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.
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.
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).
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).
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).
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).
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).
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.
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).
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.
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).
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).
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.
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.
I think the widespread use of recalc_refdef (and force_fullscreen) was
the result of a rushed merge of the renderer and video code (I do seem
to remember sprinkling them around). This cleans the two out of the
client code.
Other than the view model (undecided on the approach) this has
R_RenderView pretty much pulled out of the low level renderers. With
this, I'll be able to focus on scene handling for a bit then getting
shadows and fisheye working (again for fisheye).
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
Move r_pcurrentvertbase into the sw renderer, cleaning up gl's use of
(not really needed there). Not ready to move r_bsp into the main bin yet
as there are linking issues since only the low-level code references any
of its symbols.
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
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.
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
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).
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
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.
Only CaptureBGR is per-renderer as the rest of the screenshot code uses
it to do the actual capture (which is target dependent). Vulkan is
currently broken due to capture being an asynchronous process and the
rest of the code expecting capture to be synchronous (also, bgr vs rgb).
The best thing is all renderers now write the same format (currently
png).
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
The root transform of each hierarchy can be extracted from the first
transform of the list in the hierarchy, so no information is lost. The
main reason for the change is I discovered (obvious in hindsight) that
deleting root transforms was O(n) due to keeping them in an array, thus
the use of a linked list (I don't expect a hierarchy to be in more than
one such list), and I didn't want the transforms to be in a linked list.
While I doubt the difference is all that significant, this should speed
up entity rendering because it cuts out a lot of branching, and
eliminates scanning the same list multiple times only to not do anything
for large chunks of the list.
It holds the data for a basic 3d camera (transform, fov, near and far
clip). Not used yet as there is much work to be done in cleaning up the
client code.