Commit graph

2250 commits

Author SHA1 Message Date
Bill Currie
8ac53664d7 [simd] Rename VEC_TYPE to QF_VEC_TYPE
Makes it less likely to clash with anything (like qfcc's VEC_TYPE :P)
2022-04-29 16:59:55 +09:00
Bill Currie
71ae7aac4a [gamecode] Add macros for long and ulong 2022-04-29 16:59:15 +09:00
Bill Currie
6d62e91ce7 [gamecode] Clean up progs data access
pr_type_t now contains only the one "value" field, and all the access
macros now use their PACKED variant for base access, making access to
larger types more consistent with the smaller types.
2022-04-29 16:59:15 +09:00
Bill Currie
f6baa16084 [cvar] Remove the cvar lists
They're really redundant, and removing the next pointer makes for a
slightly smaller cvar struct. Cvar_Select was added to allow finding
lists of matching cvars.

The tab-completion and config saving code was reworked to use the hash
table DO functions. Comments removed since the code was completely
rewritten, but still many thanks to EvilTypeGuy and Fett.
2022-04-25 00:26:45 +09:00
Bill Currie
8bd626a3e4 [hash] Add a couple of data-oriented functions
Hash_Select returns a list of elements that match a given criterion
(select callback returning non-0).

Hash_ForEach simply calls a function for every element.
2022-04-25 00:18:22 +09:00
Bill Currie
bafe54b010 [view] Add a cexpr enum for grav_t
And use it for hud_scoreboard_gravity. Putting the enum def in view made
the most sense as view does own the base type and the enum is likely to
be by useful for other settings.
2022-04-24 21:09:58 +09:00
Bill Currie
9f876390f0 [input] Fix up some mistranslated cvars
My script didn't know what type to make the cvars since they're not used
directly by the code, so they got treated as strings instead of ints or
floats.
2022-04-24 19:15:22 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
aad4546c01 [cexpr] Expose cexpr assignment
This makes it much easier for other systems (in particular, cvar) to
copy values safely.
2022-04-24 19:15:22 +09:00
Bill Currie
021ec4962b [cexpr] Add optional error message prefix string
The prefix gives more context to the error messages, making the system a
lot easier to use (it was especially helpful when getting my cvar revamp
into shape).
2022-04-24 19:15:22 +09:00
Bill Currie
d68db74049 [cexpr] Add a flags type
Based on the flags type used in vkparse (difference is the lack of
support for plists). Having this will make supporting named flags in
cvars much easier (though setting up the enum type is a bit of a chore).
2022-04-24 19:15:22 +09:00
Bill Currie
392e032ce2 [cexpr] Add a get_string function to exprtype_t
This allows for easy (and safe) printing of cexpr values where the type
supports it. Types that don't support printing would be due to being too
complex or possibly write-only (eg, password strings, when strings are
supported directly).
2022-04-24 19:13:54 +09:00
Bill Currie
db5b77c838 [cexpr] Require designated initializers for exprtype_t
This will make expanding it much safer in the future.
2022-04-24 17:31:17 +09:00
Bill Currie
55f7886607 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-24 17:23:46 +09:00
Bill Currie
ef574e67d0 [net] Remove client references from net_main
This is progress towards #23. There are still some references to
host_time and host_client (via nq's server.h), and a lot of references
to sv and svs, but this is definitely a step in the right direction.
2022-04-24 17:21:58 +09:00
Bill Currie
b2d4fa0ccf [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-24 17:04:10 +09:00
Bill Currie
ddfacf61ee [qw] Get remote screen shots working again
Probably better than they ever have, really, since I think they were
broken for one renderer or another.
2022-04-01 02:04:24 +09:00
Bill Currie
790f62a209 [image] Make WritePNG take settings from tex_t
This means that a tex_t object is passed in instead of just raw bytes
and width and height, but it means the texture can specify whether it's
flipped or uses BGR instead of RGB. This fixes the upside down
screenshots for vulkan.
2022-04-01 01:01:53 +09:00
Bill Currie
acffacc59b [renderer] Make screen capture support asynchronous operation
This fixes (*ahem*) the vulkan renderer segfaulting when attempting to
take a screenshot. However, the image is upside down. Also, remote
snapshots and demo capture are broken for the moment.
2022-04-01 01:01:53 +09:00
Bill Currie
a29836cc2c [quakefs] Return QFile pointer from QFS_NextFile(name)
QFS_NextFilename was renamed to QFS_NextFile to reflect the fact it now
returns a QFile pointer for the newly created file (as well as the
name). This necessitated updating WritePNG to take a file pointer
instead of a file name, with the advantage that WritePNGqfs is no longer
necessary and callers have much more control over the creation of the
file.

This makes QFS_NextFile much more secure against file system race
conditions and attacks (at least in theory). If nothing else, it will
make it more robust in a multi-threaded environment.
2022-03-31 17:27:04 +09:00
Bill Currie
a35bfef24c [sys] Add a function to safely create a unique file
QF currently uses unique file names for screenshots and server-side
demos (and remote snapshots), but they're generally useful.
QFS_NextFilename has been filling this role, but it is highly insecure
in its current implementation. This is the first step to taking care of
that.
2022-03-31 16:44:19 +09:00
Bill Currie
020ada9fb1 [util] Clean up nested macro temp var names a little
clang doesn't like the same variable name being used in nested
expression statements, so give the "safety" variables in reused macros
semi-meaningful (based on macro name) tails to keep them separate.
2022-03-31 14:44:51 +09:00
Bill Currie
7a6ca0ebcb [simd] Use portable swizzles
gcc and clang have rather different swizzle builtins, but both do a nice
job of optimizing the intuitive initializer swizzle (I think gcc 8(?)
didn't do such a good job thus my use of __builtin_shuffle).
2022-03-31 02:25:33 +09:00
Bill Currie
a6df8ab995 [renderer] Move a couple functions to using vec4f_t
Makes for a few less FIXMEs and better consistency with vectors.
2022-03-30 23:53:30 +09:00
Bill Currie
da42aaf423 [sound] Use vec4f_t for api functions
Fixes a few vec3_t/vec4f_t FIXMEs.
2022-03-30 23:42:38 +09:00
Bill Currie
d35154ecf1 [vulkan] Clean up a lot of unnecessary includes
Too much copying of base files.
2022-03-30 15:54:07 +09:00
Bill Currie
495dd759f0 [renderer] Clean up FOV and viewport handling
Viewport and FOV updates are now separate so updating one doesn't cause
recalculations of the other. Also, perspective setup is now done
directly from the tangents of the half angles for fov_x and fov_y making
the renderers independent of fov/aspect mode. I imagine things are a bit
of a mess with view size changes, and especially screen size changes
(not supported yet anyway), and vulkan winds up updating its projection
matrices every frame, but everything that's expected to work does
(vulkan errors out for fisheye or warp due to frame buffer creation not
being supported yet).
2022-03-30 14:55:32 +09:00
Bill Currie
f21c2178fa [renderer] Move cshift defs into client
Definitely not something for the renderer to care about directly (ie, at
most, a post-process filter setting or palette update, which is how it
actually is currently).
2022-03-29 14:46:46 +09:00
Bill Currie
3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00
Bill Currie
75d7f4cecb [renderer] Clean up particles a little
The quake-specific enums are now in the client header, and the particle
system now has a gravity field rather than getting it from
vid_render_data (which I hope to eventually get rid of entirely).
2022-03-29 14:43:38 +09:00
Bill Currie
d53b0b0064 [sw] Clean up use of vid.colormap8
The main goal was to not update the colormap pointers when only the
viewport or fov changed.
2022-03-29 14:43:38 +09:00
Bill Currie
3103f400fd [sw] Clean up r_refdef and R_ViewChanged
r_refdef is really meant for holding the various screen "constants" for
the software renderer rather than the more generic scene stuff. All the
fields referenced by the low level rendering code (especially assembly)
have been moved to the beginning of the struct (and nicely fit within 64
bytes). The other fields should be moved elsewhere, but not this commit.

On top of that, R_ViewChanged is much easier to read, and there are
fewer static globals.
2022-03-27 15:32:00 +09:00
Bill Currie
12776e487a [gl] Implement screen warping for liquids
It's not the most efficient code (uses sin() directly), but at least it
works (and with about 75% cpu headroom at 72fps on my machine).
2022-03-26 18:13:37 +09:00
Bill Currie
a0adca011f [gl] Get fisheye working with frame buffers
Of course, it's not as correct as glsl or sw due to using polygons and
uvs rather than a fragment shader (not that such is out of the question
since GL 3.0 is requested, but I don't feel like getting shaders going
just for a couple of post-processing effects in an obsolete renderer).
2022-03-26 12:51:31 +09:00
Bill Currie
aa41259008 [gl] Clean out the last of the mirror code
Stragglers...
2022-03-26 10:27:16 +09:00
Bill Currie
303756b41b [gl] Remove the envmap command
It has never worked, but it should be easy enough to implement for all
renderers since fisheye does the same thing.
2022-03-26 10:27:16 +09:00
Bill Currie
f2bc5b560f [renderer] Clean up post processing
While it's not where I want it to be, it at least now no longer messes
with frame buffer binding or the view ports. This involved switching
around buffers in D_WarpScreen so that the main buffer could be bound
before post-processing.
2022-03-26 00:42:43 +09:00
Bill Currie
286344c7b6 [glsl] Implement fisheye rendering
The code dealing with state is a bit of a mess, but everything is
working nicely. Get around 400fps when all 6 faces need to be rendered
(no surprise: it should be about 1/6 of that for normal rendering). The
messy state handling code did not come as a surprise as I suspected
there were various mistakes in my scene rendering "recipe", and fisheye
highlighted them nicely (I'm sure getting this stuff working in Vulkan
will highlight even more issues).
2022-03-25 12:22:16 +09:00
Bill Currie
18aae8205e [glsl] Implement screen warp when in liquids
Finally, after a decade :P Looks pretty good, too, and is (almost)
properly scaled to the resolution (almost because the effect is a little
squashed, but I think the sw renderer does the same).
2022-03-25 09:01:27 +09:00
Bill Currie
00362e9f4e [gl] Explicitly request compatibility profile
And core profile for glsl
2022-03-25 09:01:11 +09:00
Bill Currie
20a2e7e06f [renderer] Get sw fisheye working again
Again, gl/vulkan not working yet (on the assumption that sw would be
trickier).

Fisheye overrides water warp because updating the projection map every
frame is far too expensive.

I've added a post-process pass to the interface in order to hide the
implementation details, but I'm not sure I'm happy about how the
multi-pass rendering for cube maps is handled (or having the frame
buffers as exposed as they are), but mainly because Vulkan will make
implementation interesting.
2022-03-24 15:50:41 +09:00
Bill Currie
0c437492b4 [renderer] Move to using dynamic frame buffers
For now, OpenGL and Vulkan renderers are broken as I focused on getting
the software renderer working (which was quite tricky to get right).

This fixes a couple of issues: the segfault when warping the screen (due
to the scene rendering move invalidating the warp buffer), and warp
always having 320x200 resolution. There's still the problem of the
effect being too subtle at high resolution, but that's just a matter of
updating the tables and tweaking the code in D_WarpScreen.

Another issue is the Draw functions should probably write directly to
the main frame buffer or even one passed in as a parameter. This would
remove the need for binding the main buffer at the beginning and end of
the frame.
2022-03-24 12:56:29 +09:00
Bill Currie
d54f146089 [sw] Remove a pile of duplicate asm externs
I imagine the file was generated via grep and sed.
2022-03-21 23:13:09 +09:00
Bill Currie
8ee776e8fb [sw] Rename d_pzbuffer to d_zbuffer 2022-03-21 23:12:22 +09:00
Bill Currie
4c90c3c4bb [sw] Remove pixbytes from sw_ctx_t
It's no longer needed as the sw renderer is 8-bit only.
2022-03-21 14:37:28 +09:00
Bill Currie
b82a353a20 [vid] Remove VID_InitBuffers
Its guts have been moved to D_Init temporarily while I work on the
frame buffer design. This is actually a big part of that work as it
moves most of the frame buffer creation into the one place, making it
easier to ensure I get all the sub-buffers and caches created.
2022-03-21 14:35:11 +09:00
Bill Currie
0f30f0a133 [mathlib] Remove suspicious IS_NAN
The implementation looks wrong (more like infinity). Where it was used
is currently disabled, but the usages were replaced with C99's isnan.
2022-03-19 12:50:08 +09:00
Bill Currie
65af7fb4a4 [mathlib] Remove frustum global
It should never have been there and is now in the refdef (not its final
home: it should probably be part of the camera).
2022-03-19 12:33:12 +09:00
Bill Currie
b912c2a667 [renderer] Clean up R_SetFrustum
The only global it touches now is frustum, and that needs fixing in
mathlib (good grief, we (probably I) did some weird things when merging
the code).
2022-03-19 10:06:38 +09:00
Bill Currie
c3f38e1c79 [renderer] Remove player_entity field
This was a hold-over from the gl mirror code.
2022-03-19 09:46:53 +09:00