Until now we did an easy calculation to determine the frame timing:
1000000 microseconds (== 1 second) / targetframerate == delay between
frames. This works if the CPU and GPU are fast enough since the time
process to process the frame is negligible. But if one of them is too
slow or the GPU driver takes too long (see issue #277 for an example)
we render too few frames.
Work around this by calculating the average time used to process the
last 60 render oder packet frames and take that into account when
determining the delay between the frames. With this change even my
rotten AMD Radeon and it's broken Windows GL driver is able to hold
the displays famerate (enforced by vsync) just fine.
While here add a 5% security margin to our target packet frame rate if
the vsync is enabled. Just to be sure that we never process more render
than packet frames.
Modern LCD displays often haven't itegral refresh rates like 60hz but
fractional ones like 59.95hz. SDL communicates the refresh rate as
integer. On X11 the rate is rounded up or down with round(), but on
Windows it's (at least on my system with an AMD Radeon) truncated...
So on an 59.95hz display it's just 59hz, Quake II renders 0.95 frames
too few and the user sees microstutters.
And return the actual / requested display frame rate increased by one
to work around inaccuracies in Quake IIs internal timing. It should be
a problem if we're running a little bit too fast.
This is belived to fix at least a part of issue #277.
Refreshrate 2
The problem was that the cvars were only initialized (with CVar_Get())
if you opened the address book menu.
So if you start (and possibly run) and quit the game /without/ opening
that menu (or at least the "join network server" menu), the game will
not save those cvars to the config when it next writes it.
To prevent this, *always* initialize the cvars in M_Init().
There were two ways to implement this. One was to go with the stuff
already included in minizip and one to implement our own wrapper around
fopen(). This is the second options since @DanielGibson convinced me
that it would be safer.
We can't rely on the game.dll being unicode conformant. Work around
that by changing the current working directory before calling into
the game.dll, pass a non unicode string to it and chang back after
we return.
To be able to pass UTF-8 encoded pathes through cvars both the cvar
subsystem and the command parser would need a fair amount of UTF-8
understanding. And I'm not the poor soul that's going to implement
that. Therefor pass the datadir trough a global variable.
This is done in shared.c so that's available for both the client /
server / renderer and the game. A work around for older game DLL will
be added at a later time.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.
This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.
Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
necessayry.
With this commit YQ2 is able to start and run on ReFS volumes. :) At
least as long as neither the binary path, the game data path nor the
path to the users home directory contain anything but ASCII characters.
Please note: This make break some corner cases with hore directories
containting unicode characters. They worked until now by pure luck.
A better solution providing full unicode support will be committed
in the next few days.
This brings at least two big advantages:
* No more 8.3 filename fuckups. Until know base0.pak and base0.pak_bak
was the same file for Quake II because only the first 3 characters of
the file extension were taken into account.
* Search pathes can contain any Unicode character.
There's no need to exclude directories from search by flags. In fact
the Unix backend has worked nicely for years without it... Sadly we
can't remove the now superfluous 'canhave' and 'musthave' attributes
from Sys_FindFirst() and Sys_FindNext() since they're defined in
shared.h and may be used from custom game DLLs.
* Remove a bunch of unnecessary functions.
* Reorder functions into logical groups. The orderig is now the same
on Unix and Windows.
While at it add several TODOs to the code. There's not need for special
library loading functions for the game, the Windows backend still uses
a lot of old and fishy DOS functions, etc. All this will be done at a
later time.
There's no need to duplicate machine independent parts of the client
initialization and the main loop for every platform.
While at it remove the nearly empty unix.h header and move Windows
main() into an own file. Not both platform have the same basic layout.
While building the wrapper as a console application is completely fine
there're some advantages by creating a "real" Windows GUI Application:
* Console applications always spawn an annoying console window.
* Windows GUI applications seem to have a much lower chance to trigger
my new best friend, the Windows Defender. As a console application
quake.exe triggered every time I started it, as Windows GUI
application not only once.
Use WinMain() instead of wWinMain() because MinGW doesn't know about
the later and it doesn't matter anyways.
libSDLmain.a has to be linked and must run anyways. So there's no need
for us to reinvent the wheel, just rely on SDLs process setup, argument
parsing, message handling and so on. As a nice side effect this may fix
some strange bugs related to message handling and argument parsing...
It's not stb.h and the github project should probably be linked
And now the licensing is a bit more verbose (Dual-Licensed under Unlicense and MIT
instead of custom Public Domain license).
My modifications (jpeg writing and supplying zlib compressor for better
PNG compression) have been merged upstream, so from now on updates
should be easy and painless.
(Sean renamed my stbi_png_level to stbi_write_png_compression_level)
Until now we had 3 modes:
0 -> never grab the mouse.
1 -> always grab the mouse
2 -> ungrab the mouse if the game is windowed and the console or the
menu is opened or a cinematic is playing.
The 3rd mode is the same as the 2nd one, but without the "game is
windowed" constrained. Please note that release the mouse grab in
fullscreen may have side effects like the game loosing focus and being
unable to regain it. Especially under X11.
This was requested by @prg318 in issue #271.
Loop 'for ( i = 0; i < 3; i++ )' sets values to vtx[0..2]. So next index must be 3(instead 4) and
loop 'for ( i = 16; i >= 0; i-- )' will set vtx[3..(18*3-1)].
=====
src/client/refresh/gl/r_light.c: In function ‘R_RenderDlight’:
src/client/refresh/gl/r_light.c:76:21: warning: iteration 16 invokes undefined behavior [-Waggressive-loop-optimizations]
vtx[index_vtx++] = light->origin [ j ] + vright [ j ] * cos( a ) * rad
~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ vup [ j ] * sin( a ) * rad;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
src/client/refresh/gl/r_light.c:65:2: note: within this loop
for ( i = 16; i >= 0; i-- )
^~~
=====