Commit graph

53 commits

Author SHA1 Message Date
Bill Currie
5a6d3ec3c9 [nq] Add a cvar to control player shadows
cl_player_shadows defaults to 1 thus giving a nice (for the resolution)
shadow of the player (and disables the weapon shadow).
2023-08-05 19:58:37 +09:00
Bill Currie
6892dc1422 [scene] Add flags for finer rendering control
This takes care of rockets and lava balls casting shadows when they
shouldn't (rockets more because the shadow doesn't look that nice, lava
balls because they glow and thus shouldn't cast shadows). Same for
flames, though the small torches lost their cool sconce shadows (need to
split up the model into flame and sconce parts and mark each
separately).
2023-08-05 18:09:20 +09:00
Bill Currie
35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +09:00
Bill Currie
c0f8d102ad [scene] Implement Scene_FreeAllEntities (and use it)
I guess I wasn't sure how to find all the allocated entities from within
the registry, but it turned out to be trivial. This takes care of leaked
static entities (and, in a later commit, leaked light entities, which is
how I found the problem).
2023-07-22 16:50:18 +09:00
Bill Currie
387f17dc0c [scene] Add a color map component
It's currently used only by the vulkan renderer, as it's the only
renderer that can make good use of it for alias models, but now vulkan
show shirt/pants colors (finally).
2022-11-15 15:30:35 +09:00
Bill Currie
0e64f959e2 [scene] Move visibility management into scene code
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
2022-11-13 15:08:18 +09:00
Bill Currie
9f9e21f1dc [nq] Relink entities when there model changes
This is the fix for the grenade explosion bug. It was rather difficult
to track down because *two* explosions are rendered for the one grenade
(but that's actually another bug due to the nq/qw merge). It's also
correct as changing the model can change the BSP leafs the entity
touches.
2022-10-23 23:02:16 +09:00
Bill Currie
cf4a3399c4 [nq] Reduce entity churn
While chasing down the grenade explosion bug, I noticed that entities
were being created and destroyed (or really, not destroyed) just to
check of the entity was valid. In the old system, this wasn't
*horrible*, but with the ECS, it does mean entities and components are
getting churned up, which wouldn't be good for the entity generation
counter (only 12 bits).
2022-10-23 22:43:45 +09:00
Bill Currie
8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00
Bill Currie
7abdfc421e [nq] Enable blue and red lights for quad and invulnerability
I got tired of being disappointed that nq didn't have colored lights for
the power-ups (especially when I'd waste time thinking it was a bug).
The problem is that the server (progs code) specifies only DIMLIGHT (qw
adds in the colors). Another problem is that the server tells us only
our own stats, so the colors are disabled for multiplayer otherwise it
might be confusing.
2022-05-18 11:06:39 +09:00
Bill Currie
aabf3e14f8 [model] Support freeing of skin data
I doubt it's enough, but it does seem to cover what's needed for glsl
(maybe not the actual textures, unsure there, but I think they're
recycled).
2022-05-12 22:46:31 +09:00
Bill Currie
e9ad7b748b [renderer] Use scene_t to set the model data
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
2022-05-05 14:46:02 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
0bb562f93f Fix a bunch of float vs int bugs
Just those made me glad I tried compiling with clang: running into those
bugs would have lead to some serious headaches, I imagine.
2022-03-31 00:28:26 +09:00
Bill Currie
c3f38e1c79 [renderer] Remove player_entity field
This was a hold-over from the gl mirror code.
2022-03-19 09:46:53 +09:00
Bill Currie
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
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
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
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
40a26e4bc8 [scene] Rename libQFentity to libQFscene
And start working on scene management.
2021-07-24 14:20:59 +09:00
Bill Currie
c9f1d770e0 Merge master into csqc-improvements
That was a mess
2021-03-25 22:01:31 +09:00
Bill Currie
13677bc5d3 Rename nq's cl.scores to cl.players. 2021-03-25 18:15:12 +09:00
Bill Currie
410fecd67b [client] Fix the transform memory leak
The transforms aren't actually freed at the end (more work), but at
least they aren't lost any more, though one is still lost for the
viewent (weapon). The obvious fix didn't work.
2021-03-21 23:05:13 +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
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
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
b8267f2edd [client] Merge nq/qw entity effects code 2021-03-11 11:25:04 +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
34dc7cf2df [models] Move brush data into its own struct
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
2021-02-01 19:31:11 +09:00
Bill Currie
6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00
Bill Currie
7de0317a22 Avoid a segfault at the end of hipnotic.
This is based on ccr's patch, but a little more thorough (he missed some
potential problems) and probably more readable (the original code wasn't
the greatest (still isn't, but...))..
2013-11-27 16:08:30 +09:00
Bill Currie
ec94a1e459 Update entity origin and angles even when invisible.
This fixes the broken intermissions. There might be a better fix, but this
will do for now because the one alternative solution (getting
V_CalcIntermissionRefdef to poke directly at entity states) is not
something I particularly want to do.
2012-07-21 15:39:11 +09:00
Bill Currie
66ef8e16c1 Fix the ghost entities in demo playback.
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +09:00
Bill Currie
80bc0e9fb8 Make nq and qw use the new entity state struct.
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie
b65c41efcb Move the colormod lookup table into a new lib.
libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie
49f7d1ad6d Fix the bogus entity scales in the gl render.
It seems none of the other renderers support entity scale...
2012-07-03 20:07:18 +09:00
Bill Currie
602cd84e21 FIx some player color issues found by valgrind. 2012-07-02 19:24:39 +09:00
Bill Currie
0d8cd72a89 Fix colormap and colormod.
Fitzquake doesn't support colormod, so it needs to be copied from baseline
at all times.

colormap was just a thinko/typo.
2012-06-28 14:36:05 +09:00
Bill Currie
e41d269617 Fix the messed up smoke trails. 2012-06-28 07:22:29 +09:00
Bill Currie
d15ec2c95b Fix the funny angle lerp for grenades etc. 2012-06-28 07:22:29 +09:00
Bill Currie
f962db1820 Nuke cl_entity_state_t.
It was a hack to help with cleaning up the renderer, but is now in the way
of merging the clients.

This happens to fix the position/angle lerping, though angles behave a
little oddly.
2012-06-28 07:22:28 +09:00
Bill Currie
409604ebfd Fix some build errors that snuck in. 2012-06-23 19:39:24 +09:00
Bill Currie
c7a6293780 Make the logic around the call to CL_ModelEffects more sensible. 2012-06-20 20:41:26 +09:00
Bill Currie
0dbdf6e1ac Factor out the extra entity effects code.
NQ only (not applicable to QW). Makes the entity loop a little easier to
read.
2012-06-20 19:53:14 +09:00
Bill Currie
608c30942c Factor out model based particle effects.
Moving them into a separate function both cleans up entity linking and
makes things easier for csqc when it comes.
2012-06-20 08:02:29 +09:00
Bill Currie
23a38738fc Massive whitespace cleanup.
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
bc1b483525 Nuke the rcsid stuff.
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie
3eb859a88f Move the entity transform setup into the clients.
This has several benifits:
  o The silly issue with alias model pitches being backwards is kept out
    of the renderer (it's a quakec thing: entites do their pitch
    backwards, but originally, only alias models were rotated. Hipnotic
    did brush entity rotations in the correct direction).
  o Angle to frame vector conversions are done only when the entity's
    angles vector changes, rather than every frame. This avoids a lot of
    unnecessary trig function calls.
  o Once transformed, an entity's frame vectors are always available.
    However, the vectors are left handed rather than right handed (ie,
    forward/left/up instead of forward/right/up): just a matter of
    watching the sign. This avoids even more trig calls (flag models in
    qw).
  o This paves the way for merging brush entity surface rendering with the
    world model surface rendering (the actual goal of this patch).
  o This also paves the way for using quaternions to represent entity
    orientation, as that would be a protocol change.
2011-12-15 17:09:01 +09:00