Commit graph

404 commits

Author SHA1 Message Date
Bill Currie
7d9ef9a47e [model] Mark all cleared models as cleared
This fixes a nine year old bug that I discovered only today thanks to
the vulkan renderer. The problem was that when a model had a clear
callback, it was not getting marked as needing to be reloaded, and thus
the model would be "reused" after being trampled on by another model
loading over it.

Also, plug a potential string buffer overflow (strcpy just will not
die!).
2021-01-20 13:55:50 +09:00
Bill Currie
d33f5b8d0d [vulkan] Make a lot of progress for brush models
Light maps are maybe updating, but as nothing is actually rendered yet,
it's hard to tell.
2021-01-20 01:28:54 +09:00
Bill Currie
2de1c02f61 [image] Add support for float rgba for vulkan 2021-01-20 01:18:47 +09:00
Bill Currie
82889a2c52 [model] Create and destroy the bsp image views 2021-01-20 00:37:37 +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
ba5e86d927 [model] Move Mod_CalcFullbright to its own file
This allows it to be shared between renderers.
2021-01-19 14:54:39 +09:00
Bill Currie
7a353d5aee [model] Build vulkan model libs
The contents are currently empty (required .c files), but this gets the
build system updated.
2021-01-19 14:12:49 +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
40fc9f0000 [model] Make Mod_LoadExternalTextures private
It never really needed to be externally accessible as it has always been
gl-specific and can be called by Mod_ProcessTexture anyway.
2021-01-19 12:56:05 +09:00
Bill Currie
e50430e00c [image] Add parameter to load only the header
I want to be able to calculate texture sizes without actually loading
the images.
2021-01-19 10:15:57 +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
dacda50130 [renderer] Stub out all the vulkan functions
nq-x11 now gets through all three demos without crashing (but without
rendering anything useful, though).
2021-01-18 12:46:06 +09:00
Bill Currie
ab04a1915e [build] Fix a pile of gcc 10 issues
gcc got stricter about array accesses, complicating progs macros, and
much better at detecting buffer overflows.
2020-12-21 14:14:29 +09:00
Bill Currie
6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00
Bill Currie
4cef9792f4 [util] Make hash-tables semi-thread-safe
They take a pointer to a free-list used for hashlinks so the hashlink
pools can be per-thread. However, hash tables that are not updated are
always thread-safe, so this affects only updates. progs_t has been set
up such that it is easy for multiple progs within one thread can share
hashlinks.
2020-03-25 15:43:16 +09:00
Bill Currie
9248e8cf01 Update for doxygen 1.8.16 2020-02-11 15:22:42 +09:00
Bill Currie
6ce87497f3 Fix a potential buffer overflow
Highly unlikely to have that many sub models, but it does keep gcc
quiet.
2020-02-06 17:42:21 +09:00
Bill Currie
f58c2fef5a Switch QF's quaterions from wxyz to xyzw.
After messing with SIMD stuff for a little, I think I now understand why
the industry went with xyzw instead of the mathematical wxyz. Anyway, this
will make for less pain in the future (assuming I got everything).
2018-10-12 14:33:55 +09:00
Bill Currie
62793b2dc2 Fix some potentially garbage assignments.
These are the ones where I could easily make scan-build happy. They do seem
to be potential holes where invalid data in one place could result in use
of uninitialized values.
2018-09-09 09:54:16 +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
8fd5be0ee0 Fix a pile of sizeof goofs.
While scan-build wasn't what I was looking for, it has proven useful
anyway: many of the sizeof errors were just noise, but a few were actual
bugs (allocating too much or too little memory).
2018-09-07 20:00:57 +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
1ea74c6269 Fix the gl skin segfault.
This was caused by an out-by one error when setting up the skin: if cmap
was 0 then the gl_skin struct would be taken from index -1 of the array and
thus cause all sorts of grief.
2016-01-04 22:04:39 +09:00
Bill Currie
61c6a4b68e Include config.h in model tests.
The gcc inlining changes made it necessary.
2016-01-03 16:18:14 +09:00
Jeff Teunissen
890c83ff6e Fix crash in classic GL
GL sometimes crashes when building skins. This probably isn't the correct
fix (finding the situation where fb->tex can become NULL despite fb being
non-null is), but it does kill the segfault. Luckily, this is git and this
commit can just be reverted when the real fix shows up. :)
2014-10-16 13:45:39 -04:00
Bill Currie
ab3f554a0e Limit the search for lit and ent files.
The search for these files will stop in the vpath that contains the .bsp
file to which they belong. This will prevent problems with
id1/maps/start.lit being used for shadows/maps/start.bsp.
2014-01-28 16:22:05 +09:00
Bill Currie
3efb0c538f Separate file search from loading.
QFS_LoadFile (and its wrappers) now  take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Bill Currie
328b997843 Save the vpath in the model.
This will be used for restricting searches for auxiliary model files.
2014-01-28 16:22:05 +09:00
Bill Currie
f5501fbf24 Fix a pile of automake deprecation warnings.
s/INCLUDES/AM_CPPFLAGS/g

I <3 sed :)
2013-11-24 13:11:50 +09:00
Bill Currie
e27d7cbd2d Handle alloca "correctly".
Use AC_FUNC_ALLOCA and the #ifdef mess suggested by the autoconf docs
(hidden in qfalloca.h).
2013-01-22 21:02:50 +09:00
Bill Currie
ec6ba8a03c Make key_dest private to keys.c
This has the bonus feature of making nq pause the game when input focus is
lost (same conditions as dropping the console or bringing up the menu).
2013-01-16 19:48:54 +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
ec42bde527 Make hash tables more const correct.
And clean up the resulting mess :/
2012-10-27 11:44:31 +09:00
Bill Currie
eccc1b5b51 Put the over-size range back to its original value.
This fixes the horribly different results between optimized and unoptimized
qfbsp (there is still a difference of 1 brushface). Unfortunately, it also
severely limits the maximum size of a map.
2012-09-18 09:25:10 +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
6ba6959205 Allow any NxN or 2NxN sky texture for glsl.
Maps that specify a skybox often use a fake sky texture, sometimes 16x16.
Having a hardcoded requiredment of 256x128 is a tad inappropriate.
2012-09-05 14:02:44 +09:00
Bill Currie
31dead3dcd Fix 16-bit mdl loading for glsl.
The extra precision verts are offset by numverts, not numposes :P
2012-08-07 17:06:01 +09:00
Bill Currie
c66e437ebe Enable shadows for grenades.
Now that shadevector is correctly transformed, grenade shadows aren't quite
so silly.
2012-07-17 17:12:34 +09:00
Bill Currie
428d57b7e1 Don't attemt fullbright processing for an unavailable skin.
In the end, it turns out this is the correct fix for the gl seg on
overkill, because build_skin will correctly use the fully setup player skin
if the glskin doesn't have a texture associated with it.
2012-07-05 10:30:41 +09:00
Bill Currie
23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
3087e685cc Convert texcoords to fixed point.
Bah, another weekend wasted on an oversight :( However, Mr. Fixit looks
quite alright in the quake palette.
2012-05-20 10:02:44 +09:00
Bill Currie
f0285e5a08 Correct the texcoord conversion.
1.0 is to represent the last pixel, not one past it.
2012-05-20 08:51:15 +09:00
Bill Currie
c1eb3e77c3 Process each vertex texcoord only once.
Double converting texcoords results in 0,0 for all affected texcoords. Mr
Fixit was looking rather ill. Now he looks weird (something wrong in the
renderer?).
2012-05-19 09:15:26 +09:00
Bill Currie
d41bf32d91 Hopefully fix color conversion.
Hard to tell because the triangle rendering is still messed up. However,
storing negative values in bytes doesn't work :)
2012-05-19 09:14:07 +09:00
Bill Currie
fb10f38fd4 SW now tries (but fails miserably) to render iqm models.
Something seems to be very wrong with the transforms.
2012-05-18 23:31:14 +09:00
Bill Currie
da313cfae7 Load iqm models in the sw renderers.
sw32 loses 32 bit textures :/
loading is /slow/ (converting rgb(a) to 8bit palette... ouch.
2012-05-17 21:17:48 +09:00