Commit graph

1854 commits

Author SHA1 Message Date
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
aed5cdee8e [sbar] Disable some unused functions
I don't know why draw_altstring is there at all, but draw_nstring being
in nq is likely due to minimising the diffs between nq and qw.
2022-03-31 03:02:55 +09:00
Bill Currie
2abd4a5e79 [qw] Clean up some int-char warnings
More harmlessness, but no harm telling the compiler to sit in the
corner.
2022-03-31 03:00:24 +09:00
Bill Currie
0bb562f93f Fix a bunch of float vs int bugs
Just those made me glad I tried compiling with clang: running into those
bugs would have lead to some serious headaches, I imagine.
2022-03-31 00:28:26 +09:00
Bill Currie
38319d01b2 Fix some null pointer shenanigans
clang doesn't like anything but a bare 0 as null (and in some of the
cases, it was quite right: '\0' should not be treated as a null
pointer). And the crashers were just for paranoia and probably aren't
needed any more (kept for now, though).
2022-03-31 00:25:22 +09:00
Bill Currie
db01650dac Update vec3_t/vec4f_t hacks to work with clang
Still work with gcc, of course, and I still need to fix them properly,
but now they're actually slightly easier to find as they all have vec_t
and FIXME on the same line.
2022-03-31 00:08:26 +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
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
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
c3f38e1c79 [renderer] Remove player_entity field
This was a hold-over from the gl mirror code.
2022-03-19 09:46:53 +09:00
Bill Currie
ee51d06aa3 [renderer] Clean up a lot of recalc_refdef use
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.
2022-03-19 00:56:30 +09:00
Bill Currie
ea2fd32228 [renderer] Merge screenshot code as much as possible
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).
2022-03-07 15:04:54 +09:00
Bill Currie
2eae2e5d74 [renderer] Move some functions from plugins to main lib
One step in cleaning up vid_render_funcs.
2022-03-07 13:40:04 +09:00
Bill Currie
1ea3a3807e [renderer] Clean up a pile of dead screen declarations
The declarations were either unused, or the functions empty stubs for
all renderers.
2022-03-06 13:47:41 +09:00
Bill Currie
45c3c6d7be [screen] Clean up some dead declarations 2022-03-05 14:35:56 +09:00
Bill Currie
d69355f521 [renderer] Support multiple entity queues
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.
2022-03-05 02:05:39 +09:00
Bill Currie
6573acbc74 [qw] Fix some segfaults in chase mode
And unconditionally allow chase cam when playing demos.
2022-03-05 01:14:43 +09:00
Bill Currie
43a329dcb5 [client] Get the basic chase camera working
The more advanced modes are rather broken (continuous spinning), but
they may have been for a while. The bulk of the various changes were due
to renaming viewstate's origin and angles to make their meaning more
explicit.
2022-03-01 11:43:23 +09:00
Bill Currie
57dd4494cc [renderer] Pass in a camera transform
More r_data cleanup. Things could be better still, but this is a start.
2022-02-28 16:59:38 +09:00
Bill Currie
ca9e8a3b68 [client] Pass time into locs_draw
This avoids unnecessary access to r_data.
2022-02-28 16:57:43 +09:00
Bill Currie
2477a44d15 [client] Move cshift info from viddef to viewstate
It makes much more sense for cshift state to be in viewstate because it
is very much an effect rather than anything specific to a renderer.
2022-02-28 16:55:12 +09:00
Bill Currie
7d059a0b56 [client] Merge nq and qw cl_view
They've been near-identical for years, now they're only one. It proved
necessary to start merging the HUD code which for now is just a few cvar
declarations (not even init), but that should be a separate set of
commits.
2022-02-28 12:12:51 +09:00
Bill Currie
aac9069d9f [nq,qw] Clean up cl_view's use of the client struct
This is a huge step towards merging cl_view.
2022-02-25 16:54:45 +09:00
Bill Currie
f04459f03f [nq,qw] Clean up some bogus diffs in cl_view
The diffs were caused by white space and a redundant line.
2022-02-25 11:39:11 +09:00
Bill Currie
deff95f490 [client] Merge chase camera and much of input
Handling of view angles is a little hacky at the moment, but this gets
the chase camera code and most of the common input code into one place,
which will make cleaning up the camera code much easier.
2022-02-22 15:51:28 +09:00
Bill Currie
db8cf68ef3 [gamecode] Pass registered data pointer to builtins
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.

Closes #26
2022-02-14 12:28:38 +09:00
Bill Currie
622a2e84f4 [nq,qw] Update WriteBytes for the Ruamoko ISA
More va_list shenanigans.
2022-02-06 21:20:00 +09:00
Bill Currie
ab4c950c34 [qw] Print temp entity type number
More net_packetlog improvements
2022-02-06 21:20:00 +09:00
Bill Currie
748f578856 [qw] Fix incorrect "server to client" log messages
It's not very helpful thinking all the packets are incoming to the
client.
2022-02-06 21:20:00 +09:00
Bill Currie
7c6ef06dfb [gamecode] Make PF_VarString v6p-only
It's not enforced a this stage, and it would be easy enough to handle,
but it turns out all the standard quake and quakeworld progs never used
... for the print functions: the behavior of PF_VarString was
undocumented and so... tough :P.
2022-02-06 21:20:00 +09:00
Bill Currie
5500d835fe [qw] Fix a mangled builtin number
When doing the builtin params data change, I had somehow switch
multicast's number from 82 to 81. Fortunately, another builtin is also
81, so the VM told me off when I tried to run qw-server :)
2022-02-05 10:29:20 +09:00
Bill Currie
2a8fca80a0 [nq,qw] Give the menu and server progs stacks
They're going to need them :P
2022-02-04 21:53:37 +09:00
Bill Currie
9c51c3d2e1 [gamecode] Add a data pointer passed to builtin functions
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
2022-01-24 00:20:05 +09:00
Bill Currie
a6b932025c [gamecode] Provide builtins with information about their parameters
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.
2022-01-23 22:27:27 +09:00
Bill Currie
3c86660d4a [gamecode] Rename MAX_PARMS to PR_MAXPARAMS 2022-01-23 14:17:25 +09:00
Bill Currie
234f2212d6 [gamecode] Run an audit of progs parameter setup
nq was just a bit of whitespace, but qw had an actual bug where the
parameters were not being reset before writing to them. It really
doesn't help that I don't know where to get progs suitable for testing
(really don't what to have to write my own).
2022-01-22 16:00:04 +09:00
Bill Currie
068c04ece6 [gamecode] Add ev_ushort and partial support
Really, only just enough to get everything compiling (which does include
vkgen running correctly).
2022-01-18 22:08:37 +09:00
Bill Currie
cd30408675 [gamecode] Rename ev_quat to ev_quaternion
I much prefer the full name, though the short version is easier to type.
2022-01-18 17:05:12 +09:00
Bill Currie
e9e54d08c0 [gamecode] Rename func_t to pr_func_t
Even more consistency.
2022-01-18 15:36:58 +09:00
Bill Currie
afd1eb775b [gamecode] Rename ev_pointer to ev_ptr
Rather short (no worse than ev_int, though) but more consistency is
usually a good thing.
2022-01-18 14:36:06 +09:00
Bill Currie
cfe7c44df0 [gamecode] Rename ev_integer to ev_int
And other related fields so integer is now int (and uinteger is uint). I
really don't know why I went with integer in the first place, but this
will make using macros easier for dealing with types.
2022-01-18 13:27:19 +09:00
Bill Currie
2df64384c1 [gamecode] Clean up string_t and pointer_t
They are both gone, and pr_pointer_t is now pr_ptr_t (pointer may be a
little clearer than ptr, but ptr is consistent with things like intptr,
and keeps the type name short).
2022-01-18 12:11:14 +09:00
Bill Currie
0bd05c71ac [gamecode] Use unsigned for entity values
I don't know why they were ever signed (oversight at id and just
propagated?). Anyway, this resulted in "unsigned" spreading a bit, but
all to reasonable places.
2022-01-16 22:15:18 +09:00
Bill Currie
2b82533526 [gamecode] Add double time state instructions
This has been a long-held wishlist item, really, and I thought I might
as well take the opportunity to add the instructions. The double
versions of STATE require both the nextthink field and time global to be
double (but they're not resolved properly yet: marked with
"FIXME double time" comments).

Also, the frame number for double time state is integer rather than
float.
2022-01-16 21:27:49 +09:00
Bill Currie
c9b2a740a0 [gamecode] Add etypes for long and ulong
And partial implementations in qfcc (most places will generate an
internal error (not implemented) or segfault, but some low-hanging fruit
has already been implemented).
2022-01-05 22:32:07 +09:00
Bill Currie
9aa8f18d73 [math] Split out Quat/Vector compare implementations
This renames existing VectorCompCompare (and quaternion equivalent) to
VectorCompCompareAll and makes VectorCompCompare produce a vector of
results with optional negation (converting 0,1 to 0,-1 for compatibility
with simd semantics).
2022-01-02 01:09:51 +09:00
Bill Currie
be474d9937 [gamecode] Remove the wart from def and function names
I never liked the leading s_ (though I guess it means one is supposed to
interpret the int as a string pointer, but meh).
2021-12-31 15:02:31 +09:00
Bill Currie
7a481039f8 [qw] Check tracked player name before printing
The server switching levels while the client is tracking a player (at
least a server client) seems to at least temporarily clear the player
slot and thus the name value pointer becomes null. This fixes the
resulting segfault.
2021-12-30 02:02:22 +09:00
Bill Currie
760256c99e [qw] Add SV_ClientNumber builtin
This is a quick way to find the client number for an entity. It returns
-1 if the entity is not a valid client (either outside the client block,
or not currently in use by a client).
2021-12-29 21:22:51 +09:00