Commit graph

2544 commits

Author SHA1 Message Date
Bill Currie
91d7a80dff [renderer] Get timegraph and zgraph working
Only for sw and gl right now, but this sorts out the issues that
prevented the graphs working at all.
2022-03-15 15:42:43 +09:00
Bill Currie
5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
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.
2022-03-15 13:29:05 +09:00
Bill Currie
fb4fd979ec [gl] Move error check support into a better place
This makes it a little easier to spam checks everywhere and thus narrow
down the location of the error.
2022-03-15 12:33:25 +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
04ba724382 [sw] Clean up alias and iqm matrix setup
This removes some FIXMEs and might even speed things up ever so
slightly.
2022-03-14 11:56:10 +09:00
Bill Currie
bce7d5b832 [renderer] Clean up use of vup/vright/vpn
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?)).
2022-03-14 09:45:27 +09:00
Bill Currie
f3768e3dfb [renderer] Remove currententity
One more global in the trash :)
2022-03-11 16:39:08 +09:00
Bill Currie
64666cfa5b [renderer] Clean up most uses of currententity
Just some brush model related code in the software renderer remaining.
2022-03-11 15:07:38 +09:00
Bill Currie
3bdec49587 [sw] Remove r_origin entirely
And clean up a lot of modelorg (a little trickier than it was for gl due
to messy usage).
2022-03-11 13:10:20 +09:00
Bill Currie
3414eb12a3 [renderer] Move r_ambient and r_drawflat to client code
It makes more sense for these cvars to be under client control via
r_refdef. Completely disabled in qw, and currently ignored in nq.
2022-03-09 22:51:21 +09:00
Bill Currie
5477352e93 [renderer] Abandon sw32 altogether
I'd been considering it for a while, but in the end, all the issues it
presented made me decide it wasn't worth merging and was never really
worth keeping: it was a neat proof of concept but of little actual use,
especially now everyone either has an OK GPU or would want to stick to
8-bit rendering anyway (sorry L-Havoc).

However, both it and my merge work are preserved in git history :)
2022-03-09 21:36:15 +09:00
Bill Currie
6377734e32 [renderer] Merge the two software renderers
I got tired of having to maintain two separate software renderers, but
didn't want to just nuke sw32, so its core changes are merged into sw.

Alias model rendering is broken, but I know exactly what's wrong and how
to fix it, just need to take care due to asm.
2022-03-09 15:56:19 +09:00
Bill Currie
cfe0455cce [screen] Move some flags into screen.h
And remove r_screen.h. Fixes windows builds due to missing
scr_skipupdate.
2022-03-09 09:31:22 +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
48c225da89 [renderer] Merge the fog support 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).
2022-03-08 02:28:19 +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
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
5eb397dd31 [renderer] Remove more dead code
The back-buffer and video buffer locking code was pretty much never more
than stubs (except maybe in dos quake).
2022-03-07 08:44:53 +09:00
Bill Currie
71c1b4e0c4 [gl] Clean up some triple buffer and multi-texture cvar mess
Excess declarations for gl_multitexture_f, and move gl_triplebuffer into
a callback.
2022-03-07 08:38:38 +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
610bf20f2d Fix a missing header for distcheck 2022-03-05 14:25:31 +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
6ec8e29429 [scene] Track hierarchies instead of root transforms
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.
2022-03-04 06:43:30 +09:00
Bill Currie
ae6970a005 [renderer] Split entity queue into per-model-type
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.
2022-03-02 15:00:32 +09:00
Bill Currie
ab91d73635 [scene] Use scene resources for the main hierarchy block
This will reduce the memory churn when creating hierarchies as
transforms switch between being root and child.
2022-03-02 10:49:41 +09:00
Bill Currie
b210f01837 [scene] Manage scene roots in transform
Since transforms now know the scene to which they belong, and they know
when they are root and when not, getting the transform code to manage
the scene roots is the best way to keep the list of root transforms
consistent.
2022-03-02 10:43:52 +09:00
Bill Currie
8407e3acd1 [client] Make input axes accessible and add camera axes
And clean up the names (viewdelta_position_forward -> in_move_forward).
2022-03-01 15:15:33 +09:00
Bill Currie
5b08ee768c [client] Clean up chase camera code
It's a lot easier to read (and see the difference between modes 2 and 3)
with all the ifs removed, and the state is properly is chasestate_t now
(though not handled properly on level reset etc).
2022-03-01 13:49:14 +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
fb83d87a0e Fix some distcheck issues
Just keeping up with myself.
2022-03-01 10:12:50 +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
5ad7c0fbd6 [scene] Add a camera object
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.
2022-02-25 10:41:50 +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
2615953e17 [scene] Move transform getters into inline functions 2022-02-21 08:33:41 +09:00
Bill Currie
cd26073b6a [vulkan] Update the sky matrix
Regardless of whether the sky is spinning or not, the matrix needs to be
updated with the current origin in order to get the direction vector
right in the shader. Also, it's in the update that the required x-y
plane rotation gets in so the skies move in the correct direction.
2022-02-18 13:29:41 +09:00
Bill Currie
4f436e8245 [scene] Correct a comment
While the plethora of orientations for a reference frame is somewhat
annoying, having an incorrect description of the frame is much more
annoying.
2022-02-15 06:46:01 +09:00
Bill Currie
54f0af854b [ruamoko] Wrap the transform fuctions
Except for get/set name as I'm still pondering strings.
2022-02-15 00:06:39 +09:00
Bill Currie
ba3879c6e0 [scene] Make transforms owned by the scene
This actually has at least two benefits: the transform id is managed by
the scene and thus does not need separate management by the Ruamoko
wrapper functions, and better memory handling of the transform objects.
Another benefit that isn't realized yet is that this is a step towards
breaking the renderers free of quake and quakeworld: although the
clients don't actually use the scene yet, it will be a good place to
store the rendering information (functions to run, etc).
2022-02-14 20:01:36 +09:00
Bill Currie
59044d3827 Fix a bunch of distcheck issues 2022-02-14 19:28:19 +09:00
Bill Currie
afbca54faf [ruamoko] Add wrappers for the existing scene functions
I've run into a bit of an issue with transform management (really, just
need to make them owned by the scene, but that means creating a scene
for quake and quakeworld).
2022-02-14 16:43:10 +09:00
Bill Currie
f6ac614e09 [scene] Add functions for scene and entity create/delete
Scene creation was already there, but now can be deleted, as can
entities.
2022-02-14 16:41:38 +09:00
Bill Currie
4d491a444d [gamecode] Fix handling of undefined builtins
The setup of the function descriptor for undefined builtins was
incomplete and led to the progs running code at address 0. It didn't end
well.
2022-02-14 14:28:19 +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
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
c10b09d41b [ruamoko] Make RUA_Sprintf more generally useful
It now takes the function name to print in error message (passed on to
PR_Sprintf) and the argument number of the format string. The variable
arguments (in ...) are assumed to be immediately after the format
argument.
2022-02-05 20:24:17 +09:00
Bill Currie
208cba85eb [gamecode] Move return buffer to end of progs memory map
With the return buffer in progs_t, it could not be addressed by the
progs on 64-bit machines (this was intentional, actually), but in order
to get obj_msg_sendv working properly, I needed a way to "bounce" the
return address of a calling function to the called function. The
cleanest solution I could think of was to add a mode to the with
instruction allowing the return pointer to be loaded into a register and
then calling the function with a 0 offset for the return value but using
the relevant register (next few commits). Testing promptly segfaulted
due to the 64-bit offset not fitting into a 32-bit value.
2022-02-05 18:37:23 +09:00
Bill Currie
9cf2740cb4 [gamecode] Create a globally accessible hash of type encodings
The plan is to use the types to extract the number of parameters for a
selector when it is necessary to know the count. However, it'll probably
become useful for something else alter (these things seem to always do
so).
2022-02-05 14:07:45 +09:00
Bill Currie
529253e6d9 [gamecode] Make edict macros more robust to null
A null edict pointer should product a null entity, not a segfault.
2022-02-05 10:17:57 +09:00
Bill Currie
974af36d13 [gamecode] Move profile out of the union
It happens to sit over the builtin data pointer and thus messes up
PR_Profile (any attempt to count calls to builtins).
2022-02-04 21:46:40 +09:00
Bill Currie
6514e09e7c [gamecode] Use an explicit size for the null page
It's currently only 4 (or even 3 for v6) words, but this fixes false
positives when checking for null pointers in Ruamoko progs due to
pr_return pointing to the return buffer and thus outside the progs
memory map resulting in an impossible to exceed value.
2022-02-01 16:43:29 +09:00
Bill Currie
b8c2b7f856 [ruamoko] Make a common sprintf wrapper function
This takes care of converting from progs varargs to what PR_Sprintf
expects. I got tired of modifying the wrappers when I found a third one.
2022-02-01 09:27:03 +09:00
Bill Currie
e1a0c31e3f [qfcc] Encode the new vector types
Thanks to the size of the type encoding being explicit in the encoding,
anything that tries to read the encodings without expecting the width
will simply skip over the width, as it is placed after the ev type in
the encoding.

Any code that needs to read both the old encodings and the new can check
the size of the basic encodings to see if the width field is present.
2022-01-30 16:00:49 +09:00
Bill Currie
c467217b4b [simd] Use inttypes.h for long vector formats
Much nicer than cluttering up the headers with word-size checks.
2022-01-30 10:50:14 +09:00
Bill Currie
728c42e921 [gamecode] Use pr_type_names for debug views
I abandoned the reason for doing it (adding a pile of vector types), but
I liked the cleanup. All the implementations are hand-written still, but
at least the boilerplate stuff is automated.
2022-01-30 10:49:33 +09:00
Bill Currie
59ee723201 [gamecode] Rename parm to param
That misspelling bothered me from the very beginning, I'd always have
trouble getting the name right when trying to access one of those fields.
2022-01-27 10:55:06 +09:00
Bill Currie
faa98d8198 [gamecode] Use a struct for offset/count pairs
This cleans up dprograms_t, making it easier to read and see what chunks
are in it (I was surprised to see only 6, the explicit pairs made it
seem to have more).
2022-01-26 19:30:25 +09:00
Bill Currie
00b7bced7f [gamecode] Rework PR_RESET_PARAMS to use PR_SetupParams
PR_SetupParams is new and sets up the parameter pointers so older code
that expects only up to 8 parameter will work with both v6p and Ruamoko
progs without having to check what progs are running. PR_SetupParams is
useful even when Ruamoko progs are expected as it reserves the required
space (respecting alignment) on the stack and returns a pointer to the
top (bottom? confusing) of the stack. PR_PushFrame and PR_PopFrame
need to be used around PR_SetupParams, regardless of using temp strings,
to avoid a stack leak (need to do an audit).
2022-01-24 12:50:15 +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
a818fa4b8e [gamecode] Rearrange bfunction_t in preparation for param offsets
The builtin and progs function data is overlaid so the extra data
doesn't cause too much memory to be used (it's actually 8 bytes smaller
now).  The plan is to pre-compute the offsets based on the parameter
size and alignment data.
2022-01-24 00:19:13 +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
e746e39738 [gamecode] Create macros for progs sizeof and alignof
I wound up needing the idioms in too many places.
2022-01-23 14:29:33 +09:00
Bill Currie
3c86660d4a [gamecode] Rename MAX_PARMS to PR_MAXPARAMS 2022-01-23 14:17:25 +09:00
Bill Currie
cfaf158ebc [math] Add some bit-op functions
Just 32-bit rounding to next higher power of two, and base 2 logarithm.
Most importantly, they are suitable for use in initializers as they are
constant in, constant out.
2022-01-23 13:47:14 +09:00
Bill Currie
68d87de251 [gamecode] Clarify docs for PR_CallFunction
I found the docs in PR_ExecuteProgram and PR_CallFunction to be a little
confusing, so making it explicit that PR_ExecuteProgram calls
PR_CallFunction and that PR_CallFunction should be called only in a
builtin seemed like a good idea.
2022-01-22 11:38:26 +09:00
Bill Currie
06b1ea6837 [gamecode] Tweak some docs and macro names
And fix an incorrect definition for RETURN_QUAT.

Prefixed MAX_STACK_DEPTH and LOCALSTACK_SIZE (and LOCALSTACK_SIZE got an
extra _).

The rest is just edits to documentation comments.
2022-01-22 11:38:14 +09:00
Bill Currie
9199a0ee54 [gamecode] Don't check v6p progs for Ruamoko progs
It doesn't end well. For now, the Ruamoko check is just a stub, but I do
plan on doing similar checks.
2022-01-21 20:31:49 +09:00
Bill Currie
578314c5a3 [gamecode] Use a buffer for discarded return values
Due to how OP_RETURN works, a destination is required for any function
returning data, but the caller may not have allocated any space for the
value. Thus the VM maintains a buffer into which the data can be put and
ignored. It also makes a good place for return values when the engine
calls Ruamoko code as trusting progs code with return sizes seems like a
recipe for disaster, especially if the return location is on the C
stack.
2022-01-21 10:09:02 +09:00
Bill Currie
8d20997b2b [gamecode] Move pr_void_t to pr_comp.h
I think I had decided to put it there but forgot before committing the
size change, but I wound up needing it for qfcc.
2022-01-18 22:58:26 +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
ed501b7734 [gamecode] Specify the alignment for progs types
And provide a table for such for qfcc and the like. With this, using
pr_double_t (for example) in C will cause the double value to always be
8-byte aligned and thus structures shared between gcc and qfcc will be
consistent (with a little fuss to take care of the warts).
2022-01-18 18:41:39 +09:00
Bill Currie
25f8d3a23d [gamecode] Use pr_type_names.h for type sizes
The goal of the previous mess of commits. Ruamoko needs to wait until
qfcc has the new types.
2022-01-18 17:05:12 +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
0748581cd6 [gamecode] Tidy up progs type definitions
A bit of whitespace and put them in order of the types enum
2022-01-18 17:05:11 +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
2f6c3c8ffb [ruamoko] Use pr_type_names.h for Ruamoko
Keeping the two sets of definitions in sync has always been a pain.
2022-01-18 14:21:09 +09:00
Bill Currie
8a9911bf61 [build] Fix messed up progs include dir
I'd missed adding progs/ to the paths.
2022-01-18 14:14:17 +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
978d6fd3e8 [gamecode] Macro-ize the progs type names
Now they'll never get out of sync again :)
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
9348f7b89c [gamecode] Preserve the return pointer across calls
This required delaying the setting of the return pointer by call until
after the current pointer had been saved, and thus passing the desired
pointer into PR_CallFunction (which does have some advantages for C
functions calling progs functions, but some dangers too (should ensure a
128 byte (32 word) buffer when calling untrusted code (which is any,
really)).
2022-01-17 19:12:28 +09:00
Bill Currie
736387bc88 [gamecode] Preserve base registers across calls
With this, functions can call other functions without having to worry
about whether the base registers they set up are still valid.
2022-01-17 15:08:58 +09:00
Bill Currie
213434b705 [gamecode] Save and restore data stack in call stack
This fixes the issue of the data stack not being restored properly
because the returning function needs to return a value from its local
variables (stored on the stack) and accessing stack data below the stack
pointer is a bad idea (sure, no interrupts yet, but who knows...).
2022-01-17 14:45:14 +09:00
Bill Currie
8e5c2c6534 [gamecode] Correct type of return address in stack
This is another one of those "why signed?" things: can't have negative
return addresses.
2022-01-17 14:43:43 +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
09002c17e6 [gamecode] Add an enum for the different branch types
While it doesn't cover the addressing modes, it does match the bit
pattern used in the Ruamoko instruction set. It will make selecting
branch instructions easier (especially for Ruamoko).
2022-01-09 13:56:09 +09:00
Bill Currie
7d5c692313 [gamecode] Generate the new opcodes enum too
It turns out I'll be tweaking it more than I expected.
2022-01-09 01:04:51 +09:00
Bill Currie
4111d44dcc [gamecode] Move progs auxiliary headers into a subdirectory
Just another step along the road of tidying up the QF include directory
(and desirable for generated data).
2022-01-09 00:26:52 +09:00
Bill Currie
14d95f81d1 [gamecode] Remove PR_Opcode_Init
It was idempotent, then it became impotent. Now it's just not needed.
2022-01-07 19:25:34 +09:00
Bill Currie
23613ca985 [simd] Get the new functions working on older hardware
In some cases, gcc-11 does a good enough job translating normal looking
C expressions so use just those, but other times need to dig around for
an appropriate intrinsic.

Also, now need to disable psapi warnings when compiling for anything
less than avx.
2022-01-07 11:48:28 +09:00
Bill Currie
80c5e2c3f6 [simd] Remove requirements for AVX2 for vec4d
It seems gcc-11 does a pretty good job of emulating the instructions (it
no longer requires avx2 for 256-bit wide vectors).
2022-01-06 18:06:56 +09:00
Bill Currie
c74cfb9bf6 [gamecode] Generate instruction widths and types
Not everything is correct, but this is enough to get started on
supporting disassembly in the various tools and code generation in qfcc.
2022-01-05 22:33:59 +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
0b92cd3a88 [gamecode] Generate the new opcode table
As I expect to be tweaking things for a while, it's part of the build
process. This will make it a lot easier to adjust mnemonics and argument
formats (tweaking the old table was a pain when conventions changed).

It's not quite done as it still needs arg widths and types.
2022-01-05 19:09:07 +09:00
Bill Currie
0b674f5ed4 [gamecode] Clean up some opcode names
While working on the new opcode table, I decided a lot of the names were
not to my liking.  Part of the problem was the earlier clash with the
v6p opcode names, but that has been resolved via the v6p tag.
2022-01-05 19:04:43 +09:00
Bill Currie
63db48bf42 [simd] Add integral loadvec3 versions that set w to 1
Always setting w to 0 made it impossible to use the resulting 4d vectors
in division-based operations as they would result in divide-by-zero and
thus an unavoidable exception (CPUs don't like integer div-by-zero).
I'll probably add similar for float and double, but they're not as
critical as they'll just give inf or nan. This also increases my doubts
about the value of keeping 3d vector operations.
2022-01-04 18:23:32 +09:00
Bill Currie
09b029d82c [simd] Correct result for cmuld
I must have had quite the brain-fart when I wrote that. Yay for tests :)
2022-01-03 23:27:01 +09:00
Bill Currie
6de1ba6901 [gamecode] Clean up the conversion instructions
Float bit-ops as well.

Also, add q*v4 and v4*q instructions. There are currently 48 free
opcodes, and I might remove the scale instructions, but they could be
useful as expanding a single float to a vector would take 3 instructions
(copy to temp, swizzle-expand temp, multiply, vs just scale).
2022-01-03 23:27:01 +09:00
Bill Currie
9084121ad2 [simd] Correct result for dot2f
It turns out gcc optimizes the obvious code nicely. It doesn't do so
well for cmul, but I decided to use obvious code anyway (the instruction
counts were the same, so maybe it doesn't get better for a single pair
of operands).
2022-01-03 23:27:01 +09:00
Bill Currie
fd298f3601 [gamecode] Create a mask for extracting the opcode
Got tired of copying the full thing around.
2022-01-03 23:27:01 +09:00
Bill Currie
920c5fd99b [gamecode] Add debug event name strings
Makes it easier to print nice debug event messages.
2022-01-03 23:26:50 +09:00
Bill Currie
8a2788c267 [gamecode] Add PROG_V6P_VERSION and bump PROG_VERSION
This allows the VM to select the right execution loop and qfcc currently
still produces only the old IS (it doesn't know how to deal with the new
IS yet)
2022-01-03 13:56:43 +09:00
Bill Currie
925797b1d4 [gamecode] Add a new Ruamoko instruction set
When it's finalized (most of the conversion operations will go, probably
the float bit ops, maybe (very undecided) the 3-component vector ops,
and likely the CALLN ops), this will be the actual instruction set for
Ruamoko.

Main features:
 - Significant reduction in redundant instructions: no more multiple
   opcodes to move the one operand size.
 - load, store, push, and pop share unified addressing mode encoding
   (with the exception of mode 0 for load as that is redundant with mode
   0 for store, thus load mode 0 gives quick access to entity.field).
 - Full support for both 32 and 64 bit signed integer, unsigned integer,
   and floating point values.
 - SIMD for 1, 2, (currently) 3, and 4 components. Transfers support up
   to 128-bit wide operations (need two operations to transfer a full
   4-component double/long vector), but all math operations support both
   128-bit (32-bit components) and 256-bit (64-bit components) vectors.
 - "Interpreted" operations for the various vector sizes: complex dot
   and multiplication, 3d vector dot and cross product, quaternion dot
   and multiplication, along with qv and vq shortcuts.
 - 4-component swizzles for both sizes (not yet implemented, but the
   instructions are allocated), with the option to zero or negate (thus
   conjugates for complex and quaternion values) individual components.
 - "Based offsets": all relevant instructions include base register
   indices for all three operands allowing for direct access to any of
   four areas (eg, current entity, current stack frame, Objective-QC
   self, ...) instructions to set a register and push/pop the four
   registers to/from the stack.

Remaining work:
 - Implement swizzle operations and a few other stragglers.
 = Make a decision about conversion operations (if any instructions
   remain, they'll be just single-component (at 14 meaningful pairs,
   that's a lot of instructions to waste on SIMD versions).
 - Decide whether to keep CALL1-CALL8: probably little point in
   supporting two different calling conventions, and it would free up
   another eight instructions.
 - Unit tests for the instructions.
 - Teach qfcc to generate code for the new instruction set (hah, biggest
   job, I'm sure, though hopefully not as crazy as the rewrite eleven
   years ago).
2022-01-03 00:49:49 +09:00
Bill Currie
0c17c6dc24 [gamecode] Rename the old opcodes
To reflect their basis on v6 progs instructions, they sport the v6p tag
where the p is for "plus" due to the QuakeForge extensions.
2022-01-02 21:30:02 +09:00
Bill Currie
bc0a09f452 [gamecode] Switch to using type parameter op macros
I wish I'd done it this way years ago (but maybe gcc 2.95 couldn't hack
the casts, I do know there were aliasing problems in the past). Anyway,
this makes operand access much more consistent for variable sized
operands (eg float vs double vs vec4), and is a big part of the new
instruction set implementation.
2022-01-02 20:46:32 +09:00
Bill Currie
ba5f6d97c6 [gamecode] Remove the right_associative field
It has been useless pretty much since I switched to using bison for the
parser.
2022-01-02 19:09:58 +09:00
Bill Currie
c42043ced4 [gamecode] Add types needed for new instruction set
In particular, the various 2d and 4d vector types, and 64-bit types.
Also, some aliases to make instruction implementation macros workable.
2022-01-02 17:48:43 +09:00
Bill Currie
63442895fc [simd] Add the new headers to dist 2022-01-02 16:10:37 +09:00
Bill Currie
0e1964bf74 [simd] Split out the ivec implementations
And add any/all/none functions.
2022-01-02 16:02:57 +09:00
Bill Currie
5fb28d7c38 [math] Clean up vector component operations
And add a unary op macro. Having VectorCompOp makes it easy to write
macros that work for multiple data widths, which is why it and its users
now use (dst, ...) instead of (..., dst) as in the past. I'll sort out
the other macros later now that I know the compiler handily gives
messages about the switched order (uninitialized vars etc).
2022-01-02 01:15:17 +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
97034d9dde [simd] Add 2d vector types
For int, long, float and double. I've been meaning to add them for a
while, and they're part of the new Ruamoko instructions set (which is
progressing nicely).
2022-01-02 00:57:55 +09:00
Bill Currie
365762b8a6 [gamecode] Switch to using indexed initializers
The opcode table is a nightmare to maintain, but this does clean it up
and speed up opcode lookups since they can now be indexed. Of course, it
turns out I had missed adding several instructions, so had to fix that,
and qfcc needed a bit of a re-jigger to get the opcode out of the table.
2021-12-31 19:16:02 +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
6990bd5752 [gamecode] Add some more comments to dfunction_t 2021-12-31 14:48:52 +09:00
Bill Currie
1be220559a [zone] Add function to retrieve memory usage 2021-12-27 20:12:03 +09:00
Bill Currie
78220ff420 [netchan] Correct type of last_received
Storing a double in a float does not go well when that double starts at
4294967296. Fixes the delayed timeouts in qtv.
2021-12-27 18:13:44 +09:00
Bill Currie
94871671d2 [qw] Use a callback for netchan logging
This gets outgoing packet logging working again. Yay, fill my hard-drive
faster ;)
2021-12-27 17:54:58 +09:00
Bill Currie
cafc6a541f [gamecode] Get PR_Profile working
The switch from using pr_functions (dfunction_t) to function_table
(bfunction_t) for keeping track of the current function (and thus
profiling data) broke PR_Profile as it never saw anything but 0.
2021-12-27 13:50:49 +09:00
Bill Currie
5588d0de60 [gamecode] Separate debug byte-swap and pointer init
PR_LoadDebug now does only the initial version and crc checks, and the
byte-swapping of the loaded symbols file. PR_DebugSetSym sets up all the
pointers.
2021-12-26 22:39:37 +09:00
Bill Currie
e062163aa4 [simd] Remove some intrinsics dependencies
Not sure why I used intrinsics at the time. Probably wasn't comfortable
getting gcc to do what I wanted.
2021-12-26 12:50:46 +09:00
Bill Currie
c87be87741 Fix some doxygen warnings 2021-12-25 11:17:33 +09:00
Bill Currie
0c41c11f1d [gamecode] Use a new developer flag for builtin debug
rua_resolve works for now
2021-12-24 06:45:13 +09:00
Bill Currie
6d64b2c47c [vulkan] Build particle buffers 2021-12-24 06:45:13 +09:00
Bill Currie
23e3b4c2e5 [ruamoko] Retrieve a plitem_t from PropertyList
And also internally for cross-builtin use.
2021-12-24 06:45:13 +09:00
Bill Currie
f1d097c0c4 [ruamoko] Add bindings for Mercenne Twister 2021-12-24 06:45:13 +09:00
Bill Currie
91a686d1f5 [util] Add mtwist float random number functions
mtwist_rand_0_1 produces numbers in the range [0, 1) and
mtwist_rand_m1_1 produces numbers in the range (-1, 1). The numbers will
not be denormal, so the distribution should be fairly uniform (as much
as Mersenne Twister itself is), but this needs proper testing.

0 is included for the mtwist_rand_0_1 as it seems useful, but -1 is not
included in mtwist_rand_m1_1 in order to keep the extremes of the
distribution balanced around 0.
2021-12-24 06:45:13 +09:00
Bill Currie
9571fb83ee [input] Move freelook macro deffiniton
It belongs quite solidly in the client code since it's the client that's
defining the concept.
2021-12-24 06:45:13 +09:00
Bill Currie
3cb93d4cbe [input] Add functions to get single axis/button info
Handy for retrieving the current state (raw) of a single axis or button.
2021-12-24 06:45:13 +09:00
Bill Currie
803c9defae [input] Clean out more keys.h refs 2021-12-24 06:45:13 +09:00
Bill Currie
33e48025dd [ruamoko] Replace rua_key with rua_input
And create rua_game to coordinate other game builtins.

Menus are broken for key handling, but have been since the input rewrite
anyway. rua_input adds the ability to create buttons and axes (but not
destroy them). More work needs to be done to flesh things out, though.
2021-12-24 06:45:13 +09:00
Bill Currie
2cb987fdb5 [build] Clean up a pile of distcheck issues 2021-12-24 06:45:13 +09:00
Bill Currie
2d109e615b [client] Clean up a stray reference to the renderer
Reaching into the renderer internals for r_worldmodel doesn't work when
the plugins are not static.
2021-12-24 06:45:13 +09:00
Bill Currie
d70d72e6e4 [particles] Create a psystem object
This takes care of the global variables to a point (there is still the
global struct shared between the non-vulkan renderers), but it also
takes care of glsl's points-only rendering.
2021-12-24 06:45:13 +09:00
Bill Currie
372c89b479 [particles] Merge physics code
The particle physics is called by the renderer.
2021-12-24 06:45:13 +09:00
Bill Currie
8d2791752e [particles] Merge particle spawning into client
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)).
2021-12-24 06:45:13 +09:00
Bill Currie
ce4bb1d56c [renderer] Move particles over to simd
This has the advantage of getting entity_t out of the particle system,
and much easier to read math. Also, it served as a nice test for my
particle physics shaders (implemented the ideas in C). There's a lot of
code that needs merging down: all but the actual drawing can be merged.

There's some weirdness with color ramps, but I'll look into that later.
2021-12-24 06:45:13 +09:00
Bill Currie
83ec2be2a6 [vid] Add a listener set for palette changes
This was needed to get crosshaircolor working correctly, but is likely
another step towards resizable windows (the listener set types are
generic for any viddef event, not just palette changes).
2021-12-24 06:45:13 +09:00
Bill Currie
8b1eec08cf [scene] Provide direct access to the world matrix
Holding onto the pointer is not a good idea, and it is read-only as
direct manipulation of the world matrix is not supported. However, this
is useful for passing the matrix to the GPU.
2021-12-24 06:45:13 +09:00
Bill Currie
869cc4050c [vulkan] Flush bsp vertex indices after all drawing 2021-12-24 06:45:13 +09:00
Bill Currie
36e98f013e [vulkan] Clean up bsp push-constants. 2021-12-24 06:45:13 +09:00
Bill Currie
b9bc3fa132 [vulkan] Split out the push constants helper
It proved to work well in the sprite pipeline, and should be useful for
cleaning up the magic numbers in bsp and alias.
2021-12-24 06:45:13 +09:00
Bill Currie
db6c76d583 [vulkan] Abandon bindless rendering
At least for now, it is more trouble than it is worth as it (or my
implementation of it) breaks lavapipe and renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
6aaf5c3722 [vulkan] Start work on particles for Vulkan
This gets the pipelines loaded (and unloaded on shutdown). Probably the
easy part :P. Still need to sort out the command buffers,
synchronization, and particle generation (and probably a bunch else
that's not coming to mind).
2021-12-24 06:45:13 +09:00
Bill Currie
9dcaa98205 [vulkan] Clean up a pile of C&P fluff 2021-12-24 06:45:13 +09:00
Bill Currie
e0af6541e6 [vulkan] And a bunch of buffer barrier transitions
These seem to be the most likely ones for compute shaders (some based on
my ideas for particles).
2021-12-24 06:45:13 +09:00
Bill Currie
7901f87960 [vulkan] Add support for compute shaders
This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
2021-12-24 06:45:13 +09:00
Bill Currie
93f806ccfb [vulkan] Make device.h more include-order independent 2021-12-24 06:45:13 +09:00
Bill Currie
0d4ece875d [vulkan] Use indexed initializers for barriers
This will make maintaining the arrays much easier: no worries about
getting things out of sync.
2021-12-24 06:45:13 +09:00
Bill Currie
c366b1b7bb [vulkan] Implement the sprite render passes
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).

The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
2021-12-24 06:45:13 +09:00
Bill Currie
dafe591446 [renderer] Start merging sprite frame calculation
This covers gl and sw. sw32 should be trivial (just haven't done it),
but glsl will take a little. Vulkan will use it.
2021-12-24 06:45:13 +09:00
Bill Currie
743a732bd7 [vulkan] Correct the semantics of QFV_NextOffset
I'm not at all sure what I was thinking when I designed it, but I
certainly designed it wrong (to the point of being fairly useless). It
turns out memory requirements are already aligned in size (so just
multiplying is fine), and what I really wanted was to get the next
offset aligned to the given requirements.
2021-12-24 06:45:13 +09:00
Bill Currie
0eb556b8f9 [vulkan] Load sprite model data
The vertices and frame images are loaded into the one memory object,
with the vertices first followed by the images.

The vertices are 2D xy+uv sets meant to be applied to the model
transform frame, and are pre-computed for the sprite size (this part
does support sprites with varying frame image sizes).

The frame images are loaded into one image with each frame on its own
layer. This will cause some problems if any sprites with varying frame
image sizes are found, but the three sprites in quake are all uniform
size.
2021-12-24 06:45:13 +09:00
Bill Currie
c5cfcc7bfd [sprite] Separate model and texture loading
As much as it can be since the texture data is interleaved with the
model data in the files (I guess not that bad a design for 25 years ago
with the tight memory constraints), but this paves the way for
supporting sprites in Vulkan.
2021-12-24 06:45:13 +09:00
Bill Currie
6eed89151c [vulkan] Fix a function doc typo 2021-12-24 06:45:13 +09:00
Bill Currie
ad5415a860 [zone] Make zone.h stand-alone
ie, including just it from QF will compile.
2021-12-24 06:45:13 +09:00
Bill Currie
e7e6dd87e8 [glsl] Fix some const-correct issues for textures 2021-12-24 06:45:13 +09:00
Bill Currie
d857bdea77 [vulkan] Fix a typo and gcc purity warning 2021-12-24 06:45:13 +09:00
Bill Currie
2086125e0b [quakefs] Take in the pointer to the global hunk
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).
2021-12-24 06:45:13 +09:00
Bill Currie
39c020908c [zone] Return the pointer to the global hunk
In trying to reduce unnecessary memsets when loading files, I found that
Hunk_RawAllocName already had nonnull on it, so quakefs needed to know
the hunk it was to use. It seemed much better to to go this way (first
step in what is likely to be a lengthy process) than backtracking a
little and removing the nonnull attribute.
2021-12-24 06:45:13 +09:00
Bill Currie
0a5981878b [sprite] Clean up field names and casting
No wonder I hated the sprite code: I couldn't see the code for all the
casts (and hungarian warts).
2021-12-24 06:45:13 +09:00
Bill Currie
3a17e062da [renderer] Merge sprite billboarding code
As the sw renderer's implementation was the closest to id's, it was used
as the model (thus a fair bit of cleanup is still needed). This fixes
some incorrect implementations in glsl and gl.
2021-12-24 06:45:13 +09:00
Bill Currie
d5b824a47c [vulkan] Switch alias pipeline to multi-texture
This gets the alias pipeline in line with the bsp pipeline, and thus
everything is about as functional as it was before the rework (minus
dealing with large texture sets).
2021-12-24 06:45:13 +09:00
Bill Currie
11492d77ce [vulkan] Switch bsp renderer to multi-texture
I guess it's not quite bindless as the texture index is a push constant,
but it seems to work well (and I may have fixed some full-bright issues
by accident, though I suspect that's just my imagination, but they do
look good).
2021-12-24 06:45:13 +09:00
Bill Currie
6fbce335bb [vulkan] Add an array view for default_magenta
The validation layers get very picky about image view types (rightfully
so, I imagine).
2021-12-24 06:45:13 +09:00
Bill Currie
8422732505 [vulkan] Move matrices into per-frame buffers
This should fix the horrid frame rate dependent behavior of the view
model.

They are also in their own descriptor set so they can be easily shared
between pipelines. This has been verified to work for Draw.
2021-12-24 06:45:13 +09:00
Bill Currie
e8961342d5 [vulkan] Fix some mostly harmless typos 2021-12-24 06:45:13 +09:00
Bill Currie
d7f588ecfe [vulkan] Rework bsp texture loader
BSP textures are now two-layered with the albedo and emission in the two
layers rather than two separate images. While this does increase memory
usage for the textures themselves (most do not have fullbright pixels),
it cuts down on image and image view handles (and shader resources).
2021-12-24 06:45:13 +09:00
Bill Currie
ea4ac894d8 [model] Swap fullbright/top/bottom color func params
This makes them semantically compatible with memcpy.
2021-12-24 06:45:13 +09:00
Bill Currie
d2eb928210 [cexpr] Add a small library with some useful functions
For now, just dot product, trig, and min/max/bound, but it works well as
a proof of concept. The main goal was actually min. Only the list of
symbols is provided, it is the user's responsibility to set up the
symbol table and context.
2021-12-24 06:45:12 +09:00
Bill Currie
44102f2639 [cexpr] Support chained contexts for scoping
cexpr's symbol tables currently aren't readily extended, and dynamic
scoping is usually a good thing anyway. The chain of contexts is walked
when a symbol is not found in the current context's symtab, but minor
efforts are made to avoid checking the same symtab twice (usually cased
by cloning a context but not updating the symtab).
2021-12-24 06:45:12 +09:00
Bill Currie
c8846f8007 [cexpr] Support array indexing
The index is currently limited to ints, and is bounds checked (the array
type has a size field indicating the number of elements).
2021-12-24 06:45:12 +09:00
Bill Currie
928408bad9 [vulkan] Support multiple render passes
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
2021-12-24 06:45:12 +09:00
Bill Currie
84a24dbb34 [renderer] Make R_RenderView private
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.
2021-12-24 06:45:12 +09:00
Bill Currie
25559243ae [vulkan] Add function to compute next offset
When allocating memory for multiple objects that have alignment
requirements, it gets tedious keeping track of the offset and the
alignment. This is a simple function for walking the offset respecting
size and alignment requirements, and doubles as a size calculator.
2021-12-24 06:45:12 +09:00
Bill Currie
032f9971ed [plist] Remove incorrect const from PL_RemoveObjectForKey
I'm not sure what I was thinking when I made PL_RemoveObjectForKey take
a const plitem. One of those times where C could do with being a little
more strict.
2021-12-17 08:30:00 +09:00
Bill Currie
8b85e422d7 [vulkan] Add a debug stack to the vulkan instance
The stack is arbitrary strings that the validation layer debug callback
prints in reverse order after each message. This makes it easy to work
out what nodes in a pipeline/render pass plist are causing validation
errors. Still have to narrow down the actual line, but the messages seem
to help with that.
Putting qfvPushDebug/qfvPopDebug around other calls to vulkan should
help out a lot, tool.
As a bonus, the stack is printed before debug_breakpoint is called, so
it's immediately visible in gdb.
2021-11-30 18:10:48 +09:00
Bill Currie
a961111b2e [vulkan] Fetch vkCmdPushDescriptorSetKHR as extension
Which it is. This allows QF to continue even if the function is not
available.
2021-11-30 18:10:48 +09:00
Bill Currie
b0447c1cf1 [console] Get message modes and menus working again
I'm not at all happy with con_message and con_menu, but fixing them
properly will take a rework of the menus (planned, though). Also, the
Menu_ console command implementations are a bit iffy and could also do
with a rewrite (probably part of the rest of the menu rework) or just
nuking (they were part of Johnny on Flame's work, so I suspect had
something to do with joystick bindings).
2021-11-28 23:21:55 +09:00
Bill Currie
652546a4fb [input] Clean out a lot of obsolete stuff from keys
The new binding system makes much of keys.[ch] obsolete leaving only the
key name translations.
2021-11-27 12:31:24 +09:00
Bill Currie
fe9241e573 [input] Move some IMT documentation
And update to reflect some of the changed concepts (context vs keydest)
2021-11-27 12:06:11 +09:00
Bill Currie
b01c38903d [x11] Clamp barriers to the screen
It seems X11 does not like creating barriers entirely off the screen,
though the error seems to be a little unreliable (however, off the left
edge was definitely bad).
2021-11-25 20:23:18 +09:00
Bill Currie
62f592b92c [input] Create an automatic imt switcher
An imt switcher automatically changes the context's active imt based on
a user specified list of binary inputs. The inputs may be either buttons
(indicated as +button) or cvars (bare name). For buttons, the
pressed/not pressed state is used, and cvars are interpreted as ints
being 0 or not 0. The order of the inputs determines the bit number of
the input, with the first input being bit 0, second bit 1, third bit 2
etc. A default imt is given so large switchers do not need to be fully
configured (the default imt is written to all states).

A context can have any number of switchers attached. The switchers can
wind up fighting over the active imt, but this seems to be something for
the "user" (eg, configuration system) to sort out rather than the
switcher code enforcing anything.

As a result of the inputs being treated as bits, a switcher with N
inputs will have 2**N states, thus there's a maximum of 16 inputs for
now as 65536 states is a lot of configuration.

Using a switcher, setting up a standard strafe/mouse look configuration
is fairly easy.

    imt_create key_game imt_mod
    imt_create key_game imt_mod_strafe imt_mod
    imt_create key_game imt_mod_freelook
    imt_create key_game imt_mod_lookstrafe imt_mod_freelook
    imt_switcher_create mouse key_game imt_mod_strafe +strafe lookstrafe +mlook freelook
    imt_switcher 0 imt_mod 2 imt_mod 4 imt_mod_freelook 8 imt_mod_freelook 12 imt_mod_freelook
    imt_switcher 6 imt_mod_lookstrafe 10 imt_mod_lookstrafe 14 imt_mod_lookstrafe
    in_bind imt_mod mouse axis 0 move.yaw
    in_bind imt_mod mouse axis 1 move.forward
    in_bind imt_mod_strafe mouse axis 0 move.side
    in_bind imt_mod_lookstrafe mouse axis 0 move.side
    in_bind imt_mod_freelook mouse axis 1 move.pitch

This takes advantage of imt chaining and the default imt for the
switcher (there are 8 states that use imt_mod_strafe).

The switcher name must be unique across all contexts, and every imt used
in a switcher must be in the switcher's context.
2021-11-25 20:23:18 +09:00
Bill Currie
1a79915d22 [input] Add axis listeners
The listener is invoked when the axis value changes due to IN_UpdateAxis
or IN_ClampAxis updating the axis. This does mean the listener
invocation make be somewhat delayed. I am a tad uncertain about this
design thus it being a separate commit.
2021-11-25 20:04:08 +09:00
Bill Currie
8e8a573876 [input] Add listeners to buttons
The listener is invoked when the button state changes.
2021-11-25 20:04:08 +09:00
Bill Currie
c4118a4bf1 [util] Add listeners to cvars
Listeners are separate to the main callback as listeners have only
read-only access to the objects, but the main callback is free to modify
the cvar and thus can act as a parser and validator. The listeners are
invoked after the main callback if the cvar is modified. There does not
need to be a main callback for the listeners to be invoked.
2021-11-25 17:46:16 +09:00
Bill Currie
3f299155a3 [client] Reimplement legacy bind and unbind commands
This allows id1/qw config files, and to a certain extent scripts, to
work with the new binding system. It does highlight just how limited the
original system was (many keys could not bound).

Mouse axis input does not work yet as that needs a little more work to
support +strafe and +mlook.
2021-11-25 13:36:02 +09:00
Bill Currie
ad892921ce [util] Hide some initializers from the darray docs
I'd forgotten to add the tag when adding the new macros.
2021-11-25 13:36:02 +09:00
Bill Currie
c069e7754f [util] Add a listener object
I decided cvars and input buttons/axes need listeners so any changes to
them can be propagated. This will make using cvars in bindings feasible
and I have an idea for automatic imt switching that would benefit from
listeners attached to buttons and cvars.
2021-11-25 13:36:02 +09:00
Bill Currie
1ef99a9130 [input] Separate absolute and relative axis inputs
Combining absolute and relative inputs at the binding does not work well
because absolute inputs generally update only when the physical input
updates, so clearing the axis input each frame results in a brief pulse
from the physical input, but relative inputs must be cleared each frame
(where frame here is each time the axis is read) but must accumulate the
relative updates between frames.

Other than the axis mode being incorrect, this seems to work quite
nicely.
2021-11-23 22:04:17 +09:00
Bill Currie
67483eea37 [input] Make event names easy to print
Handy for debugging and testing.
2021-11-22 14:59:32 +09:00
Bill Currie
d8a836e9da [input] Add broadcast events for app focus gain/loss
These are for when the application itself gains or loses focus, rather
than individual event handlers.
2021-11-22 14:59:32 +09:00
Bill Currie
3ac6d2aa22 [x11] Use barriers to trap the pointer in the window
This should be a much friendlier way of "grabbing" input, though I
suspect that using raw keyboard events will result in a keyboard grab,
which is part of the reason for wanting a friendly grab.

There does seem to be a problem with the mouse sneaking out of the
top-right and bottom-left corners. I currently suspect a bug in the X
server, but further investigation is needed.
2021-11-22 14:59:27 +09:00
Bill Currie
52c5f0545b [input] Add broadcast event for application window changes
This is the first step in the long-sought goal of allowing the window
size to change, but is required for passing on getting window position
and size information (though size is in viddef, it makes sense to pass
both together).
2021-11-22 13:20:13 +09:00
Bill Currie
26a1f66b4e [x11] Split up in_x11_init into three stages
There's now IN_X11_Preinit, IN_X11_Postinit (both for want of better
names), and in_x11_init. The first two are for taking care of
initialization that needs to be done before window creation and between
window creation and mapping (ie, are very specific to X11 stuff) while
in_x11_init takes care of the setup for the input system. This proved
necessary in my XInput experimentation: a passive enter grab takes
effect only when the pointer enters the window, thus setting up the grab
with the pointer already in the window has no effect until the pointer
leaves the window and returns.
2021-11-21 21:22:11 +09:00
Bill Currie
925a55f6cc [input] Allow drivers to initialize cvars early
Input driver can now have an optional init_cvars function. This allows
them to create all their cvars before the actual init pass thus avoiding
some initialization order interdependency issues (in this case, fixing a
segfault when starting x11 clients fullscreen due to the in_dga cvar not
existing yet).
2021-11-21 11:33:58 +09:00
Bill Currie
aa7fe66d9d [gamecode] Check resmap return before memset
New gcc (11) Caught another issue (only one this time, which is nice).
2021-11-19 11:55:32 +09:00
Bill Currie
b892ce637a [input] Nuke IN_Move from orbit
gotta be sure :)

On a serious note, it was always a problem in that it had
client-specific code and concepts embedded in the libraries.
2021-11-19 08:58:02 +09:00
Bill Currie
84f746dab2 [input] Allow button and axis inputs to be named
keyhelp provides the input name if it is known, and in_bind tries to use
the provided input name if not a number. Case sensitivity for name
lookups is dependent on the input driver.
2021-11-18 12:59:18 +09:00
Bill Currie
f4c521d51d [input] Move in_devbindings_t definition
In the end, it doesn't need to be public, so move it into in_binding.c
2021-11-18 11:17:04 +09:00
Bill Currie
b8baa04b2e [input] Split binding event handler
There's now an internal event handler for taking care of device addition
and removal, and a public event handler for dealing with device input
events in various contexts In particular, so the clients can check for
the escape key.
2021-11-16 12:54:23 +09:00
Bill Currie
b80c19bd77 [util] Save and load cvars to/from plist configs
Other than some backwards compatibility, this completes the
configuration updates for now.
2021-11-15 22:04:29 +09:00
Bill Currie
fede9125e1 [input] Save/load config to/from plist configs
While the console command line is quite good for setting everything up,
the devices being bound do need to be present when the commands are
executed (due to needing extra data provided by the devices). Thus
property lists that store the extra data (button and axis counts, device
names/ids, connection names, etc) seems to be the best solution.
2021-11-14 10:17:05 +09:00
Bill Currie
7c9f3a3b09 [util] Expose the quakerc check function
qargs probably needs to go away. It certainly needs to be rethought. For
now, this is good enough to get qw working with plist-based
quakeforge.cfg
2021-11-14 10:12:14 +09:00
Bill Currie
6a9e5f4970 [input] Fix incorrect placement of pure attribute
Should be on the prototype, not definition (for public functions).
2021-11-14 10:10:39 +09:00
Bill Currie
08bf3a6b8e [gamecode] Fix incorrect return in PR_RESRESET
I think it's a holdover from before switching the resmap macros to be
usable in larger functions. I'm surprised it took this long to run into.
2021-11-14 10:09:10 +09:00
Bill Currie
adaa3c5485 [input] Get bindings actually working
The mouse bound to movement axes works (though signs are all over the
place, so movement direction is a little off), and binding F10 (key 68)
to quit works :)
2021-11-12 00:24:04 +09:00
Bill Currie
5557bf0b09 [input] Implement axis binding
Each axis binding has its own recipe (meaning the same input axis can be
interpreted differently for each binding)

Recipes are specified with field=value pairs after the axis name.
Valid fields are minzone, maxzone, deadzone, curve and scale, with
deadzone doubling as a balanced/unbalanced flag.

The default recipe has no zones, is balanced, and curve and scale are 1.
2021-11-11 15:51:47 +09:00
Bill Currie
f77b4199c4 Fix some optimization warnings 2021-11-11 15:43:07 +09:00
Bill Currie
9172e76107 [input] Move name and description into in_axis_t
Like with in_button_t, it makes creating static axes a little easier.
2021-11-10 15:48:22 +09:00
Bill Currie
b231b63413 [input] Implement hot-plug support for bindings
Hot-plug support is done via "connections" (not sure I'm happy with the
name) that provide a user specifiable name to input devices.  The
connections record the device name (eg, "6d spacemouse") and id (usually
usb path for evdev devices, but may be the device unique id if
available) and whether automatic reconnection should match just the
device name or both device name and id (prevents problems with changing
the device connected to the one usb port).
2021-11-10 13:22:44 +09:00
Bill Currie
b95c749438 [input] Add a per-device event data pointer
This might pose a problem with multiple event targets (we'll see), but
it will make connecting input devices to bindings much easier.
2021-11-10 13:22:10 +09:00
Bill Currie
f5ccf46ae3 [input] Correct some comments
Not much worse than incorrect comments.
2021-11-09 22:28:56 +09:00
Bill Currie
5328c06fbf [input] Clean up imt.h a little
Unnecessary enum removed, and the imt block struct moved to imt.c
(doesn't need to be public). Also, remove device name from the imt block
(and thus the parameter to the functions) as it turns out not to be
needed.
2021-11-09 22:23:57 +09:00
Bill Currie
925ca8081c [input] Implement imt creation, binding, etc
Much testing is needed, but the bulk of imt management is implemented.
Axis bindings are not properly implemented yet, though.
2021-11-08 16:54:52 +09:00
Bill Currie
839808e659 [input] Implement several binding commands
in_bind is only partially implemented (waiting on imt), but device
listing, device naming, and input identification are working. The event
handling system made for a fairly clean implementation for input
identification thanks to the focused event handling.
2021-11-08 15:38:26 +09:00
Bill Currie
4898a44263 [console] Hook up new input system
This has smashed the keydest handling for many things, and bindings, but
seems to be a good start with the new input system: the console in
qw-client-x11 is usable (keyboard-only).

The button and axis values have been removed from the knum_t enum as
mouse events are separate from key events, and other button and axis
inputs will be handled separately.

keys.c has been disabled in the build as it is obsolute (thus much of
the breakage).
2021-11-08 11:20:04 +09:00
Bill Currie
63f5c738ca [x11] Send cooked keyboard and mouse events
For the mouse in x11, I'm not sure which is more cooked: deltas or
window-relative coordinates, but I don't imagine that really matters too
much. However, keyboard and mouse events suitable for 2D user interfaces
are sent at the same time as the more game oriented button and axis events.
2021-11-05 13:26:44 +09:00
Bill Currie
825d8b7a49 [input] Make a start on the new binding system
Input Mapping Tables are still at the core as they are a good concept,
however they include both axis and button mappings, and the size is not
hard-coded, but dependent on the known devices. Not much actually works
yet (nq segfaults when a key is pressed).
2021-11-03 19:02:39 +09:00
Bill Currie
14a5ec7b41 [input] Make device add/remove events broadcast
It proved necessary to support broadcasting events to all event
handlers, with device add/remove being the first such events.
2021-11-03 14:08:41 +09:00
Bill Currie
fae9e043df [input] Move button name and description
This puts the name and description into the button itself, making it much
easier to look them up.
2021-11-01 13:54:16 +09:00
Bill Currie
09e3e62a0a [input] Move in_event.h and binding defs
They now live in the include QF/input directory. This cleans up include/QF
a little, and input.h as well.
2021-11-01 13:05:05 +09:00
Bill Currie
4406be8de3 [input] Move last button declarations
This puts all the client button declarations in the right place (for now:
eventually there will be just the one client input header).
2021-11-01 12:13:28 +09:00
Bill Currie
36f6dcc65e [input] Add logical axes
Like logical buttons, logical axes are engine-defined destinations to
which input ("physical") axes can be bound.
2021-10-01 15:38:48 +09:00
Bill Currie
fed8f66824 [input] Rework logical buttons
kbutton_t is now in_button_t and has been moved to input.h. Also, a
button registration function has been added to take care of +button and
-button command creation and, eventually, direct binding of "physical"
buttons to logical buttons. "Physical" buttons are those coming in from
the OS (keyboard, mouse, joystick...), logical buttons are what the code
looks at for button state.

Additionally, the button edge detection code has been cleaned up such
that it no longer uses magic numbers, and the conversion to a float is
cleaner. Interestingly, I found that the handling is extremely
frame-rate dependent (eg, +forward will accelerate the player to full
speed much faster at 72fps than it does at 20fps). This may be a factor
in why gamers are frame rate obsessed: other games doing the same thing
would certainly feel different under varying frame rates.
2021-10-01 09:16:31 +09:00
Bill Currie
cacf0be7f6 [util] Wrap fd_set
While select itself is reasonably portable, it turns out that including
the declaration for fd_set makes a bit of a mess for QF's clean headers.
2021-09-28 10:53:51 +09:00
Bill Currie
7f408351b9 [input] Use a single select call for all drivers
For drivers that support it. Polling is still supported and forces the
select timeout to 0 if any driver requires polling. For now, the default
timeout when all drivers use select is 10ms.
2021-09-26 15:11:07 +09:00
Bill Currie
940d824be0 [util] Split out the select code to Sys_Select
While select itself is fairly portable, it's not super convenient.
2021-09-26 14:54:24 +09:00
Bill Currie
192b76ddc6 [input] Remove closed device in correct place
Removing the device from the devices list after closing the device
could cause the device to be double-freed if something went wrong in the
device removal callback resulting in system shutdown which would then
close all open devices.

The device is removed from the list before the callback is called.

There's still a small opportunity for such in a multi-threaded
environment, but that would take device removal occurring at the same
time as the input system is shut down. Probably the responsibility of
the threaded environment rather than inputlib.
2021-09-25 16:43:03 +09:00
Bill Currie
13bc38a55b [input,ruamoko,qwaq] Fix incorrect use of PR_RESMAP
I had forgotten that _size was the number of rows in the map, not the
number of objects (1024 objects per row). This fixes the missed device
removal messages. And probably a slew of other bugs I'd yet to encounter
:P
2021-09-25 15:50:16 +09:00
Bill Currie
cc730c90b4 [input] Rework device registration
And provide functions for collecting axis and button information from a
device id.
2021-09-20 15:21:11 +09:00
Bill Currie
70812b3c49 [input] Hook up low level input to events
This includes device add and remove events, and axis and buttons for
evdev. Will need to sort out X11 input later, but next is getting qwaq
responding.
2021-08-30 14:40:19 +09:00
Bill Currie
065d0f3818 [gamecode] Make PR_RESMAP macros usable in void functions 2021-08-30 13:07:50 +09:00
Bill Currie
b39b6031e8 [input] Give input drivers a private data pointer
The pointer can be updated at any time using the driver handle (returned
by IN_RegisterData).
2021-08-30 09:54:36 +09:00
Bill Currie
05215e0295 [util] Add functions to help convert external times 2021-08-27 12:10:05 +09:00
Bill Currie
a91dac60d9 [input] Start work on improved input system
The common input code (input outer loop and event handling) has been
moved into libQFinput, and modified to have the concept of input drivers
that are registered by the appropriate system-level code (x11, win,
etc).

As well, my evdev input library code (with hotplug support) has been
added, but is not yet fully functional. However, the idea is that it
will be available on all systems that support evdev (Linux, and from
what I've read, FreeBSD).
2021-08-27 09:10:21 +09:00
Bill Currie
8a5c3c1ac1 [util] Add sys function to get cpu count
And use it in qfvis.
2021-08-13 21:26:48 +09:00
Bill Currie
a01cafe972 [util] Minimize set growth
At the low level, only unions can cause a set to grow. Of course, things
get interesting at the higher level when infinite (inverted) sets are
mixed in.
2021-08-11 12:31:03 +09:00
Bill Currie
37a5b475c0 [util] Minimize the string for infinite sets
Instead of printing every representable member of an infinite set (ie,
up to element 63 in a set that can hold 64 elements), only those
elements up to one after the last non-member are listed. For example,

    {...} - {2 3} -> {0 1 4 ...}

This makes reading (and testing!) infinite sets much easier.
2021-08-11 12:31:03 +09:00
Bill Currie
c81f2d4b52 [video] Mark dga funcs as const when dga not available
Fixes a compile issue (warning about attribute const) when dga is not
available, thanks to spiritiit for finding it :)
2021-08-11 12:09:07 +09:00
Bill Currie
b320c3352f [util] Make set_t endian-agnostic
Most of the set ops were always endian-agnostic since they were simply
operating on multiple bits in parallel, but individual element
add/remove/test was very endian-dependent. For the most part, this
didn't matter, but it does matter very much when loading external data
into a set or writing the data out (eg, for PVS).
2021-08-08 12:34:18 +09:00
Bill Currie
d99fb01b65 [build] Fix some distcheck bitrot 2021-08-02 13:47:00 +09:00
Bill Currie
f76964b86b [util] Add an priority queue implementation
Done via macros (like darray and ringbuffer). Might prove useful for
qfvis and maybe dynamic lights.
2021-08-02 13:29:55 +09:00
Bill Currie
e4984aad17 [util] Add functions for binary heaps
Sink, swim, build and sort, both "simple" and with a data parameter for
the compare function.
2021-08-02 12:44:08 +09:00
Bill Currie
674ffa0941 [util] Make bsp_t counts size_t
and other bsp data counts unsigned, and clean up the resulting mess.
2021-08-01 21:54:05 +09:00
Bill Currie
fe98a513bc [util] Add a function to check hunk pointers
Its only real utility is to check that a pointer is not pointing into
freed space.
2021-07-29 15:27:48 +09:00
Bill Currie
8f376a48f8 [util] Add raw versions of hunk alloc and free
They do not clear memory and thus are good for situations where speed is
more critical.
2021-07-29 11:44:10 +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
b9d2882e02 [qfvis] Write out the fat-pvs file
The output fat-pvs data is the *difference* between the base pvs and fat
pvs. This currently makes for about 64kB savings for marcher.bsp, and
about 233MB savings for ad_tears.bsp (or about 50% (470.7MB->237.1MB)).
I expect using utf-8 encoding for the run lengths to make for even
bigger savings (the second output fat-pvs leaf of marcher.bsp is all 0s,
or 6 bytes in the file, which would reduce to 3 bytes using utf-8).
2021-07-27 20:04:19 +09:00
Bill Currie
50740c1014 [model] Remove the confusion about numleafs
The fact that numleafs did not include leaf 0 actually caused in many
places due to never being sure whether to add 1. Hopefully this fixes
some of the confusion. (and that comment in sv_init didn't last long :P)
2021-07-27 12:38:08 +09:00
Bill Currie
49c3dacbbc [util] Rename set_size to set_count
After seeing set_size and thinking it redundant (thought it returned the
capacity of the set until I checked), I realized set_count would be a
much better name (set_count (node->successors) in qfcc does make much
more sense).
2021-07-27 11:52:21 +09:00
Bill Currie
c02fcee58a [util] Make zone functions 64-bit clean
This allows nq and qw clients/servers to use over 2GB of memory if
necessary.
2021-07-26 15:43:57 +09:00
Bill Currie
5fc1a36d92 [gamecode] Be more forgiving of unresolved builtins
If the progs code never calls the functions, then there is no problem.
Thus unresolved builtin references get pointed to the bad function
builtin.
2021-07-26 13:35:35 +09:00
Bill Currie
60d23bdc8f [qfbsp] Remove all arbitrary bsp limits
Planes, verts, etc can now all get crazy big.
2021-07-26 13:10:06 +09:00
Bill Currie
f47e03e606 [model] Remove 64k limit on visible leafs
Modern maps can have many more leafs (eg, ad_tears has 98983 leafs).
Using set_t makes dynamic leaf counts easy to support and the code much
easier to read (though set_is_member and the iterators are a little
slower). The main thing to watch out for is the novis set and the set
returned by Mod_LeafPVS never shrink, and may have excess elements (ie,
indicate that nonexistent leafs are visible).
2021-07-26 11:32:05 +09:00
Bill Currie
03921c03c5 [util] Expose set_expand and fix an out-by-one bug
Having set_expand exposed is useful for loading data into a set.

However, it turns out there was a bug in its size calculation in that
when the requested set size was a multiple of SET_BITS (and greater than
the current set size), the new set size one be SET_BITS larger than
requested. There's now some tests for this :)
2021-07-26 09:54:03 +09:00
Bill Currie
56c2fa380b [vulkan] Implement view model rendering
Quake just looked wrong without the view model. I can't say I like the
way the depth range is hacked, but it was necessary because the view
model needs to be processed along with the rest of the alias models
(didn't feel like adding more command buffers, which I imagine would be
expensive with the pipeline switching).
2021-07-25 14:03:25 +09:00
Bill Currie
81f73e4524 [gamecode] Support printing a single edict field 2021-07-25 09:54:08 +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
c134e9d348 [renderer] Remove R_EnqueueEntity from the plugin funcs
Forgot about this when fixing the ctf flags.
2021-07-23 12:46:53 +09:00
Bill Currie
3b586fc0a6 [console] Untangle console and menu toggling
The recent changes to key handling broke using escape to get out of the
console (escape would toggle between console and menu). Thus take care
of the menu (escape) part of the coupling FIXME by implementing a
callback for the escape key (and removing key_togglemenu) and sorting
out the escape key handling in console. Seems to work nicely
2021-07-23 02:28:37 +09:00
Bill Currie
30dc82f290 [qw] Use efrags for carried flags
This sorts out the unwanted use of R_EnqueueEntity, which will help with
removing another global (r_ent_queue), which is necessary for threaded
multi-pass rendering (ie, shadows).
2021-07-22 19:35:12 +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
8369a2206a [glstub] Add functions needed to get glsl working
Pity vulkan won't be so easy.
2021-07-22 10:12:41 +09:00
Bill Currie
3351b62318 [renderer] Move driver specific texture chain defs
The GL/GLSL/Vulklan texture chaining defs never should have been in
r_internal.h in the first place. They still need a better name, though.
2021-07-21 16:36:51 +09:00
Bill Currie
6962c5948a [vulkan] Clean up some more unused bsp data
Since vulkan supports 32-bit indexes, there's no need for the
shenanigans the EGL-based glsl renderer had to go through to render bsp
models (maps often had quite a bit more than 65536 vertices), though the
reduced GPU memory requirements of 16-bit indices does have its
advantages.
2021-07-19 23:38:09 +09:00
Bill Currie
924c970868 [vulkan] Pre-compute the sun's PVS
Any sun (a directional light) is in the outside node, which due to not
having its own PVS data is visible to all nodes, but that's a tad
excessive. However, any leaf node with sky surfaces will potentially see
any suns, and leaf nodes with no sky surfaces will see the sun only if
they can see a leaf that does have sky surfaces. This can be quite
expensive to calculate (already known to be moderately expensive for
just the camera leaf node (singular!) when checking for in-map lights)
2021-07-19 22:36:51 +09:00
Bill Currie
f7efcde7ab [vulkan] Clean up and document some of the bsp code
Getting close to understanding (again) how it all works. I only just
barely understood when I got vulkan's renderer running, but I really
need to understand for when I modify things for shadows. The main thing
hurdle was tinst, but that was dealt with in the previous commit, and
now it's just sorting out the mess of elechains and elementss.
2021-07-13 22:59:51 +09:00
Bill Currie
c8e6f71a30 [renderer] Remove tinst from msurface_t
Its sole purpose was to pass the newly allocated instsurf when chaining
an instance model (ammo box, etc) surface, but using expresion
statements removes the need for such shenanigans, and even makes
msurface_t that little bit smaller (though a separate array would be
much better for cache coherence).

More importantly, the relevant code is actually easier to understand: I
spent way too long working out what tinst was for and why it was never
cleared.
2021-07-13 16:02:47 +09:00
Bill Currie
1078bd9efa [util] Implement Sys_Free for windows
And get the tests so they can (sort of) be run.
2021-07-12 18:55:16 +09:00
Bill Currie
0a847f92f1 [util] Use mmap/munmap for cmem internal alloc/free
This reduces the overhead needed to manage the memory blocks as the
blocks are guaranteed to be page-aligned. Also, the superblock is now
alllocated from within one of the memory blocks it manages. While this
does slightly reduce the available cachelines within the first block (by
one or two depending on 32 vs 64 bit pointers), it removes the need for
an extra memory allocation (probably via malloc) for the superblock.
2021-07-12 16:33:47 +09:00
Bill Currie
12450fe6b8 [vid] Remove redundant direct, conbuffer and conrowbytes 2021-07-11 13:44:00 +09:00
Bill Currie
c636f7413d [util] Fix yet another suggested const warning
I keep forgetting to do an optimized build test
2021-07-11 13:29:05 +09:00
Bill Currie
91eeae5186 [qw] Clean up netgraph somewhat
The renderer's LineGraph now takes a height parameter, and netgraph now
uses cl_* cvars instead of r_* (which never really made sense),
including it's own height cvar (the render graphs still use
r_graphheight).
2021-07-11 10:59:27 +09:00
Bill Currie
3c0ad2ca71 [qw] Fix some server status output issues
The uptime display had not been updated for the offset Sys_DoubleTime,
so add Sys_DoubleTimeBase to make it easy to use Sys_DoubleTime as
uptime.

Line up the layout of the client list was not consistent for drop and
qport.
2021-07-11 08:18:02 +09:00
Bill Currie
a05210d864 [video] Get 16 and 32 bit sw32 mostly working in x11
Lighting on alias models seems to be borked, and skies are borked in
both sw renderers (seems to be nothing to do with this commit, though).
2021-07-11 00:09:41 +09:00
Bill Currie
755ef524e4 [video] Use views instead of conwidth and conheight
conwidth and conheight have been moved into vid.conview (probably change
the name at some time), and scr_vrect has been replaced by a view as
well. This makes it much easier to create 2d elements that follow the
screen size (taking advantage of a view's gravity) which will, in the
end, make changing the window size easier.
2021-07-10 18:04:34 +09:00
Bill Currie
a75c027b7f [ui] Add two view manipulation functions
One moves and resizes the view in one operation as a bit of an
optimization as moving and resizing both update any child views, and
this does only one update.

The other sets the gravity and updates any child views as their
absolute positions would change as well as the updated view's absolute
position.
2021-07-10 17:57:59 +09:00
Bill Currie
490cf966f9 [vulkan] Fix compiling on 32-bit systems
Casting between ints and pointers can be awkward.
2021-07-06 11:54:12 +09:00
Bill Currie
e81d690b51 [input] Create QF input library using keys.c
This refactors (as such) keys.c so that it no longer depends on console
or gib, and pulls keys out of video targets. The eventual plan is to
move all high-level general input handling into libQFinput, and probably
low-level (eg, /dev/input handling for joysticks etc on Linux).

Fixes #8
2021-07-05 16:26:07 +09:00
Bill Currie
789ef6be63
Merge pull request #18 from digitall/avx-fix
[simd] fix build when avx2 is not available, but avx is.
2021-06-28 10:12:32 +09:00
Bill Currie
f8ffb12713 [audio] Clean up jack and alsa dependencies
I had forgotten to test with shared libs and it turns out jack and alsa
were directly accessing symbols in the renderer (and in jack's case,
linking in a duplicate of the renderer).

Fixes #16.
2021-06-27 01:57:59 +09:00
Bill Currie
0be609e0fd [util] Make PI_LoadPlugin always call general init function
As the root cause for #16 was something else, this fixes only the basic
cvar initialization, but does fix #19 (for now, at least).
2021-06-26 16:18:05 +09:00
Bill Currie
a1a89bdb7e [audio] Clean up a few minor style issues 2021-06-25 16:52:09 +09:00
Bill Currie
02ff875cd6 [audio] Add optional on_update output function
on_update is for pull-model outpput targets to do periodic synchronous
checks (eg, checking that the connection to the actual output device is
still alive and reviving it if necessary)
2021-06-25 13:52:50 +09:00
Bill Currie
db7e99d842 [audio] Allow output plugins to specify model
Output plugins can use either a push model (synchronous) or a pull
model (asynchronous). The ALSA plugin now uses the pull model. This
paves the way for making jack output a simple output plugin rather than
the combined render/output plugin it currently is (for #16) as now
snd_dma works with both models.
2021-06-25 11:41:42 +09:00
Bill Currie
79825db539 [audio] Clean up alsa init and add error checking
This gets the alsa target working nicely for mmapped outout. I'm not
certain, but I think it will even deal with NPOT buffer sizes (I copied
the code from libasound's sample pcm.c, thus the uncertainty).
Non-mmapped output isn't supported yet, but the alsa target now works
nicely for pull rendering.

However, some work still needs to be done for recovery failure: either
disable the sound system, or restart the driver entirely (preferable).
2021-06-25 09:50:31 +09:00
Bill Currie
ec66db399e [audio] Fix broken cd plugin struct
The plugin struct cleanup accidentaly added unwanted fields to the cd
plugin functions.
2021-06-24 16:34:47 +09:00
Bill Currie
54bc7a83ba [audio] Fix missed compile issues
Due to not having wildmidi on my eeepc.
2021-06-24 00:14:33 +09:00
Bill Currie
fc907e232f [audio] Rework alsa to use a pull model
This brings the alsa driver in line with the jack render (progress
towards #16), but breaks most of the other drivers (for now: one step at
a time). The idea is that once the pull model is working for at least
one other target, the jack renderer can become just another target like
it should have been in the first place (but I needed to get the pull
model working first, then forgot about it).

Correct state checking is not done yet, but testsound does produce what
seems to be fairly good sound when it starts up correctly (part of the
state checking (or lack thereof), I imagine).
2021-06-24 00:08:05 +09:00
D G Turner
b799d48ccb [simd] fix build when avx2 is not available, but avx is.
This failed with errors such as:
                 from ./include/QF/simd/vec4d.h:32,
                 from libs/util/simd.c:37:
./include/QF/simd/vec4d.h: In function ‘qmuld’:
/usr/lib/gcc/x86_64-pc-linux-gnu/10.3.0/include/avx2intrin.h:1049:1: error: inlining failed in call to ‘always_inline’ ‘_mm256_permute4x64_pd’: target specific option mismatch
 1049 | _mm256_permute4x64_pd (__m256d __X, const int __M)
2021-06-23 01:10:42 +01:00
Bill Currie
c9319966ce [plugin] Clean up the rest of the plugin structs 2021-06-22 19:47:20 +09:00
Bill Currie
db322ce88b [audio] Clean up snd_render.h namespace polution
There's no need for the function typedefs and the warts on the member
names were... warty.

Also, group the members logically.
2021-06-22 16:38:17 +09:00
Bill Currie
93167279fc Fix a bunch of issues found by gcc-11 2021-06-13 14:30:59 +09:00
Bill Currie
813497a1aa [ui] Create library for UI support code
Currently this has text buffer, input line, vrect and view code.
2021-06-12 22:50:51 +09:00
Bill Currie
d23c9582f1 [qwaq] Implement execute-to-cursor
Support for finding the first address associated with a source line was
added to the engine, returning 0 if not found.

A temporary breakpoint is set and the progs allowed to run free.
However, better handling of temporary breakpoitns is needed as currently
a "permanent" breakpoint will be cleared without clearing the temporary
breakpoing if the permanent breakpoing is hit while execut-to-cursor is
running.
2021-06-08 16:54:04 +09:00
Bill Currie
5ca792c40e [ruamoko] Add some stdlib function wrappers
For now, just bsearch (normal and fuzzy), qsort, and prefixsum (not in
C's stdlib that I know of, but I think having native implementations of
float and int prefix sums will be useful.
2021-06-01 18:53:53 +09:00
Bill Currie
bcc5686606 [util] Add fuzzy and reentrant bsearch
Fuzzy bsearch is useful for finding an entry in a prefix sum array
(value is >= ele[0], < ele[1]), and the reentrant version is good when
data needs to be passed to the compare function. Adapted from the code
used in pr_resolve.
2021-06-01 18:53:53 +09:00
Bill Currie
778c07e91f [util] Get vectors working for non-SSE archs
GCC does a fairly nice job of producing code for vector types when the
hardware doesn't support SIMD, but it seems to break certain math
optimization rules due to excess precision (?). Still, it works well
enough for the core engine, but may not be well suited to the tools.
However, so far, only qfvis uses vector types (and it's not tested yet),
and tools should probably be used on suitable machines anyway (not
forces, of course).
2021-06-01 18:53:53 +09:00
Bill Currie
a461c09586 [util] Make cmem consistent on 32 and 64 bit systems
I don't know that the cache line size is 64 bytes on 32 bit systems, but
it should be ok to assume that 64-byte alignment behaves well on systems
with smaller cache lines so long as they are powers of two. This does
mean there is some waste on 32-bit systems, but it should be fairly
minimal (32 bytes per memblock, which manages page sized regions).
2021-06-01 18:53:52 +09:00
Bill Currie
1cf40be484 [vulkan] Create shadow maps and basic data
I will definitely need to look into sparse images later (2.3GB for
marcher) but the shadow map images, views and matrices are created.
2021-04-29 20:54:38 +09:00
Bill Currie
562f3c2fe2 [vulkan] Add tan and cos perspective projection
The tan and cos versions allow specifying the fov directly from the tan
or cos of the half angle, useful for dealing with lights.
2021-04-29 19:27:01 +09:00
Bill Currie
cb7d2671d8 [simd] Make mmulf safe for src=dst
I guess I'd forgotten that the parameters are actually pointers.
2021-04-29 19:25:31 +09:00
Bill Currie
c86f0c9449 [vulkan] Move projection matrix code to its own file
And move more stuff over to simd.
2021-04-25 15:48:21 +09:00
Bill Currie
8b6136e6f5 [mathlib] Add Blend macro
The Blend macro supports any non-integral type supporting * and +
(float, double, vec4f_t, etc), so it is essentially a scalar VectorBlend
or QuatBlend.
2021-04-25 15:02:30 +09:00
Bill Currie
e6bc5e3e11 [simd] Add qexpf function 2021-04-25 15:02:08 +09:00
Bill Currie
590f0f18bc [vulkan] Check leaf sky visibility for suns
And fix some out-by-one errors for leaf visibility (pvs index 0 is
actually leaf index 1)
2021-04-25 12:27:07 +09:00
Bill Currie
ae231319ea [vulkan] Implement all the extended light models
Standard quake has just linear, but the modding community added inverse,
inverse-square (raw and offset (1/(r^2+1)), infinite (sun), and
ambient (minlight). Other than the lack of shadows, marcher now looks
really good.
2021-04-25 12:27:07 +09:00
Bill Currie
40aa629ef8 [image] Add function to get image memory size 2021-04-25 08:38:13 +09:00
Bill Currie
785be9d340 [vulkan] Clean up buffer barriers a bit
This even fixes a couple of minor issues that snuck past validation.
2021-04-24 15:47:31 +09:00
Bill Currie
dc9b64fadd [vulkan] Clean up image barriers a bit
Mostly, this gets the stage flags in with the barrier, but also adds a
couple more barrier templates. It should make for slightly less verbose
code, and one less opportunity for error (mismatched barrier/stages).
2021-04-24 12:42:29 +09:00
Bill Currie
8c03ed8be5 [vulkan] Start work on shadows
This gets the shaders needed for creating shadow maps, and the changes
to the lighting pipeline for binding the shadow maps, but no generation
or reading is done yet. It feels like parts of various systems are
getting a little big for their britches and I need to do an audit of
various things.
2021-04-24 10:40:39 +09:00
Bill Currie
1e9329ccf6 [nq,qw] Stop wring to config.cfg
QF now uses its own configuration file (quakeforge.cfg for now) rather
than overwriting config.cfg so that people trying out QF in their normal
quake installs don't trash their config.cfg for other quake clients. If
quakeforge.cfg is present, all other config files are ignored except
that quake.rc is scanned for a startdemos command and that is executed.
2021-04-12 22:09:09 +09:00
Bill Currie
9fb337fac4 [net] Move found host caching into net_main
This unifies all the checks and plugs a set of potential buffer
overflows.
2021-04-04 18:38:14 +09:00
Bill Currie
f596eacf0c [util] Add message short and long poke functions
Both big and little endian.
2021-04-04 15:56:14 +09:00
Bill Currie
972b0f8a70 [util] Make sizebuf and msg sizes unisgned
And clean up the mess.
2021-04-04 15:53:53 +09:00
Bill Currie
9a2f82bbc6 [util] Add big-endian short msg read/write
And improve the generated code for MSG_ReadShort

I suspect gcc didn't like all the excess pointer dereferences and so
couldn't assume that the bytes were being read sequentially.
2021-04-04 15:19:38 +09:00
Bill Currie
afd7b38551 [util] Add big-endian long msg read/write
And improve the generated code as well (ie, use a code sequence that gcc
recognizes and optimizes to a single 32-bit read and a byte-swap).

nq uses big-endian for its packet headers (arg, though it is consistent
with IP, it's not with the rest of quake).
2021-04-04 15:11:09 +09:00
Bill Currie
7864bb0ba6 [util] Use a clearer parameter name for SZ_Alloc 2021-04-04 14:09:02 +09:00
Bill Currie
9ac4cdc6bd [simd] Fix more portability issues
I had missed vec4d.h because it's mostly unused at this stage.
2021-04-02 23:25:14 +09:00
Bill Currie
39103cc8a3 [sw] Fix some 32-bit assembly issues
I'm not sure that the mismatch between refdef_t and the assembly defines
was a problem (many fields unused), but the main problem was due to
execute permission on the pages: one chunk of asm was in the data
section, and the patched code was not marked as being executable (due to
such a thing not existing when quake was written).
2021-04-02 22:17:32 +09:00
Bill Currie
e50a079f72 [vulkan] Fix some 32-bit compatibility issues
mostly dealing with vulkan's handles always being 64-bit, but pointers
being either 32 or 64.
2021-04-02 08:48:11 +09:00
Bill Currie
c9f9c1e36b [util] Make cmem.h more portable
32-bit size_t doesn't like 64-bit bit-fields. More testing needed to see
if cmem works properly (mostly alignment) on 32-bit system.
2021-04-02 08:47:36 +09:00
Bill Currie
2d67bcacd7 [vulkan] Use cleaner bsp glow texture handling
It was always a bit of a hack, and it didn't work for 32-bit builds.
2021-04-02 08:46:22 +09:00
Bill Currie
37d35811e3 [vid,render] Clean up fov and aspect
vid.aspect is removed (for now) as it was not really the right idea (I
really didn't know what I was doing at the time). Nicely, this *almost*
fixes the fov bug on fresh installs: the view is now properly
upside-down rather than just flipped vertically (ie, it's now rotated
180 degrees).
2021-04-01 19:17:19 +09:00
Bill Currie
9ded490806 [util] Add Sys_PageSize
Eliminate that particular problem once and for all.
2021-04-01 18:20:56 +09:00
Bill Currie
f13af65b32 [vulkan] Move viewport and scissor into vulkan_ctx
Not only does it makes sense to centralize the setting of viewport and
scissor, but it's actually necessary in order to fix the upside-down
rendering on windows.
2021-04-01 11:44:30 +09:00
Bill Currie
6f56f98714 [vid] Make windows vid init conform to QF's method
Ie, respecting cvars.
2021-03-31 15:50:10 +09:00
Bill Currie
3eb28000de [vid] Clean up windows video code a bit
It turns out the dd and dib "driver" code is very specific to the
software renderer. This does not fix the segfault on changing video
mode, but I do know where the problem lies: the window is being
destroyed and recreated without recreating the buffers. I suspect a
clean solution to this will allow for window resizing in X as well.
2021-03-31 15:10:35 +09:00
Bill Currie
8ec781a434 [vid] Fix some naming inconsistencies 2021-03-31 13:05:50 +09:00
Bill Currie
81a837da0f [win] Clean up a pile of messy externs 2021-03-31 10:36:30 +09:00
Bill Currie
dac9166339 [nq] Sort out some of the issues with keydest
Switches to "game" properly when starting a new game after playing
menus. Of course, basic bindings are still broken in "demo".
2021-03-29 22:39:43 +09:00
Bill Currie
5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00
Bill Currie
1068685677 [vulkan] Fix incorrect cast
The result of an aborted attempt to get QF building for 32-bit windows.
2021-03-29 19:55:05 +09:00
Bill Currie
64f51bda6e [build] Get make distcheck working again
again...

This covers only the basic check with a build in debian, but it's a good
start.
2021-03-29 17:35:30 +09:00
Bill Currie
a754dbca37 [util] Make va return const char *
And clean up the resulting mess.

I don't know why it wasn't doing so, but it certainly should have been.
2021-03-29 17:24:30 +09:00
Bill Currie
00aa584506 [util] Add re-entrant set_as_string
Makes it easier to debug set-related code in multi-threaded code.
2021-03-28 20:25:57 +09:00
Bill Currie
b6ab832ed4 [simd] Add vabsf and some more tests 2021-03-28 19:49:43 +09:00
Bill Currie
29e029c792 [util] Add float a simd version of the SEB
And its support functions. I can't tell if it's any faster (mtwist_rand
is a significant chunk of the benchmark timings, oops), but it's nice to
have.
2021-03-27 23:38:10 +09:00
Bill Currie
72280186bf [qfvis] Use cmem for memory management
While the main bulk of the improvement (36s down from 42s for
gmsp3v2.bsp on my i7-6850K) comes from using a high-tide allocator for
the windings (which necessitated using a fixed size), it is ever so
slightly faster than using malloc as the back-end.
2021-03-27 20:30:35 +09:00
Bill Currie
88ff254f42 Get QF cross-compiling using MXE/mingw32
This includes -win clients (no clue if anything actually works yet).
2021-03-27 20:09:37 +09:00
Bill Currie
8309e1852a [simd] Fix some portability issues
Use [u]int64_t instead of long, and fix some incorrect attribute usage
(I had misread the gcc docs at the time).
2021-03-27 20:04:10 +09:00
Bill Currie
99f0cde080 [util] Add strndup and reentrant quicksort
Needed for portability.
2021-03-27 20:03:39 +09:00
Bill Currie
a9bd436837 [build] Autoconfiscate printf format attribute
I don't know if gnu_printf is appropriate for all cases, but it is
needed for mingw32.
2021-03-27 19:52:59 +09:00
Bill Currie
7c788a6e7a [util] Use size_t for dstring length params
While not overly wrong, unsigned is not really appropriate.
2021-03-27 19:08:18 +09:00
Bill Currie
a32e2319e2 Merge branch 'master' into win-merge 2021-03-25 22:42:16 +09:00
Bill Currie
c9f1d770e0 Merge master into csqc-improvements
That was a mess
2021-03-25 22:01:31 +09:00
Bill Currie
0cae54d25d Move the tex conversion to libQFimage.
This is for the conversion /to/ paletted textures. The conversion is
necessary for csqc support. In the process, the conversion has been sped up
by implementing a color cache for the conversion process. I haven't
measured the difference yet, but Mr Fixit does seem to load much faster for
the sw renderer than it did before the change (many months old memory).
2021-03-25 18:16:24 +09:00
Bill Currie
52b714ea57 Move qw's player_info_t to client/state.h
And use it instead of scoreboard_t in nq.
2021-03-25 18:14:53 +09:00
Bill Currie
167dd2af9b Fix the RESMAP macros to allow expressions.
Most importantly, *map. Needed only to put () around map in the macros. The
rest is just keeping the backslashes tidy.
2021-03-25 18:14:43 +09:00
Bill Currie
67c220de76 Make R_SetVrect const-correct. 2021-03-25 18:14:17 +09:00
Bill Currie
91e3769c05 Recalculate the fov when the cvar changes.
This separate the FOV calculations from other refdef calcs, cleaning up the
renderer proper and making it easier for other parts of the engine (eg,
csqc) to update the fov.
2021-03-25 18:14:03 +09:00
Bill Currie
66fda1fddb Rewrite edict access.
The server edict arrays are now stored outside of progs memory, only the
entity data itself (ie data accessible to progs via ent.fld) is stored in
progs memory. Many of the changes were due to code accessing edicts and
entity fields directly rather than through the provided macros.
2021-03-25 18:13:48 +09:00
Bill Currie
32c2e013ca [vulkan] Add missed screen capture files
Rather critical to the build (and screenshots)
2021-03-25 16:00:19 +09:00
Bill Currie
999dd8248b [vulkan] Implement sky box loading and rendering
Loading is broken for multi-file image sets due to the way images are
loaded (this needs some thought for making it effecient), but the
Blender environment map loading works.
2021-03-25 15:54:34 +09:00
Bill Currie
c5c44da727 [vulkan] Implement screenshot
Finally, I can brag about my progress on irc :)
2021-03-24 19:20:53 +09:00
Bill Currie
a0d47de439 [vulkan] Suppress all the debug output
silence is golden
2021-03-23 13:04:22 +09:00
Bill Currie
5d9bf32d3c Merge branch 'vulkan' 2021-03-23 12:31:58 +09:00
Bill Currie
7e946a4de9 [vulkan] Implement water surface rendering
They're unlit (fullbright, but that's nothing new for quake), but
working nicely. As a bonus, sort out the sky pass (forced to due to the
way command buffers are used).
2021-03-23 12:24:24 +09:00
Bill Currie
6e0312658d [vulkan] Fix sky depth issues
There were actually several problems: translucency wasn't using or
depending on the depth buffer, and the depth buffer wasn't marked as
read-only in the g-buffer pass. Getting that correct seems to have given
bigass1 a 0.5% boost (hard to say, could be the usual noise).
2021-03-23 11:26:24 +09:00
Bill Currie
81956095f1 [vulkan] Use correct vertex shader for skys
This gets skys rendering again, but their depth is incorrect.
2021-03-23 08:25:56 +09:00
Bill Currie
4eecbe867d [vulkan] Implement deferred emission (fullbrights)
That was... easier than expected. A little more tedious that I would
have liked, but my scripting system isn't perfect (I suspect it's best
suited as the output of a code generator), and the C side could do with
a little more automation.
2021-03-22 19:08:16 +09:00
Bill Currie
5173414d97 [vulkan] Implement light styles
Other than dealing with shader data alignment issues, that went well :).
Nicely, the implementation gets the explicit scaling out of the shader,
and allows for a directional flag.
2021-03-22 13:13:26 +09:00
Bill Currie
1f8c4465a2 [gamecode] Make non-clearing version of PR_RESNEW 2021-03-21 23:03:11 +09:00
Bill Currie
56cf181a11 [gamecode] Make PR_RESMAP macros more function-like
I never liked that some of the macros needed the type as a parameter
(yay typeof and __auto_type) or those that returned a value hid the
return statement so they couldn't be used in assignments.
2021-03-21 21:26:36 +09:00
Bill Currie
1bafd88a27 oops plist 2021-03-21 20:40:02 +09:00
Bill Currie
cc4167668c Fix a pile of leaks and uninit errors
Still "some" more to go: a pile to do with transforms and temporary
entities, and a nasty one with host_cbuf. There's also all the static
block-alloc lists :/
2021-03-21 19:56:17 +09:00
Bill Currie
a3c1b2e992 [util] Rename qfplist.[ch]
The name is a hold-over from before the current quakeforge tree and the
QF include directory.
2021-03-21 16:13:03 +09:00
Bill Currie
bab3e0720f [vulkan] Implement real-time lighting
Light styles and shadows aren't implemented yet.

The map's entities are used to create the lights, and the PVS used to
determine which lights might be visible (ie, the surfaces they light).
That could do with some more improvements (eg, checking if a leaf is
outside a spotlight's cone), but the concept seems to work.
2021-03-20 16:08:44 +09:00
Bill Currie
e0eacf4014 [model] Make set and mix versions of Mod_LeafPVS
The re-entrant version was a good start, but being able to mix while
decompressing saves having to have a temporary buffer somewhere.
2021-03-20 16:06:15 +09:00
Bill Currie
e3444b726f [model] Add a re-entrant Mod_LeafPVS
Double benefit, actually: faster when building a fat PVS (don't need to
copy as much) and can be used in multiple threads. Also, default visiblity
can be set, and the buffer size has its own macro.
2021-03-20 12:13:58 +09:00
Bill Currie
0ace799b27 [util] Support commands with a data parameter
Useful for avoiding a pile of wrapper functions that merely pass on
command-specific data to the actual implementation. Used to clean up the
wrappers in nq and qw cl_input.c
2021-03-20 03:56:16 +09:00
Bill Currie
5cf1da7c25 [client] Finish moving onground to viewstate
Missed this in the entity cleanup (really, should have been separate
commits, but oh well).
2021-03-20 00:58:37 +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
5158cc5527 [util] Add normal and magnitude float vector functions 2021-03-19 11:09:57 +09:00
Bill Currie
2015474468 Move and clean up clview.h
Redundant or dead prototypes deleted, and the client/view.h seems a good
place for the file.
2021-03-12 11:48:53 +09:00
Bill Currie
8466de2325 [client] Use vec4_t in entity_state_t
And clean up the mess (sort of:P)
2021-03-11 16:19:49 +09:00
Bill Currie
36761192a6 [qw] Partially clean up muzzle flash handling
It needs some more work (see FIXME in the code).
2021-03-11 15:23:35 +09:00
Bill Currie
ca38f9b616 [qw] Use entity_state_t as a base for player_state_t
This will, in the long run, help clean up a lot of the differences in
the handling of entities in the clients.
2021-03-11 14:27:36 +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
b8267f2edd [client] Merge nq/qw entity effects code 2021-03-11 11:25:04 +09:00
Bill Currie
51e8694195 [qw] Use a dynamic array to track static entities
This takes care of another fixme in the cleanup of entity_t.
2021-03-11 09:11:08 +09:00
Bill Currie
5949753579 Make m3vmulf return v[3] unchanged 2021-03-10 19:40:19 +09:00
Bill Currie
098ceed5ff [client] Merge nq and qw temp entity handling
This finally gets cl_tent merged away.
2021-03-10 18:04:18 +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
09e1a63470 [util] Add a simd mat4 transpose function 2021-03-09 23:50:32 +09:00
Bill Currie
3230270ae3 [entity] Start work on a new entity library
The plan is to have a fully component based entity system. This adds
hierarchical transforms. Not particularly useful for quake itself at
this stage, but it will allow for much more flexibility later on,
especially when QuakeForge becomes more general-purpose.
2021-03-09 11:39:41 +09:00
Bill Currie
941a1267bc [util] Fix a count error when resizing darrays
Turns out I had never fully tested inserts.
2021-03-09 11:35:18 +09:00
Bill Currie
4a97bc3ba5 [util] Create simd quaternion to matrix function
This seems to be pretty close to as fast as it gets (might be able to do
better with some shuffles of the negation constants instead of loading
separate constants).
2021-03-04 17:45:10 +09:00
Bill Currie
4d8ce22c17 [vulkan] Load the map's lights into an array
It's not used yet as work needs to be done to better support generic
entities, but this is the next step to real-time lighting (though, to be
honest, I expect it will be too slow to be usable).
2021-03-03 18:14:16 +09:00
Bill Currie
0da3b35ef5 [util] Add macro for using vectors with scanf 2021-03-03 18:11:59 +09:00