Commit graph

12643 commits

Author SHA1 Message Date
Bill Currie
847b3199d3 [bsp] Correct documentation about texture frame rate
It turns out BSP textures are animated at only five frames per second.
2022-05-26 22:25:18 +09:00
Bill Currie
4786594f3c [vulkan] Create a "missing" texture for bsps
I found a test map with no texture data. Even after fixing the bsp
loader, vulkan didn't like it. Now vulkan is happy. The "Missing" text
is full-bright magenta on a dim grey background so it should be visible
in any lighting conditions.
2022-05-26 19:14:44 +09:00
Bill Currie
4dc1988af1 [vulkan] Add a function to load texture arrays
I needed to create an array texture and didn't feel like doing all that
boilerplate again :P.
2022-05-26 18:43:15 +09:00
Bill Currie
e86e93551d [nq] Remove some more bandaids
More host cleanup. The client now processes input itself, as does the
server, but only if running a dedicated server. The server no longer
blocks sound when loading a map as it shouldn't know anything about
sound. This will probably need something done in the client, but moving
the server into a separate thread will have that effect anyway.
2022-05-26 17:10:23 +09:00
Bill Currie
521f805edf [nq] Move Host_ClientFrame to CL_Frame
This removes a bit of mess from sv_ded.c, and is a step towards making
host*.c just the minimal interface between client and local server.
2022-05-26 16:17:00 +09:00
Bill Currie
f65a35da88 [gib] Clean up some header dependencies 2022-05-26 16:13:09 +09:00
Bill Currie
c86cb0ac54 [renderer] Clean up some unwanted dependencies
Nothing outside of the renderer should be including d_iface.h (locs.c
does still for particle defines), and plugin/vid_render.h is more
independent.
2022-05-26 14:41:08 +09:00
Bill Currie
dcfe0e33a3 [util] Allow zero-sized lumps to be at end of file
This fixes a crash when attempting to load a map with no texture data.
2022-05-26 12:35:50 +09:00
Bill Currie
70ece6d5bb [vulkan] Work around buggy maps with broken brushes
Conflagrant Rodent has a sub-model with 0 faces (double bit error?)
causing simply counting faces to get out of sync with actual model
starts thus breaking *all* brush models that come after it (including
other maps). Thus be a little less lazy in figuring out model start
faces.
2022-05-25 20:08:36 +09:00
Bill Currie
524c1e27c4 [vulkan] Use instanced rendering for brush models
The models are broken up into N sub-(sub-)models, one for each texture,
but all faces using the same texture are drawn as an instance, making
for both reduced draw calls and reduced index buffer use (and thus,
hopefully, reduced bandwidth). While texture animations are broken, this
does mark a significant milestone towards implementing shadows as it
should now be possible to use multiple threads (with multiple index and
entid buffers) to render the depth buffers for all the lights.
2022-05-25 13:29:11 +09:00
Bill Currie
a08261c620 [vulkan] Use a buffer for entity transform and color data
This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.
2022-05-25 00:17:57 +09:00
Bill Currie
3900e59f1a [client] Support the wait field on lights
This was the missing piece for a lot of my lighting woes: it scales the
distance when calculating falloff.
2022-05-23 20:22:05 +09:00
Bill Currie
26330d0fcb [scene] Update the empty world for the new mnode_t
This gets my qwaq-x11 test scene working again (and makes use of a plane
at infinity, yay PGA).
2022-05-23 01:33:21 +09:00
Bill Currie
3a2560e4c1 [vulkan] Implement thread-safe rendering for the world model
Sub-models and instance models need an instance data buffer, but this
gets the basics working (and the proof of concept). Using arrays like
this actually simplified a lot of the code, and will make it easy to get
transparency without turbulence (just another queue).
2022-05-23 01:28:43 +09:00
Bill Currie
c6f520b743 [model] Clean out some useless surface flags
The gl water warp ones have been useless since very early on due to not
doing water warp in gl (vertex warping just didn't work well), and the
recent water warp implementation doesn't need those hacks. The rest of
the removed flags just aren't needed for anything. SURF_DRAWNOALPHA
might get renamed, but should be useful for translucent bsp surfaces
(eg, vines in ad_tears).
2022-05-22 23:38:18 +09:00
Bill Currie
c8472755d1 [model] Move visframe out of msurface_t
One more step towards BSP thread-safety. This one brought with it a very
noticeable speed boost (ie, not lost in the noise) thanks to the face
visframes being in tightly packed groups instead of 128 bytes apart,
though the sw render's boost is lost in the noise (but it's very
fill-rate limited).
2022-05-22 16:38:50 +09:00
Bill Currie
d40769c21d [model] Move visframe out of mleaf_t
This is next critical step to making BSP rendering thread-safe.

visframe was replaced with cluster (not used yet) in anticipation of BSP
cluster reconstruction (which will be necessary for dealing with large
maps like ad_tears).
2022-05-22 14:43:07 +09:00
Bill Currie
4e5eec0277 [input] Correct copyright attribution for in_imt.c
Id had nothing to do with imt tables. It was Mercury (Zephaniah) that
created the initial design and code, and I took the design further.
2022-05-22 13:52:34 +09:00
Bill Currie
7a97a72232 [input] Correct some type-setting issues in command help 2022-05-22 13:51:55 +09:00
Bill Currie
7240d2dc80 [model] Move plane info into mnode_t, and visframe out
The main goal was to get visframe out of mnode_t to make it thread-safe
(each thread can have its own visframe array), but moving the plane info
into mnode_t made for better data access patters when traversing the bsp
tree as the plane is right there with the child indices. Nicely, the
size of mnode_t is the same as before (64 bytes due to alignment), with
4 bytes wasted.

Performance-wise, there seems to be very little difference. Maybe
slightly slower.

The unfortunate thing about the change is the plane distance is negated,
possibly leading to some confusion, particularly since the box and
sphere culling functions were affected. However, this is so point-plane
distance calculations can be done with a single 4d dot product.
2022-05-22 12:41:23 +09:00
Bill Currie
8633ffe9d2 Fix some MXE build issues
Just some unused variables when vulkan debug is disabled and some scanf
formats for qfcc vectors (and the safety net).
2022-05-22 11:59:53 +09:00
Bill Currie
0d609efbc6 [vulkan] Implement water alpha
I'm not sure it's working properly, but that compose pass is suspect,
especially with respect to lighting.
2022-05-22 11:59:53 +09:00
Bill Currie
3bb54bc20a [renderer] Up some limits so I can test with ad_tears
The map uses 41% of a 4k light map scrap, and 512 texture descriptors
wasn't enough for vulkan. Ouch. I do need to get cvars on these things,
but this will do for now (decades later...)
2022-05-22 11:59:53 +09:00
Bill Currie
e967724196 [audio] Handle multiple cue points in wav files
Sounds in Arcane Dimensions (at least those used by ad_tears) specify
start and end cue points. The code was using only the final point in the
list and thus breaking looped sounds. Now, the first cue point is used
as the loop start, and the second (if present), the sample length. Both
are bounds-checked against the wav's sample count. Fixes sound locking
up during the first seconds in ad_tears.
2022-05-22 11:59:53 +09:00
Bill Currie
5cfbafc176 [audio] Fix some minor issues
Just little niggles I spotted while sorting out cue points.
2022-05-22 11:59:53 +09:00
Bill Currie
78a0075be1 [gamecode] Plug a nasty buffer overflow
This one is ancient: the code was essentially unmodified since release
(just some formatting). Malformed vectors could sneak through due to map
bugs (eg, "angles -90" instead of "angle -90" as in ad_tears) and the
vector parsing code would continue past the end of the string and
writing into unowned memory, potentially messing up the libc allocation
records. Replacing with the obvious sscanf works nicely.

Sometimes, Quake code is brilliant. Other times, it's a real face-palm.
2022-05-21 14:28:47 +09:00
Bill Currie
34da36e1cf [gl_stub] Add a bunch of new stubs
Gets gl_stub working with recent changes to QF.
2022-05-20 16:27:01 +09:00
Bill Currie
87f3c206f1 [simd] Remove some intrinsics uses
GCC does a nice enough job compiling the more readable form (though
admittedly, hadd is possibly more readable than what's there for
dot[fd], hadd is supposedly slower than the shuffles and adds, and qfvis
seems to support that).
2022-05-20 11:09:15 +09:00
Bill Currie
89f8dfce09 [input] Clear button inputs when IN_ClearStates called
This fixes the annoying persistence of inputs when respawning and
changing levels. Axis input clearing is hooked up but does nothing as of
yet. Active device input clearing has always been hooked up, but also
does nothing in the evdev and x11 drivers.
2022-05-19 16:47:47 +09:00
Bill Currie
925300716b [mode] Go back to using dclipnode_t everywhere
It was added only because FitzQuake used it in its pre-bsp2 large-map
support. That support has been hidden in bspfile.c for some time now.
This doesn't gain much other than having one less type to worry about.

Well tested on Conflagrant Rodent (the map that caused the need for
mclipnode_t in the first place).
2022-05-19 15:16:53 +09:00
Bill Currie
688f17fda3 Correct some typos in comments/docs 2022-05-19 13:26:45 +09:00
Bill Currie
0bf903afd0 [bspfile] Document the bsp file data structures
While I still have a couple of questions unanswered, this takes care of
what I needed to know for now (and then some).
2022-05-19 13:26:45 +09:00
Bill Currie
ee19a928a0 [model] Make the miptex toupper clearer
That bit of code got me every time I looked at it.
2022-05-19 13:26:45 +09:00
Bill Currie
0ba8d44654 More doxygen tweaks 2022-05-19 13:26:45 +09:00
Bill Currie
495e71193e [input] Fix some doxygen breakage 2022-05-19 13:26:45 +09:00
Bill Currie
765b61d133 [vulkan] Remove elements_t type
This was one of the biggest reasons I had trouble understanding the bsp
display list code, but it turns out it was for dealing with GLES's
16-bit limit on vertex indices. Since vulkan uses 32-bit indices,
there's no need for the extra layer of indirection. I'm pretty sure it
was that lack of understanding that prevented me from removing it when I
first converted the glsl bsp code to vulkan (ie, that 16-bit indices
were the only reason for elements_t).

It's hard to tell whether the change makes much difference to
performance, though it seems it might (noisy stats even over 50 timedemo
loops) and the better data localization indicate it should at least be
just as good if not better. However, the reason for the change is
simplifying the data structures so I can make bsp rendering thread-safe
in preparation for rendering shadow maps.
2022-05-19 13:26:45 +09:00
Bill Currie
beb05f28ff [glsl,vulkan] More comments in the bsp code
And maybe a nano-optimization. Switching from (~side + 1) to (-side)
seems to give glsl a very tiny speed boost, but certainly doesn't hurt.
Looking at some assembly output for the three cases, the two hacks seem
to generate the same code as each other, but 3 instructions vs 6 for ?:.
While ?: is more generically robust, the hacks are tuned for the
knowledge side is either 0 or 1. The later xor might alter things, but
at least I now know that the hack (either version) is worthwhile.
2022-05-19 13:26:45 +09:00
Bill Currie
bc82241e1c [client] Pre-cache temp entity data after clearing memory
This is a particularly ancient bug, sort of introduced by rhamph when he
optimized temp entity model handling and later exacerbated by me.
However, I suspect the actual problem is limited to nq as qw's gamedir
handling would have caused the models to be reloaded, but nq doesn't
ever change game directories once running.
2022-05-19 13:26:45 +09:00
Bill Currie
3639ee3d2d [vulkan] Just simply exit for validation errors
With experience, I have found that trying to continue after a validation
error tends to result in a segfault or some other nastiness, and
Sys_Shutdown (and the full shutdown sequence) is triggered for any error
signal (segfault, abort, etc) so just exit(1).
2022-05-19 13:26:45 +09:00
Bill Currie
f97fb90d90 [model] Fix alias skin group loading
Although the skin pointer was being advanced after recording the
information in for the batch array, it was being reset the next time
around the loop (due to a mistranslation of the previous code). This
fixes the segfault while loading (gl, glsl, vulkan) or rendering (sw)
the sphere model from Rogue.
2022-05-19 13:26:45 +09:00
Bill Currie
8b425a2740 [tools] Show major file offsets in mdl dumper
Handy for debugging the alias model loader.
2022-05-19 13:26:45 +09:00
Bill Currie
be635804d1 [vulkan] Clean up display list building and add some comments
Some very much needed comments :P Still, nicely, I now have a much
better understanding of how the display lists are created (10 years
is a long time to remember how intricate code works (I do remember
fighting to get it working back then))
2022-05-19 13:26:45 +09:00
Bill Currie
249feb1ae8 [glsl] Clean up build_surf_displist
This makes it much easier to see just what is being done to build a
polygon to be passed to the GPU, and it served as a test for the
lightmap st changes since Vulkan currently never used them.
2022-05-19 13:26:45 +09:00
Bill Currie
45431a0bcc [vulkan] Use absolute light intensity/radius for size
Many modders use negative lights for interesting effects, but vulkan
doesn't like the result of a negative int treated as unsigned when it
comes to texture sizes.
2022-05-19 13:26:45 +09:00
Bill Currie
27de599ac4 [vulkan] Resurrect the shadow map resource creation
However, this time it doesn't modify the light array when it sorts the
lights by size since the lights are now located before the renderer gets
to see them, and having the fix up the light leafs array would be too
painful (and probably the completely wrong thing to do anyway: the light
array should be treated as constant by the renderer). 1.6GB of memory
for gmsp3v2's lights (a little better than marcher: more smaller lights?).

For reference:
gmsp3v2: shadow maps: 8330 layers in 29 images: 1647706112
marcher: shadow maps: 2440 layers in 11 images: 2358575104
2022-05-19 13:26:45 +09:00
Bill Currie
d3965af2ae [scene] Improve directional light handling
While it wasn't the root cause of the disappearing lights (even after
sorting out the light limit issue), because the cause of that was
everything working as designed, I suspect sunlight wasn't reaching as
far as it should. Even it it was, this should be slightly faster
(especially for larger maps) as leafs can be tested 32 or 64 at a time
rather than individually.
2022-05-19 13:26:45 +09:00
Bill Currie
775f3b87a8 [bsp] Add a comment about leaf marksurfaces
They should probably be cause leafsurfaces since they are the actual
surfaces of the leaf: ie, the faces of the leaf mesh if each leaf was
sub-sub-model.
2022-05-19 13:26:45 +09:00
Bill Currie
e1e4bf5659 [vulkan] Up the light limit to 768
For now, at least (I have some ideas to possibly reduce the numbers and
also to avoid the need for actual limits). I've seen gmsp3v2 use over
500 lights at once (it has over 1300), and I spent too long figuring out
that weird light behavior was due to  the limit being hit and lights
getting dropped (and even longer figuring out that more weird behavior
was due to the lack of shadows and the world being too bright in the
first place).
2022-05-19 13:26:45 +09:00
Bill Currie
9237d83b56 [vulkan] Fix some comments and developer output 2022-05-19 13:26:45 +09:00
Bill Currie
9429539f2f [qfbsp] Print node and leaf info
Maximum tree depth, number of nodes in a model, and max faces per node
and leaf.
2022-05-19 13:26:45 +09:00