Commit graph

11479 commits

Author SHA1 Message Date
Bill Currie
d3b7f7fbc8 [nq,qw] Fix broken intermission view
The idle scale was 114.591559 time too big (forgot both half angle for the
quaternion and converting from degrees to radians for the idle rotations).

Also, take the intermission view position and rotation direct from the
player entity, not viewstate, as while viewstate.origin is the same,
viewstate.rotation is the player's input, not the rotation set by the
server. Fixes the unlocked view angle.
2021-07-24 11:33:53 +09:00
Bill Currie
435009e2cd [entity] Update local rotation and scale caches
When setting local rotation/scale/transform, need to cache the rotation and
scale, otherwise they can't be fetched easily later on (position is easy as
it's just the fourth column of the matrix).
2021-07-24 11:31:00 +09:00
Bill Currie
c715fb384f Update .gitignore yet again 2021-07-24 10:12:24 +09:00
Bill Currie
632d2cb79c [console] Plug another escape handler leak 2021-07-24 00:28:49 +09:00
Bill Currie
fbbf83e696 [console] Pop menu escape in forced close menu
Fixes loss of access to the menu after selecting a new game via the menu.
2021-07-23 21:15:01 +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
e799a7ae45 [qwaq] Readd libQFruamoko_client to qwaq-x11
Turned out it was needed after all (bad build test)
2021-07-22 18:08:13 +09:00
Bill Currie
b3e7b52696 [qw] Check for null file before checking size
Fixes a segfault when downloading a file that doesn't exist.
2021-07-22 18:02:36 +09:00
Bill Currie
e089234f38 [console] Link against libQFruamoko_console
Fixes shared plugin not loading due to missing symbol.
2021-07-22 18:01:18 +09:00
Bill Currie
49afdde77f [vulkan] Add some comments and clean some code
Figuring out bsp rendering for shadows is a fair bit harder than
expected :P
2021-07-22 16:15:14 +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
41de8c9187 [util] Cast swapped signed shorts in bspfile
This fixes a bug when loading bsp29 files that resulted in leaf nodes
having bogus bounding boxes if any coordinates were negative (and thus
dynamic lights, and probably all sorts of other things) being broken.
And it took me only 9 years to notice :P
2021-07-22 14:25:51 +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
0f259c647b [vulkan] Clean out some dead code
While I might want to support lightmaps in the future (eg, for ambient
occlusion), the commented out code is confusing.
2021-07-21 14:54:07 +09:00
Bill Currie
5864406f4d [vulkan] Enable all lights when camera out of map
Without shadows, this is quite the cheat, but noclip is a cheat anyway,
so probably not that big a deal. It does, however, make noclip usable
for debugging.
2021-07-21 14:15:56 +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
3ef89583af [gamecode] Correct pop implementations
Had src and dst swapped (yay for not testing :P (boo for not having an
easy way to test (yay for working on it))).
2021-07-19 22:31:22 +09:00
Bill Currie
87dc35e2fd [renderer] Be more consistent with msurface_t names
Use "surf" everywhere in gl, glsl and vulkan. Not worried about sw/sw32
at this stage (I don't poke around in there anywhere near as much).
2021-07-19 06:55:36 +09:00
Bill Currie
3c93d555e3 [gl] Correct calculation of screen aspect
vrect_t's fields are ints, and it was vid.aspect that prevented the
quotient being truncated. Fixes the rather squashed looking world.
2021-07-19 06:55:36 +09:00
Bill Currie
6b38a17cf1 [gamecode] Clean up state imlementations
This makes the code easier to read. Also, yay for automated tests:
caught a mistyped time :)
2021-07-15 16:55:02 +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
6db6f8f0e2 [win] Fix a pile of bitrot
Man, those bits rot quickly. Must be stored with a rotfish.
2021-07-11 13:30:52 +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
108d2a0746 [qw] Fix an uninitialized var use
Found by valgrind
2021-07-11 12:31:34 +09:00
Bill Currie
6dff00a9da [qw] Move netgraph below the console
Also, make nq draw the vid views (in theory, it loads too fast to see
the loading pic).
2021-07-11 12:05:14 +09:00
Bill Currie
edbf4d262a [qw] Make the netgraph scale logarithmic
Full scale is 1s, but now ms timings are visible even with the default
height.
2021-07-11 11:02:37 +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
c4ee7ff68a [qw] Check packet size before checking ping ack
Ping ack (A2A_ACK) is always a 1-byte packet, so check that the A2A_ACK
is the only byte in the packet before passing the packet to the server
list code. Fixes the mysterious dropped packet every 256 packets as the
low eight bits of the packet's sequence number equalled A2A_ACK.
2021-07-11 09:26:05 +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
c4cc5b2756 [sw32] Fix the over-tall netgraph lines 2021-07-11 00:12:03 +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
34dd434147 [qwaq] Fix missing gib library references
Not sure why static builds worked and dynamic didn't, but...
2021-07-10 18:31:22 +09:00
Bill Currie
ed606fb670 [render] Fix some incorrect r_data references
The render plugins have made a bit of a mess of getting at the data and
thus it's a tad confusing how to get at it in different places. Really
needs a proper cleanup :(
2021-07-10 18:30:46 +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
4b1eb0d760 [sw] Speed up Draw_FadeScreen
It now processes 4 pixels at a time and uses a bit mask instead of a
conditional to set 3 of the 4 pixels to black. On top of the 4:1 pixel
processing and avoiding inner-loop conditional jumps, gcc unrolls the
loop, so Draw_FadeScreen itself is more than 4x as fast as it was. The
end result is about 5% (3fps) speedup to timedemo demo1 on my 900MHz
EEE Pc when nq has been hacked to always draw the fade-screen.
2021-07-08 14:18:06 +09:00
Bill Currie
ef6dd422e5 [qfcc] Add source line number to statement blocks
For statement dot blocks.
2021-07-06 18:06:47 +09:00
Bill Currie
f18e1366ba [vulkan] Silence vkgen's debug output
It was hidden by qwaq-curses, but the switch to using qwaq-cmd made it
pretty obvious.
2021-07-06 12:27:21 +09:00
Bill Currie
ae58a8ba5d [qwaq] Create a commandline-only version of qwaq
qwaq-curses has its place, but its use for running vkgen was really a
placeholder because I didn't feel like sorting out the different
initialization requirements at the time. qwaq-cmd has the (currently
unnecessary) threading power of qwaq-curses, but doesn't include any UI
stuff and thus doesn't need curses. The work also paves the way for
qwaq-x11 to become a proper engine (though sorting out its init will be
taken care of later).

Fixes #15.
2021-07-06 12:25:24 +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
ddc6f6bcb0 [qfcc] Un-dereference src expression early for movep
The VM has no pointer to direct reference move instruction.

Fixes #9
2021-06-30 20:05:27 +09:00