diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md new file mode 100644 index 00000000..602f897c --- /dev/null +++ b/CONTRIBUTING.md @@ -0,0 +1,58 @@ +## If you are reporting bugs + +1. Check you are using latest version. You can build latest Xash3D FWGS for yourself, look to README.md. +2. Check open issues is your bug is already reported and closed issues if it reported and fixed. Don't send bug if it's already reported. +3. Re-run engine with `-dev 2 -log` arguments, reproduce bug and post engine.log which can be found in your working directory. +3. Describe steps to reproduce bug. +4. Describe which OS and architecture you are using. +6. Attach screenshot if it will help clarify the situation. + +## If you are contributing code + +### Which branch? + +* We recommend using `master` branch. + +### Third-party libraries + +* Philosophy of any Xash Project by Uncle Mike: don't be bloated. We follow it too. +* There is allowed only these libraries, if there is a REAL reason to use library and library is crossplatform. It's will be nice, if you will leave a possibility to remove new dependency at build-time. +* Adding new dependencies for Waf Build System is not welcomed. + +### Portability level + +* Xash3D have it's own crt library. It's recommended to use it. It most cases it's just a wrappers around standart C library. +* If your feature need platform-specific code, move it to `engine/platform` and try to implement to every supported OS and every supported compiler or at least leave a stubs. +* You must put it under appopriate macro. It's a rule: Xash3D FWGS must at least compile everywhere. + +| OS | Macro | +| -- | ----- | +| Linux | `defined(__linux__)` | +| FreeBSD | `defined(__FreeBSD__)` | +| NetBSD | `defined(__NetBSD__)` | +| OpenBSD | `defined(__OpenBSD__)` | +| OS X/iOS | `defined(__APPLE__)` and TargetConditionals macros | +| Windows | `defined(_WIN32)` | +| Android | `defined(__ANDROID__)` | +| Emscripten | `defined(__EMSCRIPTEN__)` | + +### Code style + +* This project uses mixed Quake's and HLSDK's C/C++ code style convention. +* In short: + * Use spaces in parenthesis. + * Only tabs for indentation. + * Any brace must have it's own line. + * Short blocks, if statements and loops on single line are allowed. + * Avoid magic numbers. + * While macros are powerful, it's better to avoid overusing them. + * If you unsure, try to mimic code style from anywhere else of engine source code. +* **ANY** commit message should start from declaring a tags, in format: + + `tag: added some bugs` + + `tag: subtag: fixed some features` + + Tags can be any: subsystem, simple feature name or even just a filename, without extension. + Just keep them always same, it helps keep history clean and commit messages short. + diff --git a/README.md b/README.md new file mode 100644 index 00000000..b4c4787a --- /dev/null +++ b/README.md @@ -0,0 +1,79 @@ +# Xash3D FWGS Engine +[![Build Status](https://api.travis-ci.org/FWGS/xash3d-fwgs.svg?branch=master)](https://travis-ci.org/FWGS/xash3d-fwgs) [![Discord Server](https://img.shields.io/discord/355697768582610945.svg)](https://discord.gg/TbnHcVb) + +Xash3D FWGS is a fork of Xash3D Engine by Unkle Mike with extended features and crossplatform. + +``` +Xash3D is a game engine, aimed to provide compatibility with Half-Life Engine, +as well as to give game developers well known workflow and extend it. +Read more about Xash3D on ModDB: https://www.moddb.com/engines/xash3d-engine +``` + +Latest release build: https://github.com/FWGS/xash3d-fwgs/releases/latest + +Latest development build: https://github.com/FWGS/xash3d-deploy/tree/newengine-latest + +## Fork features +* HLSDK 2.4 support. +* Crossplatform: officially supported x86 and ARM on Windows/Linux/BSD/macOS/Android/iOS/Haiku. +* Modern compilers support: say no more to MSVC6. +* Better multiplayer support: multiple master servers, headless dedicated server. +* Mobility API: allows better game integration on mobile devices(vibration, touch controls) +* Different input methods: touch, gamepad and classic mouse & keyboard. +* TrueType font rendering, as a part of mainui_cpp. +* A set of small improvements, without broken compatibility. + +## Planned fork features +* Virtual Reality support and game API(in development!) +* Voice support +* Multiple renderers support(OpenGL, GLES, Vulkan, software) + +## Contributing +* Before sending an issue, check if someone already reported your issue. Make sure you're following "How To Ask Questions The Smart Way" guide by Eric Steven Raymond. Read more: http://www.catb.org/~esr/faqs/smart-questions.html +* Before sending a PR, check if you followed our coding guide in CODING_STYLE.md file. + +## Build instructions +We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/ + +If you're stuck somewhere and you need a clear example, read `.travis.yml` and `scripts/build*.sh`. + +### Prerequisites +#### Windows(Visual Studio) +* Install Visual Studio. +* Install latest [Python](https://python.org) **OR** run `cinst python.install` if you have Chocolatey. +* Install latest [Git](https://git-scm.com/download/win) **OR** run `cinst git.install` if you have Chocolatey. +* Download [SDL2](https://libsdl.org/download-2.0.php) development package for Visual Studio. +* Clone this repository: `git clone --recursive https://github.com/FWGS/xash3d-fwgs`. +* Clone `vgui-dev` repository: `git clone https://github.com/FWGS/vgui-dev`. +* Make sure you have at least 12GB of free space to store all build-time dependencies: ~10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other. + +#### Linux +NOTE: Make sure you're OK with targetting 32-bit. + +Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code! + +* **Gentoo**: TODO +* **Debian**: TODO +* **ArchLinux**: ` -S xash3d-git` + +### Building +#### Windows(Visual Studio) +0) Open command line +1) Navigate to `xash3d-fwgs` directory. +2) Carefully examine which build options are available: `waf --help` +3) Configure build: `waf configure --build-type=release --sdl2=c:/path/to/SDL2 --vgui=c:/path/to/vgui-dev --prefix=c:/path/to/any/output/directory` +4) Compile: `waf build` +5) Install: `waf install` + +#### Linux +0) Examine which build options are available: `./waf --help` +1) Configure build: `./waf configure --build-type=release --vgui=vgui-dev` +2) Compile: `./waf build` +3) Install(optional): `./waf install` + +## Running +0) Copy libraries and main executable somewhere, if you're skipped installation stage. +1) Copy game files to same directory +2) Run `xash3d.exe`/`xash3d.sh`/`xash3d` depending on which platform you're using. + +For additional info, run Xash3D with `-help` command line key. diff --git a/common/mathlib.h b/common/mathlib.h new file mode 100644 index 00000000..fadb97fb --- /dev/null +++ b/common/mathlib.h @@ -0,0 +1,95 @@ +/*** +* +* Copyright (c) 1996-2002, Valve LLC. All rights reserved. +* +* This product contains software technology licensed from Id +* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. +* All Rights Reserved. +* +* Use, distribution, and modification of this source code and/or resulting +* object code is restricted to non-commercial enhancements to products from +* Valve LLC. All other use, distribution, or modification is prohibited +* without written permission from Valve LLC. +* +****/ +// mathlib.h + +#include + +typedef float vec_t; +typedef vec_t vec2_t[2]; +typedef vec_t vec3_t[3]; +typedef vec_t vec4_t[4]; // x,y,z,w + +#ifndef M_PI +#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h +#endif + +struct mplane_s; + +extern vec3_t vec3_origin; +extern int nanmask; + +#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) + +#ifndef VECTOR_H + #define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) +#endif + +#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];} +#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];} +#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];} +#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;} + +void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc); + +vec_t _DotProduct (vec3_t v1, vec3_t v2); +void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out); +void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out); +void _VectorCopy (vec3_t in, vec3_t out); + +int VectorCompare (const vec3_t v1, const vec3_t v2); +float Length (const vec3_t v); +void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross); +float VectorNormalize (vec3_t v); // returns vector length +void VectorInverse (vec3_t v); +void VectorScale (const vec3_t in, vec_t scale, vec3_t out); + +void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]); +void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]); + +void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); +void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); +#define AngleIVectors AngleVectorsTranspose + +void AngleMatrix (const vec3_t angles, float (*matrix)[4] ); +void AngleIMatrix (const vec3_t angles, float (*matrix)[4] ); +void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out); + +void NormalizeAngles( vec3_t angles ); +void InterpolateAngles( vec3_t start, vec3_t end, vec3_t output, float frac ); +float AngleBetweenVectors( const vec3_t v1, const vec3_t v2 ); + +void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up); +void VectorAngles( const vec3_t forward, vec3_t angles ); + +int InvertMatrix( const float * m, float *out ); + +int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane); +float anglemod(float a); + +#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \ + (((p)->type < 3)? \ + ( \ + ((p)->dist <= (emins)[(p)->type])? \ + 1 \ + : \ + ( \ + ((p)->dist >= (emaxs)[(p)->type])?\ + 2 \ + : \ + 3 \ + ) \ + ) \ + : \ + BoxOnPlaneSide( (emins), (emaxs), (p))) diff --git a/engine/client/cl_main.c b/engine/client/cl_main.c index 438f15dc..1750994d 100644 --- a/engine/client/cl_main.c +++ b/engine/client/cl_main.c @@ -797,7 +797,7 @@ void CL_WritePacket( void ) newcmds = ( cls.netchan.outgoing_sequence - cls.lastoutgoingcommand ); // put an upper/lower bound on this - newcmds = bound( 0, newcmds, MAX_TOTAL_CMDS ); + newcmds = bound( 0, newcmds, cls.legacymode?MAX_LEGACY_TOTAL_CMDS:MAX_TOTAL_CMDS ); if( cls.state == ca_connected ) newcmds = 0; MSG_WriteByte( &buf, newcmds ); diff --git a/engine/common/protocol.h b/engine/common/protocol.h index 559652ee..4e9e54ee 100644 --- a/engine/common/protocol.h +++ b/engine/common/protocol.h @@ -260,5 +260,6 @@ extern const char *clc_strings[clc_lastmsg+1]; #define MAX_LEGACY_WEAPON_BITS 5 #define MAX_LEGACY_MODEL_BITS 11 #define MAX_LEGACY_SERVERS 32 +#define MAX_LEGACY_TOTAL_CMDS 28 // magic number from old engine's sv_client.c #endif//NET_PROTOCOL_H diff --git a/engine/wscript b/engine/wscript index 3e71004d..ef76b772 100644 --- a/engine/wscript +++ b/engine/wscript @@ -9,17 +9,16 @@ from fwgslib import get_subproject_name top = '.' def options(opt): - opt.load('sdl2') - opt.add_option( - '--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False, - help = 'build engine with BSP2 map support(recommended for Quake, breaks compability!)') - opt.add_option( - '--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = None, - help = 'build single "xash" binary instead of xash.dll/libxash.so (default for dedicated)') - opt.add_option( + grp = opt.add_option_group('Engine options') + grp.add_option( + '--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False, + help = 'build engine with BSP2 map support(recommended for Quake, breaks compatibility!)') + + grp.add_option( '--stdin-input', action = 'store_true', dest = 'USE_SELECT', default = None, help = 'enable console input from stdin (default for dedicated)') + opt.load('sdl2') def configure(conf): # check for dedicated server build @@ -35,10 +34,7 @@ def configure(conf): conf.fatal('SDL2 not availiable! If you want to build dedicated server, specify --dedicated') conf.env.append_unique('DEFINES', 'XASH_SDL') - if conf.options.SINGLE_BINARY == None: - conf.options.SINGLE_BINARY = conf.options.DEDICATED # We don't need game launcher on dedicated - conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY - if conf.options.SINGLE_BINARY: + if conf.env.SINGLE_BINARY: conf.env.append_unique('DEFINES', 'SINGLE_BINARY') if conf.options.USE_SELECT == None: diff --git a/game_launch/wscript b/game_launch/wscript index 2e650bc9..99608a83 100644 --- a/game_launch/wscript +++ b/game_launch/wscript @@ -10,22 +10,13 @@ from fwgslib import get_subproject_name top = '.' def options(opt): - # stub return def configure(conf): - if conf.env.SINGLE_BINARY: - return - - # check for dedicated server build - if not conf.env.DEDICATED: - if conf.env.DEST_OS == 'win32': - conf.load('winres') + if conf.env.DEST_OS == 'win32': + conf.load('winres') def build(bld): - if bld.env.SINGLE_BINARY: - return - bld.load_envs() bld.env = bld.all_envs[get_subproject_name(bld)] diff --git a/mainui b/mainui index 33e6e585..9acf8b75 160000 --- a/mainui +++ b/mainui @@ -1 +1 @@ -Subproject commit 33e6e585e875d91ae44b22d5425f1c38f2413741 +Subproject commit 9acf8b75d9d167ac63efd6db8f35c42a2d325082 diff --git a/ref_gl/gl_rsurf.c b/ref_gl/gl_rsurf.c index 569fde9a..d2d8b04c 100644 --- a/ref_gl/gl_rsurf.c +++ b/ref_gl/gl_rsurf.c @@ -885,7 +885,7 @@ _inline qboolean R_HasLightmap( void ) if( RI.currententity ) { if( RI.currententity->curstate.effects & EF_FULLBRIGHT ) - return; // disabled by user + return false; // disabled by user // check for rendermode switch( RI.currententity->curstate.rendermode ) @@ -1586,7 +1586,13 @@ void R_DrawBrushModel( cl_entity_t *e ) GL_SetupFogColorForSurfaces (); if( e->curstate.rendermode == kRenderTransAdd ) + { R_AllowFog( false ); + allow_vbo = false; + } + + if( e->curstate.rendermode == kRenderTransColor || e->curstate.rendermode == kRenderTransTexture ) + allow_vbo = false; psurf = &clmodel->surfaces[clmodel->firstmodelsurface]; num_sorted = 0; @@ -1961,7 +1967,7 @@ void R_GenerateVBO() // prepare decal array pglGenBuffersARB( 1, &vbos.decaldata->decalvbo ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo ); - pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_CUT * MAX_RENDER_DECALS, vbos.decaldata->decalarray, GL_STATIC_DRAW_ARB ); + pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_CUT * MAX_RENDER_DECALS, vbos.decaldata->decalarray, GL_DYNAMIC_DRAW_ARB ); // preallocate dlight arrays vbos.dlight_index = Mem_Calloc( vbos.mempool, maxindex * sizeof( unsigned short ) * 6 ); @@ -1973,10 +1979,10 @@ void R_GenerateVBO() { pglGenBuffersARB( 1, &vbos.dlight_vbo ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo ); - pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , vbos.dlight_tc, GL_DYNAMIC_DRAW_ARB ); + pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , vbos.dlight_tc, GL_STREAM_DRAW_ARB ); pglGenBuffersARB( 1, &vbos.decal_dlight_vbo ); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo ); - pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), vbos.decal_dlight, GL_DYNAMIC_DRAW_ARB ); + pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), vbos.decal_dlight, GL_STREAM_DRAW_ARB ); } diff --git a/ref_gl/gl_studio.c b/ref_gl/gl_studio.c index 94d99b0e..dd61e89a 100644 --- a/ref_gl/gl_studio.c +++ b/ref_gl/gl_studio.c @@ -113,13 +113,22 @@ typedef struct // playermodels player_model_t player_models[MAX_CLIENTS]; + + // drawelements renderer + vec3_t arrayverts[MAXSTUDIOVERTS]; + vec2_t arraycoord[MAXSTUDIOVERTS]; + unsigned short arrayelems[MAXSTUDIOVERTS*6]; + GLubyte arraycolor[MAXSTUDIOVERTS][4]; + uint numverts; + uint numelems; } studio_draw_state_t; // studio-related cvars -cvar_t *r_studio_sort_textures; -cvar_t *r_drawviewmodel; +static cvar_t *r_studio_sort_textures; +static cvar_t *r_drawviewmodel; cvar_t *cl_righthand = NULL; -cvar_t *cl_himodels; +static cvar_t *cl_himodels; +static cvar_t *r_studio_drawelements; static r_studio_interface_t *pStudioDraw; static studio_draw_state_t g_studio; // global studio state @@ -146,6 +155,7 @@ void R_StudioInit( void ) cl_himodels = gEngfuncs.Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" ); r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" ); r_drawviewmodel = gEngfuncs.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" ); + r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_ARCHIVE, "use glDrawElements for studiomodels" ); Matrix3x4_LoadIdentity( g_studio.rotationmatrix ); r_glowshellfreq = gEngfuncs.Cvar_Get( "r_glowshellfreq", "2.2", 0, "glowing shell frequency update" ); @@ -1706,7 +1716,7 @@ R_LightLambert ==================== */ -void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color ) +void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color, byte *out ) { vec3_t finalLight; vec3_t localLight; @@ -1744,7 +1754,53 @@ void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color } } - pglColor4f( finalLight[0], finalLight[1], finalLight[2], tr.blend ); + out[0] = finalLight[0] * 255; + out[1] = finalLight[1] * 255; + out[2] = finalLight[2] * 255; +} + +static void R_StudioSetColorBegin(short *ptricmds, vec3_t *pstudionorms ) +{ + float *lv = (float *)g_studio.lightvalues[ptricmds[1]]; + rgba_t color; + + if( g_studio.numlocallights ) + { + color[3] = tr.blend * 255; + R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv, color ); + pglColor4ubv( color ); + } + else + { + if( RI.currententity->curstate.rendermode == kRenderTransColor ) + { + color[3] = tr.blend * 255; + VectorCopy( (byte*)&RI.currententity->curstate.rendercolor, color ); + pglColor4ubv( color ); + } + else pglColor4f( lv[0], lv[1], lv[2], tr.blend ); + } +} + +static void R_StudioSetColorArray(short *ptricmds, vec3_t *pstudionorms, byte *color ) +{ + float *lv = (float *)g_studio.lightvalues[ptricmds[1]]; + + color[3] = tr.blend * 255; + + if( g_studio.numlocallights ) + R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv, color ); + else + { + if( RI.currententity->curstate.rendermode == kRenderTransColor ) + VectorCopy( (byte*)&RI.currententity->curstate.rendercolor, color ); + else + { + color[0] = lv[0] * 255; + color[1] = lv[1] * 255; + color[2] = lv[2] * 255; + } + } } /* @@ -1917,11 +1973,8 @@ _inline void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, floa for( ; i > 0; i--, ptricmds += 4 ) { - lv = (float *)g_studio.lightvalues[ptricmds[1]]; + R_StudioSetColorBegin( ptricmds, pstudionorms ); - if( g_studio.numlocallights ) - R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv ); - else pglColor4f( lv[0], lv[1], lv[2], tr.blend ); pglTexCoord2f( ptricmds[2] * s, ptricmds[3] * t ); pglVertex3fv( g_studio.verts[ptricmds[0]] ); } @@ -1953,10 +2006,7 @@ _inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms ) for( ; i > 0; i--, ptricmds += 4 ) { - lv = (float *)g_studio.lightvalues[ptricmds[1]]; - if( g_studio.numlocallights ) - R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv ); - else pglColor4f( lv[0], lv[1], lv[2], tr.blend ); + R_StudioSetColorBegin( ptricmds, pstudionorms ); pglTexCoord2f( HalfToFloat( ptricmds[2] ), HalfToFloat( ptricmds[3] )); pglVertex3fv( g_studio.verts[ptricmds[0]] ); } @@ -1992,10 +2042,13 @@ _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, floa { if( glowShell ) { + color24 *clr = &RI.currententity->curstate.rendercolor; + idx = g_studio.normaltable[ptricmds[0]]; av = g_studio.verts[ptricmds[0]]; lv = g_studio.norms[ptricmds[0]]; VectorMA( av, scale, lv, vert ); + pglColor4ub( clr->r, clr->g, clr->b, 255 ); pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t ); pglVertex3fv( vert ); } @@ -2003,9 +2056,7 @@ _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, floa { idx = ptricmds[1]; lv = (float *)g_studio.lightvalues[ptricmds[1]]; - if( g_studio.numlocallights ) - R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv ); - else pglColor4f( lv[0], lv[1], lv[2], tr.blend ); + R_StudioSetColorBegin( ptricmds, pstudionorms ); pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t ); pglVertex3fv( g_studio.verts[ptricmds[0]] ); } @@ -2015,6 +2066,220 @@ _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, floa } } + +_inline int R_StudioBuildIndices( qboolean tri_strip, int vertexState ) +{ + // build in indices + if( vertexState++ < 3 ) + { + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts; + } + else if( tri_strip ) + { + // flip triangles between clockwise and counter clockwise + if( vertexState & 1 ) + { + // draw triangle [n-2 n-1 n] + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 2; + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 1; + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts; + } + else + { + // draw triangle [n-1 n-2 n] + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 1; + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 2; + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts; + } + } + else + { + // draw triangle fan [0 n-1 n] + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - ( vertexState - 1 ); + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 1; + g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts; + } + + return vertexState; +} + +/* +=============== +R_StudioDrawNormalMesh + +generic path +=============== +*/ +_inline void R_StudioBuildArrayNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t ) +{ + float *lv; + int i; + float alpha = tr.blend; + + while( i = *( ptricmds++ )) + { + int vertexState = 0; + qboolean tri_strip = true; + + if( i < 0 ) + { + tri_strip = false; + i = -i; + } + + for( ; i > 0; i--, ptricmds += 4 ) + { + GLubyte *cl; + cl = g_studio.arraycolor[g_studio.numverts]; + lv = (float *)g_studio.lightvalues[ptricmds[1]]; + + vertexState = R_StudioBuildIndices( tri_strip, vertexState ); + + R_StudioSetColorArray( ptricmds, pstudionorms, cl ); + + g_studio.arraycoord[g_studio.numverts][0] = ptricmds[2] * s; + g_studio.arraycoord[g_studio.numverts][1] = ptricmds[3] * t; + + VectorCopy( g_studio.verts[ptricmds[0]], g_studio.arrayverts[g_studio.numverts] ); + g_studio.numverts++; + } + } +} + +/* +=============== +R_StudioDrawNormalMesh + +generic path +=============== +*/ +_inline void R_StudioBuildArrayFloatMesh( short *ptricmds, vec3_t *pstudionorms ) +{ + float *lv; + int i; + float alpha = tr.blend; + + while( i = *( ptricmds++ )) + { + int vertexState = 0; + qboolean tri_strip = true; + + if( i < 0 ) + { + tri_strip = false; + i = -i; + } + + for( ; i > 0; i--, ptricmds += 4 ) + { + GLubyte *cl; + cl = g_studio.arraycolor[g_studio.numverts]; + lv = (float *)g_studio.lightvalues[ptricmds[1]]; + + vertexState = R_StudioBuildIndices( tri_strip, vertexState ); + + R_StudioSetColorArray( ptricmds, pstudionorms, cl ); + + g_studio.arraycoord[g_studio.numverts][0] = HalfToFloat( ptricmds[2] ); + g_studio.arraycoord[g_studio.numverts][1] = HalfToFloat( ptricmds[3] ); + + VectorCopy( g_studio.verts[ptricmds[0]], g_studio.arrayverts[g_studio.numverts] ); + g_studio.numverts++; + } + } +} + +/* +=============== +R_StudioDrawNormalMesh + +generic path +=============== +*/ +_inline void R_StudioBuildArrayChromeMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t, float scale ) +{ + float *lv, *av; + int i, idx; + qboolean glowShell = (scale > 0.0f) ? true : false; + vec3_t vert; + float alpha = tr.blend; + + while( i = *( ptricmds++ )) + { + int vertexState = 0; + qboolean tri_strip = true; + + if( i < 0 ) + { + tri_strip = false; + i = -i; + } + + for( ; i > 0; i--, ptricmds += 4 ) + { + GLubyte *cl; + cl = g_studio.arraycolor[g_studio.numverts]; + lv = (float *)g_studio.lightvalues[ptricmds[1]]; + + vertexState = R_StudioBuildIndices( tri_strip, vertexState ); + + if( glowShell ) + { + idx = g_studio.normaltable[ptricmds[0]]; + av = g_studio.verts[ptricmds[0]]; + lv = g_studio.norms[ptricmds[0]]; + + cl[0] = RI.currententity->curstate.rendercolor.r; + cl[1] = RI.currententity->curstate.rendercolor.g; + cl[2] = RI.currententity->curstate.rendercolor.b; + cl[3] = 255; + + VectorMA( av, scale, lv, vert ); + VectorCopy( vert, g_studio.arrayverts[g_studio.numverts] ); + } + else + { + idx = ptricmds[1]; + R_StudioSetColorArray( ptricmds, pstudionorms, cl ); + + VectorCopy( g_studio.verts[ptricmds[0]], g_studio.arrayverts[g_studio.numverts] ); + } + + g_studio.arraycoord[g_studio.numverts][0] = g_studio.chrome[idx][0] * s; + g_studio.arraycoord[g_studio.numverts][1] = g_studio.chrome[idx][1] * t; + + g_studio.numverts++; + } + } +} + +_inline void R_StudioDrawArrays( uint startverts, uint startelems ) +{ + pglEnableClientState( GL_VERTEX_ARRAY ); + pglVertexPointer( 3, GL_FLOAT, 12, g_studio.arrayverts ); + + pglEnableClientState( GL_TEXTURE_COORD_ARRAY ); + pglTexCoordPointer( 2, GL_FLOAT, 0, g_studio.arraycoord ); + + if( !( g_nForceFaceFlags & STUDIO_NF_CHROME ) ) + { + pglEnableClientState( GL_COLOR_ARRAY ); + pglColorPointer( 4, GL_UNSIGNED_BYTE, 0, g_studio.arraycolor ); + } + +#if !defined XASH_NANOGL || defined XASH_WES && defined __EMSCRIPTEN__ // WebGL need to know array sizes + if( pglDrawRangeElements ) + pglDrawRangeElements( GL_TRIANGLES, startverts, g_studio.numverts, + g_studio.numelems - startelems, GL_UNSIGNED_SHORT, &g_studio.arrayelems[startelems] ); + else +#endif + pglDrawElements( GL_TRIANGLES, g_studio.numelems - startelems, GL_UNSIGNED_SHORT, &g_studio.arrayelems[startelems] ); + pglDisableClientState( GL_VERTEX_ARRAY ); + pglDisableClientState( GL_TEXTURE_COORD_ARRAY ); + if( !( g_nForceFaceFlags & STUDIO_NF_CHROME ) ) + pglDisableClientState( GL_COLOR_ARRAY ); +} + /* =============== R_StudioDrawPoints @@ -2037,6 +2302,9 @@ static void R_StudioDrawPoints( void ) if( !m_pStudioHeader ) return; + + g_studio.numverts = g_studio.numelems = 0; + // safety bounding the skinnum m_skinnum = bound( 0, RI.currententity->curstate.skin, ( m_pStudioHeader->numskinfamilies - 1 )); ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex); @@ -2134,6 +2402,8 @@ static void R_StudioDrawPoints( void ) for( j = 0; j < m_pSubModel->nummesh; j++ ) { float oldblend = tr.blend; + uint startArrayVerts = g_studio.numverts; + uint startArrayElems = g_studio.numelems; short *ptricmds; float s, t; @@ -2167,11 +2437,24 @@ static void R_StudioDrawPoints( void ) R_StudioSetupSkin( m_pStudioHeader, pskinref[pmesh->skinref] ); - if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) - R_StudioDrawChromeMesh( ptricmds, pstudionorms, s, t, shellscale ); - else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS )) - R_StudioDrawFloatMesh( ptricmds, pstudionorms ); - else R_StudioDrawNormalMesh( ptricmds, pstudionorms, s, t ); + if( CVAR_TO_BOOL(r_studio_drawelements) ) + { + if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) + R_StudioBuildArrayChromeMesh( ptricmds, pstudionorms, s, t, shellscale ); + else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS )) + R_StudioBuildArrayFloatMesh( ptricmds, pstudionorms ); + else R_StudioBuildArrayNormalMesh( ptricmds, pstudionorms, s, t ); + + R_StudioDrawArrays( startArrayVerts, startArrayElems ); + } + else + { + if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME )) + R_StudioDrawChromeMesh( ptricmds, pstudionorms, s, t, shellscale ); + else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS )) + R_StudioDrawFloatMesh( ptricmds, pstudionorms ); + else R_StudioDrawNormalMesh( ptricmds, pstudionorms, s, t ); + } if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED )) { diff --git a/scripts/build_mingw_engine.sh b/scripts/build_mingw_engine.sh index 50d5c445..8c660020 100755 --- a/scripts/build_mingw_engine.sh +++ b/scripts/build_mingw_engine.sh @@ -7,7 +7,9 @@ cd $TRAVIS_BUILD_DIR export CC="ccache i686-w64-mingw32-gcc" export CXX="ccache i686-w64-mingw32-g++" export CFLAGS="-static-libgcc -no-pthread" -export CXXFLAGS="-static-libgcc -static-libstdc++" +export CXXFLAGS="-static-libgcc -static-libstdc++ -no-pthread" +export LDFLAGS="-static-libgcc -static-libstdc++ -no-pthread" +export LINKFLAGS="-static-libgcc -static-libstdc++ -no-pthread" export WINRC="i686-w64-mingw32-windres" rm -rf build # clean build directory ./waf configure --sdl2=$TRAVIS_BUILD_DIR/SDL2_mingw/i686-w64-mingw32/ --disable-vgui --build-type=debug --verbose || die # can't compile VGUI support on MinGW, due to differnet C++ ABI diff --git a/scripts/waflib/sdl2.py b/scripts/waflib/sdl2.py index 0f20fcd5..d3679726 100644 --- a/scripts/waflib/sdl2.py +++ b/scripts/waflib/sdl2.py @@ -14,13 +14,12 @@ import os def options(opt): - opt.add_option( - '--sdl2', action='store', type='string', dest = 'SDL2_PATH', default = None, - help = 'SDL2 path to build(required for Windows)') + grp = opt.add_option_group('SDL2 options') + grp.add_option('--sdl2', action='store', dest = 'SDL2_PATH', default = None, + help = 'path to precompiled SDL2 library(required for Windows)') - opt.add_option( - '--skip-sdl2-sanity-check', action='store_false', default = True, dest='SDL2_SANITY_CHECK', - help = 'Skip checking SDL2 sanity') + grp.add_option('--skip-sdl2-sanity-check', action='store_false', default = True, dest='SDL2_SANITY_CHECK', + help = 'skip checking SDL2 sanity') def my_dirname(path): # really dumb, will not work with /path/framework//, but still enough diff --git a/scripts/waflib/xcompile.py b/scripts/waflib/xcompile.py index 4a2ec5cb..b83cc314 100644 --- a/scripts/waflib/xcompile.py +++ b/scripts/waflib/xcompile.py @@ -111,7 +111,7 @@ class Android: def options(opt): android = opt.add_option_group('Android options') - android.add_option('--android', action='store', type='string', dest='ANDROID_OPTS', default=None, + android.add_option('--android', action='store', dest='ANDROID_OPTS', default=None, help='enable building for android, format: --android=,,, example: --android=arm,4.9,26') def configure(conf): diff --git a/vgui_support/wscript b/vgui_support/wscript index e9e987f2..20aa25a8 100644 --- a/vgui_support/wscript +++ b/vgui_support/wscript @@ -9,24 +9,20 @@ from fwgslib import get_subproject_name top = '.' def options(opt): - opt.add_option( - '--vgui', action = 'store', type='string', dest = 'VGUI_DEV', + grp = opt.add_option_group('VGUI options') + grp.add_option('--vgui', action = 'store', dest = 'VGUI_DEV', help = 'path to vgui-dev repo', default='' ) - opt.add_option( - '--disable-vgui', action = 'store_true', dest = 'NO_VGUI', + grp.add_option('--disable-vgui', action = 'store_true', dest = 'NO_VGUI', help = 'disable vgui_support', default=False ) - opt.add_option( - '--skip-vgui-sanity-check', action = 'store_false', dest = 'VGUI_SANITY_CHECK', - help = 'Skip checking VGUI sanity', default=True ) - - # stub + grp.add_option('--skip-vgui-sanity-check', action = 'store_false', dest = 'VGUI_SANITY_CHECK', + help = 'skip checking VGUI sanity', default=True ) return def configure(conf): conf.env.NO_VGUI = conf.options.NO_VGUI - if conf.options.DEDICATED or conf.options.NO_VGUI: + if conf.options.NO_VGUI: return conf.start_msg('Configuring VGUI by provided path') @@ -75,7 +71,7 @@ def build(bld): bld.load_envs() bld.env = bld.all_envs[get_subproject_name(bld)] - if bld.env.DEDICATED or bld.env.NO_VGUI: + if bld.env.NO_VGUI: return libs = [] diff --git a/wscript b/wscript index c5a1f589..350523fe 100644 --- a/wscript +++ b/wscript @@ -13,35 +13,73 @@ import fwgslib VERSION = '0.99' APPNAME = 'xash3d-fwgs' -SUBDIRS = [ 'public', 'engine', 'game_launch', 'vgui_support', 'ref_gl' ] top = '.' +class Subproject: + name = '' + dedicated = True # if true will be ignored when building dedicated server + singlebin = False # if true will be ignored when singlebinary is set + ignore = False # if true will be ignored, set by user request + + def __init__(self, name, dedicated=True, singlebin=False): + self.name = name + self.dedicated = dedicated + self.singlebin = singlebin + +SUBDIRS = [ + Subproject('public', dedicated=False), + Subproject('engine', dedicated=False), + Subproject('game_launch', singlebin=True), + Subproject('ref_gl'), + Subproject('mainui'), + Subproject('vgui_support'), +] + +def subdirs(): + return map(lambda x: x.name, SUBDIRS) + def options(opt): - opt.load('xcompile compiler_cxx compiler_c sdl2') - if sys.platform == 'win32': - opt.load('msvc msvs') + grp = opt.add_option_group('Common options') - opt.add_option( - '--build-type', action='store', type='string', dest='BUILD_TYPE', default = None, + grp.add_option('--build-type', action='store', dest='BUILD_TYPE', default = None, help = 'build type: debug, release or none(custom flags)') - opt.add_option( - '--dedicated', action = 'store_true', dest = 'DEDICATED', default = False, + grp.add_option('--dedicated', action = 'store_true', dest = 'DEDICATED', default = False, help = 'build Xash Dedicated Server(XashDS)') - opt.add_option( - '--64bits', action = 'store_true', dest = 'ALLOW64', default = False, + grp.add_option( '--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = False, + help = 'build single "xash" binary instead of xash.dll/libxash.so (forced for dedicated)') + + grp.add_option('--64bits', action = 'store_true', dest = 'ALLOW64', default = False, help = 'allow targetting 64-bit engine') - opt.add_option( - '--win-style-install', action = 'store_true', dest = 'WIN_INSTALL', default = False, + grp.add_option('--win-style-install', action = 'store_true', dest = 'WIN_INSTALL', default = False, help = 'install like Windows build, ignore prefix, useful for development') - opt.add_option( - '--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False, + grp.add_option('--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False, help = 'build engine and renderers with BSP2 map support(recommended for Quake, breaks compability!)') - opt.recurse(SUBDIRS) + grp.add_option('--skip-subprojects', action='store', dest = 'SKIP_SUBDIRS', default=None, + help = 'don\'t recurse into specified subprojects. Current subdirs: ' + str(subdirs())) + + for i in SUBDIRS: + if not os.path.isfile(os.path.join(i.name, 'wscript')): + # HACKHACK: this way we get warning message right in the help + # so this just becomes more noticeable + opt.add_option_group('Cannot find wscript in ' + i.name + '. You probably missed submodule update') + else: opt.recurse(i.name) + + opt.load('xcompile compiler_cxx compiler_c sdl2') + if sys.platform == 'win32': + opt.load('msvc msvs') + +def set_ignored_subdirs(subdirs): + for i in SUBDIRS: + if i.ignore: + continue + + if i.name in subdirs: + i.ignore = True def configure(conf): conf.start_msg('Build type') @@ -53,6 +91,11 @@ def configure(conf): conf.fatal('Invalid build type. Valid are "debug", "release" or "none"') conf.end_msg(conf.options.BUILD_TYPE) + # skip some subdirectories, if requested + if conf.options.SKIP_SUBDIRS: + skip_subdirs = conf.options.SKIP_SUBDIRS.split(',') + set_ignored_subdirs(skip_subdirs) + # Force XP compability, all build targets should add # subsystem=bld.env.MSVC_SUBSYSTEM # TODO: wrapper around bld.stlib, bld.shlib and so on? @@ -104,6 +147,8 @@ def configure(conf): linker_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC)) conf.env.DEDICATED = conf.options.DEDICATED + # we don't need game launcher on dedicated + conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY or conf.env.DEDICATED if conf.env.DEST_OS == 'linux': conf.check_cc( lib='dl' ) @@ -135,13 +180,32 @@ def configure(conf): conf.env.append_unique('DEFINES', 'XASH_BUILD_COMMIT="{0}"'.format(conf.env.GIT_VERSION if conf.env.GIT_VERSION else 'notset')) for i in SUBDIRS: - conf.setenv(i, conf.env) # derive new env from global one - conf.env.ENVNAME = i - conf.msg(msg='--> ' + i, result='in progress', color='BLUE') + if conf.env.SINGLE_BINARY and i.singlebin: + continue + + if conf.env.DEDICATED and i.dedicated: + continue + + if i.ignore: + continue + + conf.setenv(i.name, conf.env) # derive new env from global one + conf.env.ENVNAME = i.name + conf.msg(msg='--> ' + i.name, result='in progress', color='BLUE') # configure in standalone env - conf.recurse(i) - conf.msg(msg='<-- ' + i, result='done', color='BLUE') + conf.recurse(i.name) + conf.msg(msg='<-- ' + i.name, result='done', color='BLUE') conf.setenv('') def build(bld): - bld.recurse(SUBDIRS) + for i in SUBDIRS: + if bld.env.SINGLE_BINARY and i.singlebin: + continue + + if bld.env.DEDICATED and i.dedicated: + continue + + if i.ignore: + continue + + bld.recurse(i.name)