Commit graph

1492 commits

Author SHA1 Message Date
Bill Currie
c05476f94b [renderer] Move most of the scene rendering into r_screen
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
2022-03-17 17:57:50 +09:00
Bill Currie
961e6d9e6c [gl] Remove unnecessary light map update code
gl_overbright_f shouldn't need to run through any entity queues to
update the light maps as only the world model has light maps, and
hitting the world model should hit all its sub-models.
2022-03-17 17:46:25 +09:00
Bill Currie
833fb2f4f8 [sw] Make alight_t lightvec an actual vector
The change to using separate per-model-type entity queues resulted in
the lighting vector used for alias and iqm models being in an ephemeral
location (in the shared setup_lighting function's stack frame). This
resulted in the model rendering code getting a garbage vector due to it
being overwritten by another stack frame. What I don't get is why the
garbage varied from run to run for the same demo (demo2, the first scrag
behind the start door showed the bad lighting nicely), which made
tracking down the offending commit (and thus the code) rather
troublesome, though once I found it, it was a bit of a face-palm moment.
2022-03-17 15:38:22 +09:00
Bill Currie
6c29904b1d [sw] Clean up R_SetSkyFrame a little
Move the constant data into R_InitSky so it doesn't get calculated every
frame (doesn't make much difference of course, but...)
2022-03-17 13:37:21 +09:00
Bill Currie
d8a4c8dbe9 [renderer] Clean up r_bsp a little
Move r_pcurrentvertbase into the sw renderer, cleaning up gl's use of
(not really needed there). Not ready to move r_bsp into the main bin yet
as there are linking issues since only the low-level code references any
of its symbols.
2022-03-17 13:09:20 +09:00
Bill Currie
7ee9159638 [renderer] Move common R_SetupFrame code to r_screen
The code is really part of scene (not a typo wrt r_screen: that is
misnamed as such, or at least SCR_UpdateScreen needs to be split into
screen (2d overlay, really) and scene updates).

This breaks fisheye rendering as the fisheye code calls the actual scene
render code multiple times, but the fisheye code is called by said scene
render code via a diversion. The fisheye needs to be moved out to the
high level scene render, but that will takes some extra work for frame
buffer setup.
2022-03-17 12:00:43 +09:00
Bill Currie
335d387ba8 [renderer] Clean up some stray vup etc
Now vup, vfwd, vright names are restricted to only the software renderer
(the only one that has such global variables).
2022-03-17 11:55:58 +09:00
Bill Currie
0e58f96d37 [renderer] Fix more plugin linking errors 2022-03-17 11:21:38 +09:00
Bill Currie
1458f61a48 [renderer] Fix non-static linking of graph code
Obviously forgot to test the changes I made to graph rendering in
non-static builds. Oops :P
2022-03-17 10:51:29 +09:00
Bill Currie
d3bfc54a68 [sw] Disable water warp when doing fisheye
The two aren't compatible (but warping might be doable in the fisheye
code). The whole frame setup code needs a rework, and really, even the
buffer handling.
2022-03-17 09:42:09 +09:00
Bill Currie
9241efaf1e [sw] Use a smaller size for the fish eye cube map
This speeds up sw rendering of the fish eye effect.
2022-03-16 13:55:44 +09:00
Bill Currie
ab78e9d2ff [sw] Make worldent local static
It being on the stack was a bad idea as R_RenderWorld returns before the
scans are rendered and thus the entity pointer winds up pointing to
abandoned stack space.
2022-03-15 16:54:59 +09:00
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
1d93bcfc34 [gl] Clean out some missed mirror code 2022-03-15 00:09:37 +09:00
Bill Currie
fd805886f7 [renderer] Get fisheye working again
Only for gl and sw at the moment (want to merge things further before I
do anything for glsl or vulkan). However, with with I've learned getting
gl and sw to work, glsl and vulkan will be trivial.
2022-03-14 23:51:30 +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
2641fe3241 [gl] Remove some dead code
R_RecursiveLightUpdate has been obsolete for a very long time, and
R_Mirror is just wrong (needs envmaps etc, wonder if it can be done in
the fixed function code using skyclip?)
2022-03-14 15:12:33 +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
2606564955 [sw] Remove some dead code 2022-03-10 11:37:19 +09:00
Bill Currie
0cfff27cd0 [sw] Move surf and edge stats printing to begin_frame
Part of cleaning up SetupFrame
2022-03-09 22:53:15 +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
747494c03a [sw] Fix 16 and 32 bit alias model rendering
Intel asm needs testing still, but C is working nicely.
2022-03-09 16:56:36 +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
5c8f3ec3ac [renderer] Fix some non-static linking issues
Well, hopefully I'll get the root cause sorted eventually. I really hate
globals.
2022-03-09 06:55:31 +09:00
Bill Currie
1fef0e50e0 [particles] Use read data instead of written data
I'm not sure this makes any difference (at 2500fps, the noise is crazy),
but fewer instructions can't hurt.
2022-03-09 06:47:43 +09:00
Bill Currie
a9cc51b22c [particles] Use correct index for source ramp
This fixes both the weird colors and a segfault in the 32-bit software
renderer.
2022-03-08 20:16:18 +09:00
Bill Currie
20536d83eb [vulkan] Clean up r_origin and modelorg
Same deal as for GL and GLSL.
2022-03-08 18:41:09 +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
e1d38a9373 [renderer] Force-link r_efrag.o for static qwaq
As qwaq doesn't yet do any 3d rendering, it doesn't use efrags and thus
wasn't pulling in the object file, but the various renderers were trying
to access it. And I thought plugin builds were more difficult (I had
forgotten).
2022-03-07 16:59:01 +09:00
Bill Currie
ea223f6312 [sw] Clean up use of r_rectdesc
I have no idea why the struct even had a local vrect that was used for
temporary storage.
2022-03-07 16:57:22 +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
2a87983bf4 [sw] Remove some unnecessary casting
I'm not sure what the author of that code was thinking (maybe trying to
do 4 pixels at a time?), but the resulting code still did only one.
Better to remove all the casts, use the right pointer type, and keep the
code clear.
2022-03-07 08:47:54 +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
04fd9baff5 [glsl] Reorder some code for consistency 2022-03-07 08:43:23 +09:00
Bill Currie
9514ad1ae4 [gl] Draw sky chains before brush entities
Drawing sky chains first ensures that sky surfaces correctly block parts
of the map that should not be visible (by writing the correct depth to
the depth buffer when doing box or dome skies). Writing brush models
first means that the models (ammo boxes etc) could be visible when they
should not be.
2022-03-07 08:40:39 +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
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