [scene] Support ambient lighting in worldspawn
Abyss of Pandemonium uses global ambient light a lot, but doesn't
specify it in every map (nothing extracting entities and adding a
reasonable value can't fix). I imagine some further tweaking will be
needed.
2022-05-05 23:49:30 +09:00
Bill Currie
c26c3b2739 [mdl] Show bytes remaining if not enough for unpack
It turns out Abyss of Pandemonium has a truncated mdl file causing
buffer overruns.
2022-05-05 23:49:30 +09:00
Bill Currie
a31ff3153c [gamecode] Fail gracefully on invalid entity strings
Returning null (and printing some error messages) is far friendlier than
aborting.
2022-05-05 23:49:30 +09:00
Bill Currie
4a4e16399a [client] Clean up world entity parsing a bit
Now the entities are parsed only once and the resulting data reused.
2022-05-05 23:49:30 +09:00
Bill Currie
9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00
Bill Currie
e9ad7b748b [renderer] Use scene_t to set the model data
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
2022-05-05 14:46:02 +09:00
Bill Currie
e323fbbbed [vulkan] Rework lighting model to be more algebraic
This leaves only the one conditional in the shader code, that being the
distance check. It doesn't seem to make any noticeable difference to
performance, but other than explosion sprites being blue, lighting
quality seems to have improved. However, I really need to get shadows
working: marcher is just silly-bright without them, and light levels
changing as I move around is a bit disconcerting (but reasonable as
those lights' leaf nodes go in and out of visibility).
2022-05-05 08:40:02 +09:00
Bill Currie
e1f4df27c3 [qw] Fix inverted chat mode
This has been bugging me for a while whenever I tested qw. Just a silly
logic error. The whole system needs work, though.
2022-05-04 23:53:54 +09:00
Bill Currie
5dd2ea242e [qw] Fix inverted chat mode
This has been bugging me for a while whenever I tested qw. Just a silly
logic error. The whole system needs work, though.
2022-05-04 23:52:26 +09:00
Bill Currie
618453629f [qw] Call SV_Physics_Init_Cvars during server init
This fixes the broken physics. Really, not that bad considering how
extensive the cvar revamp was.
2022-05-04 23:16:12 +09:00
Bill Currie
bbb66e13f8 [nq] Fix incorrect handling of argv in PF_WriteBytes
This fixes an illegible server message error on going through a teleport
in the start map (how I noticed the problem). Funnily enough, I had
spotted the mistake when editing the qw version, but forgot to correct
the nq version.
2022-05-04 23:16:12 +09:00
Bill Currie
a4d3352ca1 [qw] Call SV_Physics_Init_Cvars during server init
This fixes the broken physics. Really, not that bad considering how
extensive the cvar revamp was.
2022-05-04 23:13:24 +09:00
Bill Currie
3bd50c1555 [nq] Fix incorrect handling of argv in PF_WriteBytes
This fixes an illegible server message error on going through a teleport
in the start map (how I noticed the problem). Funnily enough, I had
spotted the mistake when editing the qw version, but forgot to correct
the nq version.
2022-05-04 22:37:52 +09:00
Bill Currie
675c82b47b [nq,qw] Do a little more diff reduction on sbar.c
It's rather difficult due to hipnotic and roque in nq, but still,
progress is progress.
2022-05-04 21:03:34 +09:00
Bill Currie
1891c1c302 [qflight] Replace a sprintf with va
While 16 chars is plenty for a 32-bit int, just seeing sprintf is enough
reason to make the change.
2022-05-04 21:01:39 +09:00
Bill Currie
fe63d93e8e [build] Remove some csqc dependencies
vkgen and the programs in ruamoko/qwaq just don't need it.
2022-05-04 18:01:50 +09:00
Bill Currie
eaaa0f597f [scene] Set the color for new entities
Black doesn't show up too well on black. Really, this isn't the best
fix, but it will do until I can rework entities to use a component
system.
2022-05-04 18:00:35 +09:00
Bill Currie
2493ca71c7 [ruamoko] Allow entity model to be set
And add header and function definitions for scene to libcsqc.
2022-05-04 17:38:38 +09:00
Bill Currie
3b926ec154 [io_mesh_qfmdl] Update plist parsing for `
This gets it pretty much in line with the C implementation. Certainly
good enough for validating a render pass spec :)
2022-05-04 14:44:54 +09:00
Bill Currie
8e658eac78 [vulkan] Correct a pile of copyright attributions
Id Software had pretty much nothing to do with the vulkan renderer (they
still get credit for code that's heavily based on the original quake
code, of course).
2022-05-04 14:44:54 +09:00
Bill Currie
2d75a652f1 [vulkan] Remove a dead file
I guess I forgot to delete draw.h when I added qf_draw.h.
2022-05-04 14:44:54 +09:00
Bill Currie
e95d498b97 [vulkan] Resurrect the forward render pass spec
It's not used yet, and thus may have some incorrect settings, but I
decided that I will probably want it at some stage for qwaq. It's
essentially was was in the original spec, but updated for some of the
niceties added to parsing since I removed it back then. It's also in its
own file.
2022-05-04 14:44:54 +09:00
Bill Currie
c10e529dfd [vulkan] Clean up alias pipeline layout spec
It didn't really need the extra layer of indirection: now it's much
clearer that the alias pipeline uses matrices and textures.
2022-05-04 14:44:54 +09:00
Bill Currie
0983cc5d8c [scene] Fix a spelling error in a comment 2022-05-04 14:44:54 +09:00
Bill Currie
3de10f32c7 [ruamoko] Add builtins for handling models
Just "loading" and "unloading" (both really just hints due to the
caching system), and an internal function for converting a handle to a
model pointer, but it let me test IQM loading and unloading in Vulkan.
2022-05-04 14:44:54 +09:00
Bill Currie
ecf33fe8e3 [model] Add a function to "unload" models
The model system is rather clunky as it is focused around caching, so
unloading is more of a suggestion than anything, but it was good enough
for testing loading and unloading of IQM models in Vulkan.
2022-05-04 14:13:18 +09:00
Bill Currie
bbca22c722 [vulkan] Add support for IQM models
Despite the base IQM specification not supporting blend-shapes, I think
IQM will become the basis for QF's generic model representation (at
least for the more advanced renderers). After my experience with .mu
models (KSP) and unity mesh objects (both normal and skinned), and
reviewing the IQM spec, it looks like with the addition of support for
blend-shapes, IQM is actually pretty good.

This is just the preliminary work to get standard IQM models loading in
vulkan (seems to work, along with unloading), and they very basics into
the renderer (most likely not working: not tested yet). The rest of the
renderer seems to be unaffected, though, which is good.
2022-05-04 14:07:27 +09:00
Bill Currie
a4f500da3c [vulkan] Add a mini resource subsystem
The resource subsystem creates buffers, images, buffer views and image
views in a single batch operation, using a single memory object to back
all the buffers and images. I had been doing this by hand for a while,
but got tired of jumping through all those vulkan hoops. While it's
still a little tedious to set up the arrays for QFV_CreateResource (and
they need to be kept around for QFV_DestroyResource), it really eases
calculation of memory object size and sub-resource offsets. And
destroying all the objects is just one call to QFV_DestroyResource.
2022-05-04 13:59:38 +09:00
Bill Currie
9d7cad420d [vulkan] Add a function to translate QFFormat to VkFormat
It's not great, but it does produce reasonable results for the formats
supported by QF's image system.
2022-05-04 13:57:02 +09:00
Bill Currie
a77aa16318 [vulkan] Make some headers order-indepenedent
In that they don't need Vulkan/qf_vid.h included first.
2022-05-04 13:55:56 +09:00
Bill Currie
419d91edc5 [image] Set texture type for no-load tga images
I might need to do similar for other formats, but i ran into the problem
of the texture type being tex_palette instead of the expected tex_rgba
when pre-(no-)loading a tga image resulting in Vulkan not liking my
attempt at generating mipmaps.
2022-05-04 13:50:55 +09:00
Bill Currie
ef6e4722d5 [simd] Add some comments to mat4fquat
Having to refigure out what values are going into the vectors got old
very fast. The comments don't help with verifying the values, but at
least I can tell at a glance where 2(xy - wz) goes and thus determine
the "orientation" of the matrix.
2022-05-04 13:48:34 +09:00
Bill Currie
fe891dd70b Merge branch 'master' into wip-rua_scene 2022-05-01 14:46:47 +09:00
Bill Currie
b9bd45ad99 [qfcc] Create vector lists only for constants
Defs and symbols benefit from swizzling as that's one instruction vs 2-3
for loading a scalar into a vector component by component. Constants are
ok because the result gets converted to a vector constant.
2022-05-01 14:35:24 +09:00
Bill Currie
be4021f8f4 [qfcc] Actually shrink the unaligned hole
This fixes the duplicate allocation caused by an exact fit aligned alloc
in an unaligned hole where the padding remains free.
2022-05-01 14:35:24 +09:00
Bill Currie
7518ba0a27 [qfcc] Add failing test case for defspace_alloc_aligned_loc
qfcc is putting two temps in the same location due to
defspace_alloc_aligned_loc returning the same address when there was a
hole caused by an earlier aligned alloc: specifically, a size-3 hole and
a size-2 allocation with alignment-2.
2022-05-01 14:35:24 +09:00
Bill Currie
cdd8739577 [qfcc] Improve debug printing of statements and operands
Makes it easier to check operand base indices and temporary variable
addresses when known.
2022-05-01 14:35:24 +09:00
Bill Currie
ef9960c6f9 [qfcc] Implement support for the swizzle operator
The destination operand must be a full four component vector, but the
source can be smaller and small sources do not need to be aligned: the
offset of the source operand and the swizzle indices are adjusted. The
adjustments are done during final statement emission in order to avoid
confusing the data flow analyser (and that's when def offsets are known).
2022-05-01 14:35:24 +09:00
Bill Currie
3c20dd515e Revert "Don't bother creating an alias for a def of the same type."
This reverts commit 2904c619c1.

In order to support swizzle operations, I need to be able to alias defs
to larger types (eg, float to vec4), but alias_def rightly won't allow
this. However, as the plan is to do this in the final steps before
emitting the instruction, I plan on creating an alias to a float then
adjusting the type in the alias, but to do so without extra shenanigans,
I need alias_def to allow aliases to the same type. As a fringe benefit,
it makes the code agree with the comment in def.h :P
2022-05-01 14:35:24 +09:00
Bill Currie
b87a768c43 [gamecode] Sort debug local defs by address
This allows the fuzzy bsearch used to find a def by address to work
properly (ie, find the actual def instead of giving some other def +
offset). Makes for a much more readable instruction stream.
2022-05-01 14:35:24 +09:00
Bill Currie
4ed9fc6820 [ruamoko] Switch to 64-bit handles for scene objects
The scene id is in the lower 32-bits for all objects (upper 32-bits are
0 for actual scene objects) and entity/transform ids are in the upper
32-bits. Saves having to pass around a second parameter in progs code.
2022-04-29 21:02:08 +09:00
Bill Currie
709a0a338d [qfcc] Return properly from copying a block expression
This came up when investigating an internal error from the line above.
It turned out the error was correct (problem with converting scalars to
vectors), but the break was not.
2022-04-29 20:53:59 +09:00
Bill Currie
8021848b5b [qfcc] Support promotions for struct initializers
This allows the various vector types to be used to initialized
structures and arrays.
2022-04-29 20:52:57 +09:00
Bill Currie
69ce0e952d [qfcc] Don't auto-promote vector types through ...
Currently, only vector/vec3 and quaternion/vec4 can be printed anyway,
but I plan on making explicit format strings for the types, so there
should be no need to promote any vector types (and really, any hidden
promotion is a bit of a pain, but standards...).
2022-04-29 20:52:27 +09:00
Bill Currie
719fe5a935 [qfcc] Support dot product for all (float) vector types
While the code would handle int vector types, there aren't any such
instructions, and the expression code shouldn't generate them, but all
float (32 and 64 bit) vector types do have a dot product instruction, so
check width rather than just vector/quaternion.
2022-04-29 20:46:33 +09:00
Bill Currie
547cae03ae [qfcc] Copy parameter types when registering new function type
This fixes an error that's been lurking for over two years (since I made
parameters unlimited internally). The problem was the array was being
allocated on the stack and a simple struct copy was used to store type
type, resulting in a dangling pointer onto the stack. I'm surprised it
didn't cause more problems.
2022-04-29 19:27:27 +09:00
Bill Currie
9cccb7a4d4 [qfcc] Implement ulong, long and uint constants
Finally :P
2022-04-29 18:12:47 +09:00
Bill Currie
9c8e13aa4c [qfcc] Implement automatic casting between same-width vectors
This allows all the tests to build and pass. I'll need to add tests to
ensure warnings happen when they should and that all vec operations are
correct (ouch, that'll be a lot of work), but vectors and quaternions
are working again.
2022-04-29 18:12:47 +09:00