There's now a main ecs.h file that includes the sub-system headers,
removing the need to explicitly include several header files, but the
sub-systems are a less cluttered.
This means that the component id used for hierarchy references must be
passed to Hierarchy_New and Hierarchy_Copy, but does all an entity to
have more than one hierarchy, which is useful for canvases (hierarchies
of views) in the 3d world (the canvas root would have a 3d hierarchy
reference and a 2d (view) hierarchy reference).
While Draw_Glyph does draw only one glyph at a time, it doesn't shape
the text every time, so is a major win for performance (especially
coupled with pre-shaped text).
Font cannot be overridden yet, but script attributes (language, script
type, direction) and features can be set at all three levels in a
passage. Attributes on the root level act as defaults for the paragraph
and word levels, and paragraph attributes act as defaults for the word
level.
This causes some problems with linking if libQFgui is linked with
libQFrenderer (which is necessary in the long run), but it seems
everything gets away with it for now (which, tbh, I don't like).
And add a function to process a passage into a set of views with glyphs.
The views can be flowed: they have flow gravity and their sizes set to
contain all the glyphs within each view (nominally, words). Nothing is
tested yet, and font rendering is currently broken completely.
Font and text handling is very much part of user interface and at least
partially independent of rendering, but does fit it better with GUI than
genera UI (ie, both graphics and text mode), thus libQFgui as well as
libQFui are built in the ui directory.
The existing font related builtins have been moved into the ruamoko
client library.
In theory, it supports all the non-palette formats, but only luminance
and alpha (tex_l and tex_a) have been tested. Fixes the rather broken
glyph rendering.
World scale can only be approximate if non-uniform scales and
non-orthogonal rotations are involved, but it is still useful
information sometimes.
However, the calculation is expensive (needs a square root), so remove
world scale as a component and instead calculate it on an as-needed
basis because it is quite expensive to do for every transform when it is
used only by the legacy-GL alias model renderer.
Thanks to the 3d frame buffer output being separate from the swap chain,
it's possible to have a different frame buffer size from the window
size, allowing for a smaller buffer and thus my laptop can cope (mostly)
with the vulkan renderer.
I had debated putting the blending in the compose subpass or a separate
pass but went with the separate pass originally, but it turns out that
removing the separate pass gains 1-3% (5-15/545 fps in a timedemo of
demo1).
viewstate's time is from cl.time which is not what's used to set
last_servermessage (that uses realtime). After careful investigation, I
found that cl.time is not at all suitable and that the original id code
used realtime (I think it was just me being lazy when I merged the
code). Fixes the stuck net icon.
quake changes rocket and grenade models to explosion models, but
quakeworld does not. This resulted in nq drawing two explosion sprites
instead of one. Separating the types allows nq to skip adding a sprite
for the explosion.
It's a bit flaky for particles, especially at higher frame rates, but
that's due to supporting only 64 overlapping pixels. A reasonable
solution is probably switching to a priority heap for the "sort" and
upping the limit.
I don't yet know whether they actually work (not rendering yet), but the
system isn't locking up, and shutdown is clean, so at least resources
are handled correctly.
This splits up render pass creation so that the creation of the various
resources can be tailored to the needs of the actual render pass
sub-system. In addition, it gets window resizing mostly working (just
some problems with incorrect rendering).
This is the minimum maximum count for sampled images, and with layered
shadow maps (with a minimum of 2048 layers supported), that's really way
more than enough.
Things are a bit of a mess with interdependence between sub-module
initialization and render pass initialization, and window resizing is
broken, but the main render pass rendering to an image that is then
post-processed (currently just blitted) is working. This will make it
possible to implement fisheye and water warp (and other effects, of
course).
When working, this will handle the output to the swap-chain images and
any final post-processing effects (gamma correction, screen scaling,
etc). However, currently the screen is just black because the image
for getting the main render pass output isn't hooked up yet.
Now each (high level) render pass can have its own frame buffer. The
current goal is to get the final output render pass to just transfer the
composed output to the swap chain image, potentially with scaling (my
laptop might be able to cope).
While the HUD and status bar don't cut out a lot of screen (normally),
they might start to make a difference when I get transparency working
properly. The main thing is this is a step towards pulling the 2d
rendering into another render pass so the main deferred pass is
world-only.
Using swizzles in an image view allows the same shader to be used with
different image "types" (eg, color vs coverage).
Of course, this needed to abandon QFV_CreateImageView, but that is
likely for the best.
While simple component pools can be cleared simply by zeroing their
counts, ones that have a delete function need that function to be called
for all the components in the pool otherwise leaks can happen.
It's currently used only by the vulkan renderer, as it's the only
renderer that can make good use of it for alias models, but now vulkan
show shirt/pants colors (finally).
This cuts down on the memory requirements for skins by 25%, and
simplifies the shader a bit more, too. While at it, I made alias skins
nominally compatible with bsp textures: layer 0 is color, 1 is emissive,
and 2 is the color map (emissive was on 3).
As the RGB curves for many of the color rows are not linearly related,
my idea of scaling the brightest color in the row just didn't work.
Using a masked palette lookup works much better as it allows any curves.
Also, because the palette is uploaded as a grid and the coordinates are
calculated on the CPU, the system is extendable beyond 8-bit palettes.
This isn't quite complete as the top and bottom colors are still in
separate layers but their indices and masks can fit in just one, but
this requires reworking the texture setup (for another commit).
It turns out my approach to alias skin coloring just doesn't work for
the quake data due to the color curves not having a linear relationship,
especially the bottom colors.
It works on only one layer and one mip, and assumes the provided texture
data is compatible with the image, but does support sub-image updates
(x, y location as parameters, width and height in the texture data).
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
While an entity with a null registry is null regardless of the id,
setting the id to nullent is useful for other purposes.
Fixes the disappearing brush models in the vulkan renderer (it uses
entity id + 1 for indexing), and prevents similar issues in the future.
When values are bit masks, they're much easier to read when expressed as
a shift than as a raw decimal number, especially when knowing the index
of the bit is important.
I think this makes the purpose of the functions more clear and makes the
protocol logic less dependent on the meaning of some of the updates.
Most of the update functions are not fully implemented yet.
I had forgotten that the cl structs in nq and qw were different layouts,
which resulted in qw's sbar/hud being quite broken. Rather than messing
with the structs, I decided it would be far better in the long run to
clean up sbar's access to the cl struct and the few other nq/qw specific
globals it used. There are still plenty of bugs to fix, but now almost
everything is in the one place.
It should have always been here, but when I first created the hierarchy
and transform objects, I didn't know where things would go. Having two
chunks of code for setting an entity's parent was too already too much,
and I expect to have other hierarchy types. Doesn't fix the issues
encountered with sbar, of course.
The text object covering the whole passage was not being initialized,
thus center print tried to print rubbish when (incorrectly) printing the
entire message.
Most of the update functions are scheduled by Sbar_Changed() using
tables to determine what update functions need to be called for which
view entities. As hud_updateonce is called, and an entity can have only
one of any component, this becomes a set of updates to call when during
hud/sbar rendering.
I'm not particularly happy with the way onresize is handled, but at this
stage a better way of dealing with resizing views and getting the child
views to flow correctly hasn't come to mind. However, the system should
at least be usable.
This includes moving the related cvars from botn nq and qw into the
client hud code. In addition, the hud code supports update and
update-once function components. The update component is for updates
that occur every frame, but update-once components (not used yet) are
for one-shot updates (eg, when a value updates very infrequently).
Now only the time portion updates every frame, and then only when the
scores are shown (no real change for that one). Not really a significant
optimization, as the information was updated only while the scores were
shown, but it's still nice.
Much of the nq/qw HUD system is quite broken, but the basic status bar
seems to be working nicely. As is the console (both client and server).
Possibly the biggest benefit is separating the rendering of HUD elements
from the updating of them, and much less traversing of invisible views
whose only purpose is to control the positioning of the visible views.
The view flow tests are currently disabled until I adapt the flow code
to ECS.
There seems to be a problem with view resizing in that some gravities
don't follow resizing correctly.
As the bookkeeping data is spread between three arrays, sorting a
component pool is not trivial and thus not something to duplicate around
the codebase.
It doesn't check that the entity itself is valid, but it does at least
check that the index fetched from the sparse array is valid. Fixes a
segfault when a valid entity never had the component.
It's not quite complete in that entities need to be created for the
objects, and passage text object might get additional components in the
hierarchy, but the direct use of views has been replaced by the use of a
hierarchy object with the same tree structure, and now has text objects
for paragraphs and the entire passage.
Another step towards moving all resource creation into the one place.
The motivation for doing the change was getting my test scene to work
with only ambient lights or no lights at all.
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
This fixes the segfault due to the world entity not actually existing,
without adding a world entity. It takes advantage of the ECS in that the
edge renderer needs only the world matrix, brush model pointer, and the
animation frame number (which is just 0/1 for brush models), thus the
inherent SOA of ECS helps out, though benchmarking is needed to see if
it made any real difference.
With this, all 4 renderers are working again.
Since entity_t has a pointer to the registry owning the entity, there's
no need to access a global to get at the registry. Also move component
getting closer to where it's used.
It no longer initializes the new component. For that, use
Ent_SetComponent which will copy in the provided data or call the
component's create function if the data pointer is null (in which case,
Ent_SetComponent acts as Ent_SetComponent used to).
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
Hierarchies are now much closer to being more general in that they are
not tied to 3d transforms. This is a major step to moving the whole
entity/transform system into an ECS.
It didn't really add anything of value as the glyph bitmap rects and the
bearings were never used together, and the rest of the fields were
entirely redundant. A small step towards using a component system for
text.
That does feel a little redundant, but I think the System in ECS is
referring to the systems that run on the components, while the other
system is the support code for the ECS. Anyway...
This is based heavily on the information provided by @skipjack in his
github blog about EnTT. Currently, entity recycling and sparse arrays
for component pools have been implemented, and adding components to an
entity has been tested.
The inconsistencies in clang's handling of casts was bad enough, and its
silliness with certain extensions, but discovering that it doesn't
support raw strings was just too much. Yes, it gives a 3s boost to qfvis
on gmsp3v2.bsp, but it's not worth the hassle.
This is the beginning of adding ECS to QF. While the previous iteration
of hierarchies was a start in the direction towards ECS, this pulls most
of the 3d-specific transform stuff out of the hierarchy "objects",
making all the matrices and vectors/quaternions actual components (in
the ECS sense). There's more work to be done with respect to the
transform and entity members of hierarchy_t (entity should probably go
away entirely, and transform should become hierref_t (or whatever its
final name becomes), but I wanted to get things working sooner than
later.
The motivation for the effort was to allow views to use hierarchy_t,
which should be possible once I get entity and transform sorted out.
I am really glad I already had automated tests for hierarchies, as
things proved to be a little tricky to get working due to forgetting why
certain things were there.
Its value on input is ignored. QFV_CreateResource writes the resource
object's offset relative to the beginning of the shared memory block.
Needed for the Draw overhaul.
I got tired of writing the same 13 or so lines of code over and over (it
actually put me off experimenting with Vulkan). Thus...
QFV_PacketCopyBuffer does the work of handling barriers and a (full
packet) copy from the staging buffer to a GPU buffer.
QFV_PacketCopyImage does a similar job, but for images. However, it
still needs a lot of work, but it does make getting a basic texture onto
the GPU much less of a hassle.
Both functions should make staging data much less error-prone.
This moves the qfv_resobj_t image initialization code from the IQM
loader into the resource management code. This will allow me to reuse
the code for setting up glyph data. As a bonus, it cleans up the IQM
code nicely.
A passage object has a list of all the text objects in the given string,
where the objects represent either white space or "words", as well as a
view_t object representing the entire passage, with paragraphs split
into child views of the passage view, and each paragraph has a child
view for every text/space object in the paragraph.
Paragraphs are split by '\n' (not included in any object).
White space is grouped into clumps such that multiple adjacent spaces
form a single object. The standard ASCII space (0x20) and all of the
Unicode characters marked "WS;<compat> 0020" are counted as white space.
Unless a white space object is the first in the paragraph, its view is
marked for suppression by the view flow code.
Contiguous non-white space characters are grouped into single objects,
and their views are not suppressed.
All text object views (both white space and "word") have their data
pointer set to the psg_text_t object representing the text for that
view. This should be suitable for simple text-mode unattributed display.
More advanced rendering would probably want to create suitable objects
and set the view data pointers to those objects.
No assumption is made about text direction.
Passage and paragraph views need to have their primary axis sizes set
appropriately, as well as their resize flags. Their xlen and ylen are
both set to 10, and xpos,ypos is 0,0. Paragraph views need their
setgeometry pointer set to the appropriate view_flow_* function.
However, they are set up to have their secondary axis set automatically
when flowed.
Text object views are set up for automatic flowing: grav_flow, 0,0 for
xpos,ypos. However, xlen and ylen are also both 0, so need to be set by
the renderer before attempting to flow the text.