Commit graph

105 commits

Author SHA1 Message Date
Bill Currie
e1a0bde5ee [sound] Remove a pile of unwanted sound.h includes
This does mean that the gl and sw renderers can no longer call
S_ExtraUpdate, but really, they shouldn't be anyway. And I seem to
remember it not really helping (been way too long since quake ran that
slowly for me).
2022-06-03 15:43:53 +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
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
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
7402fcfd0c [renderer] move r_worldentity and r_viewleaf into refdef
More cleanup of globals that seem to be quake specific.
2022-03-14 15:27:43 +09:00
Bill Currie
56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00
Bill Currie
075a0fe326 [renderer] Clean up r_origin and modelorg
So far, in gl and glsl, but viewposition is much clearer than r_origin
(despite being the same thing), and modelorg is just confusing (I think
it's the view position relative to the current model).
2022-03-08 03:47:36 +09:00
Bill Currie
af0c66dff9 [renderer] Move frame rendering out a layer.
This is a step towards high-level unification of the renderers, as far
as possible keeping only actual low-level implementation details in the
individual renderers (some higher level stuff, eg shadows, is expected
to be per-renderer as some things are just not feasible to implement in
all renderers). However, the idea is to move the high-level
functionality into scene rendering.
2022-03-08 01:04:40 +09:00
Bill Currie
54604d9aa2 [util] Make hunk (optionally) thread-safe
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
2021-07-29 11:43:27 +09:00
Bill Currie
40a26e4bc8 [scene] Rename libQFentity to libQFscene
And start working on scene management.
2021-07-24 14:20:59 +09:00
Bill Currie
f1ac8f2460 [renderer] Remove currententity from non-sw renderers
Really needed only for vulkan, but removing currententity from gl and
glsl made testing easier.
2021-07-22 16:15:14 +09:00
Bill Currie
5bf21931c7 [renderer] Remove more old fields from entity_t
The only transform related field remaining is old_origin. This also
brings the renderer closer to using simd (lots of stuff to fix still,
though).
2021-03-20 00:08:21 +09:00
Bill Currie
abaccbec53 [client] Move qw's loc code into client
This makes the location code available to nq (not used yet) but more
importantly moves some definitely client-side code into the right place.
2021-03-11 11:53:38 +09:00
Bill Currie
169e0192f2 [gl] Use the correct value for sqrt(0.5)
707106781 looks right, but isn't quite.
2021-03-10 19:06:15 +09:00
Bill Currie
fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00
Bill Currie
34dc7cf2df [models] Move brush data into its own struct
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
2021-02-01 19:31:11 +09:00
Bill Currie
0c1699fdbb Fix a pile of double semicolons 2021-01-09 20:42:23 +09:00
Bill Currie
a7327acb80 Set up shadevector for gl alias models.
The setup had been lost at some stage, thus shadows were always directly
under the entity. Unlike the original quake shadow code, the vector is
correctly transformed into the entity's space.
2012-07-17 17:10:48 +09:00
Bill Currie
fbc0ad59df Implement gl shadows for pure triangle alias models.
I finally found the cause of Despair's gl shadows non-rendering+segfault...
the shadow code expected triangle fans and strips but was getting simple
triangles. Oops.
2012-07-17 16:11:42 +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
099d9ec3f2 Move the increment of order out of the loop.
I don't know what gcc's optimizations would do with it, but it seems quite
reasonable to pull the code out of the loop by hand.
2012-05-05 18:01:00 +09:00
Bill Currie
cf5c9f067f Make GL_DrawAliasShadow const correct.
Despair's having troubles with segfaults that I can't reproduce. If it's a
strict aliasing problem, this might help.
2012-05-05 17:55:30 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
36504547a8 Rename the public symbols for gl, glsl and sw32.
Evil hack, but it does the job.
2012-04-11 14:58:54 +09:00
Bill Currie
8de5c9ae3f Do a final cleanup before doing the big rename. 2012-04-11 14:58:54 +09:00
Bill Currie
a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie
447ff2f2f5 Clean up global symbols for the gl renderer.
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
2012-02-18 11:48:52 +09:00
Bill Currie
7bfddd7ffe Gut most of the old skin code.
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie
3669e3aa2e Make alias model caching optional.
For now, only the glsl loader disables caching, but it stores the frame
vertices in GL memory, so its hunk usage is relatively lower (and will be
lower still when I get skins sorted out).
2012-01-17 19:31:50 +09:00
Bill Currie
6f18035c12 Fix up alias-16 support.
After getting in contact with serplord, I now know that the sw alias
loading was correct. Turns out the gl loaders was mostly correct, just a
mistaken subtract rather than add. And with that, I can implement alias-16
support in glsl. better yet, since all the work is done in the loader, the
renderer doesn't know anything about it :) However, I need to create some
16-bit models for testing.
2012-01-05 12:52:12 +09:00
Bill Currie
f0e88bbe85 Rip out the duplicate lerp code and merge it.
While the vertex lerping needs to be duplicated in the current GL code,
there's no need for the setup code to be duplicated. Also, I want it for
GLSL.
2012-01-04 16:26:52 +09:00
Bill Currie
1c480bf75e Merge the alias skin selection code.
We really don't need 4 copies of identical code when 1 will do :P
2012-01-02 15:57:43 +09:00
Bill Currie
4b515a961b Back out the fitzquake lerp changes.
That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie
b05be59ea0 Fix alias models in non-mtex fog.
It turns out that due to the way we do fullbrights, nothing special needs
to be done to get the fullbright texture blended with the model even when
fog is enabled.
2011-12-12 17:08:22 +09:00
Bill Currie
efa0105748 Rename some headers to fix doxygen warnings. 2011-07-23 15:58:45 +09:00
Bill Currie
8919aec663 Get global fog working in mtex mode. 2010-12-10 21:40:36 +09:00
Bill Currie
cacd2fb895 FiztQuake's lerping system.
Seems to be mostly working. I get some funny results for zombies, but that
might be moving and turning at the same time causing issues.
2010-11-26 16:20:05 +09:00
Bill Currie
8c4fe2f844 Rename Sys_DPrintf to Sys_MaskPrintf.
We now have finer runtime control over what gets printed. Need to do a
SYS_DEV audit, creating new masks as apropriate.
2010-11-26 16:19:26 +09:00
Bill Currie
4b0320f341 glx, gly, glwidth and glheight are now gone too. also GL_BeginRendering 2009-12-23 08:20:29 +00:00
Bill Currie
fe95805d86 various gcc 4.3 fixes 2008-07-19 05:40:57 +00:00
Bill Currie
6d6dc27592 make startup and shutdown a little quieter 2007-11-06 10:39:49 +00:00
Bill Currie
d66934942d nuke Con_Printf and Con_DPrintf and use Sys_* instead 2007-11-06 10:17:14 +00:00
Bill Currie
3fb03fc2be hah, should have been using __attribute__((used)) all that time (rather
than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
b36569eb9f grievre's patch to make entity minlight and fullbright fields work properly 2004-07-11 00:37:48 +00:00
Bill Currie
fc4211c257 the rest of Grievre's lighting tweaks 2004-05-02 21:21:00 +00:00
Ragnvald Maartmann-Moe IV
f0d9008fa4 Swap normal/vertex order to match order they are accessed in during render.
Optimization from Grievre.
Also fix a minimum light clamping to actually be applied.
2004-04-28 20:27:11 +00:00
Bill Currie
1c0735d0c9 * taniwha mutters about end-runs (sorry, Grievre) 2004-04-28 04:07:50 +00:00
Bill Currie
785307fd9a Grievre's lighting tweeks 2004-04-27 22:18:23 +00:00
Ragnvald Maartmann-Moe IV
29502c8f5a Lots of optimizations, particularly for GL state changes, and tweak lighting a
bit more.

Also a cleanup from Grievre: Use VectorIsZero in two places in gl_mod_alias.c.
2004-03-15 21:32:19 +00:00
Ragnvald Maartmann-Moe IV
1fe06c326b More of my experimental GL lighting tweaks. 2004-03-11 01:03:51 +00:00