Commit Graph

4776 Commits

Author SHA1 Message Date
Bill Currie c9f372fa38 [gamecode] Set pr_debug_resources in PR_Debug_Init
And use the cached value in PR_LoadDebug.
2021-12-26 20:35:09 +09:00
Bill Currie c163b311d0 [gamecode] Create hash tables in PR_Init
This makes much more sense than in PR_LoadProgsFile (and simplifies the
latter, too).
2021-12-26 20:33:37 +09:00
Bill Currie c11a930436 [simd] Set the homogeneous coord in the csvf test
The homogeneous coord was not being initialized and thus was picking up
rubbish from the stack. This is why the test would succeed in some
circumstances but fail in others.
2021-12-26 12:25:06 +09:00
Bill Currie 8385046486 [qfcc] Warn when super dealloc invocation is missing
Forgetting to invoke [super dealloc] in a derived class's -dealloc
method has caused me to waste far too much time chasing down the
resulting memory leaks and crashes. This is actually the main focus of
issue #24, but I want to take care of multiple paths before I consider
the issue to be done.

However, as a bonus, four cases were found :)
2021-12-24 22:45:43 +09:00
Bill Currie 5bfe0e5d34 [sw] Update for changed particle field names
Fixes 32-bit x86 target builds.
2021-12-24 19:33:06 +09:00
Bill Currie 2b25748cc4 [ruamoko] Correct SetIterator memory handling
This makes SetIterator more compatible with autorelease.
2021-12-24 06:45:13 +09:00
Bill Currie 7571231100 [input] Get single axis info for unbound devices
This doesn't fix the problem of keyhelp not working for axes belonging
to unbound devices, but may be a step in the right direction.
2021-12-24 06:45:13 +09:00
Bill Currie 2e3e9ea7c0 [ruamoko] Actually save the cooke
This fixes the listener leak.
2021-12-24 06:45:13 +09:00
Bill Currie f77da210ff [ruamoko] Merge listener cookie code
I know that duplication would turn around and bite me :P
2021-12-24 06:45:13 +09:00
Bill Currie b726c24b05 [ruamoko] Reset parameters before setting in listener
It's right there in the docs, even (though only on the macro, which I'd
forgotten about). Fixes some nasty corruption.
2021-12-24 06:45:13 +09:00
Bill Currie dad19aa2ad [input] Correct balanced range calculation
Fixes axis inputs being half what they should be. Can't quite get +1,
though (need to figure something out for the positive axis range being
slightly smaller than the negative range).
2021-12-24 06:45:13 +09:00
Bill Currie f3918471d5 [ruamoko] Add bindings for the main IMT functions
IMT_SetContextCbuf is not bound as that requires cbuf to be bound.
However, imt contexts can be created, fetched and set.
2021-12-24 06:45:13 +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 a4c4155a51 [vulkan] Clean up packet submission
In the end, there's no need for the two paths and I want to be able to
submit empty packets with semaphores.
2021-12-24 06:45:13 +09:00
Bill Currie dcd1fa28ba [ruamoko] Get the input bindings working
With some hacks that are not included (plan on handling events and
contexts properly), button inputs, including using listeners, are
working nicely: my little game is working again. While the trampoline
code was a bit repetitive (and I do want to clean that up), connecting
button listeners directly to Ruamoko instance methods proved to be quite
nice.
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 6411518603 [ruamoko] Make some progress on the input bindings 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 194f958666 [console] Add a comment about skipping the first char
I had to dig through logs of deleted files to find out what was going
on. Forget six months later, twenty years...
2021-12-24 06:45:13 +09:00
Bill Currie e0863ff067 [net_chan] Clean out unnecessary include
net_chan was still including client.h from qw when it no longer needed
it (I guess I forgot to clean that out when I resolved any last
dependencies).
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 81a5e076ac [vulkan] Move render pass array init
Having it in Vulkan_Init_Common means the array can be used in more
places than just Vulkan_CreateRenderPass (which probably needs a
rename).
2021-12-24 06:45:13 +09:00
Bill Currie 2be19046b6 [vulkan] Allow render passes to not have a render pass
This may seem a little contradictory, but it's due to the difference
between a high level (engine) render pass and a Vulkan render pass
object (and quite likely a poor choice in names for the high level
object). This is necessary for supporting compute shader dispatches as
they cannot be submitted inside a Vulkan render pass.
2021-12-24 06:45:13 +09:00
Bill Currie 43cdca330b [client] Add bindings for load and quickload in demos 2021-12-24 06:45:13 +09:00
Bill Currie aacd2575d2 [sw,sw32] Ensure the particle system is initialized
This fixes the missing particles (because mtwist_rand was returning 0).
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 4d1e8b2375 [vulkan] Update the number of drawn quads correctly
They should increment by one for each pic, not 4 (I think some fluff
remaining from copying glsl's draw code).

I noticed the problem when I saw large gaps of 0s in the vertex data in
renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie be7216e660 [vulkan] Implement crosshair rendering
That makes quite the difference to playability.
2021-12-24 06:45:13 +09:00
Bill Currie 6b84ae5554 [renderer] Update crosshair color on palette changes
This gets the crosshair working in Vulkan (next commit) and fixes issues
with changing the palette (though I've never seen a different palette
for quate, there's still the change from "all black" to an actual
palette).
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 cd641e2b1c [vulkan] Clean up alias push-constants 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 081c46da7a Clean up some white space 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 0b99ff104d [vulkan] Clear the color attachments
This means color, emission, and translucent. Fixes the HOM issues on my
VersaPro (but halves the frame-rate... definitely need to bring back the
forward renderer as an option).
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 8228146ac0 [vulkan] Use the particle system buffer for indirect draws
I realized I'd need to get the particle counts out to the draw commands
somehow, and this seemed to be the most natural way.
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