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.
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).
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.
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).
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.
They no longer spin like crazy. I don't know how, but I must have broken
something over the years as I'm sure Seth had the code working (and I
seem to remember seeing it working). In the process, clean up a lot of
the angle mess.
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.
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.
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.
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
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.
rua_obj was skipped because that looks to be a bit more work and should
be a separate commit.
This is to avoid the stack getting mangled when calling progs functions
with parameters.
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.
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.
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).
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.
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).
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.
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.
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).
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).
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
This is needed for cleaning up excess memsets when loading files because
Hunk_RawAllocName has nonnull on its hunk pointer (as the rest of the
hunk functions really should, but not just yet).
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.
Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
I think this bug has been haunting us since we introduced lerping. I do
remember chasing bad pose indices 20 years ago and never finding the
cause. I guess we never thought to check the view model.