Commit graph

5803 commits

Author SHA1 Message Date
Bill Currie
f13bc4f4b1 [vkgen] Allow mixed dictionary .type parsing 2023-02-21 00:42:12 +09:00
Bill Currie
421467529f [vulkan] Create the render images and views
And tear them down again on shutdown. The images and views are in a
qfv_resource_t block, making their management much easier.
2023-02-19 13:13:01 +09:00
Bill Currie
1ef658a260 [vulkan] Add a function to config render output
It just moves the already existing code from vulkan_main.c.
2023-02-19 12:38:46 +09:00
Bill Currie
fc06547dd9 [vulkan] move qfv_output_t to render.h
The plan is qf_renderpass.h (and vulkan_renderpass.c) will eventually
disappear as they get absorbed by render.[ch].
2023-02-19 12:31:40 +09:00
Bill Currie
fd36147749 [vulkan] Complete resource image and image view
I don't remember why I kept the abbreviated configs for images and image
views, but it because such that I need to be able to specify them
completely. In addition, image views support external images.

The rest was just cleaning up after the changes to qfv_resobj_t.
2023-02-19 12:25:13 +09:00
Bill Currie
ed74a6420b [vulkan] Set a reasonable default for color blend
Vulkan requires color blend state is only for color attachments (ignored
otherwise), but it shouldn't be necessary to actually specify the blend
state and instead have it default to something reasonable.
Unfortunately, colorWriteMask affects the output even if blending is
disabled, so it must be initialized to something reasonable (r|g|b|a)
for when the default is used.
2023-02-18 17:22:06 +09:00
Bill Currie
868db37461 [vkgen] Improve .type parse spec handling
.dictionary can ask for standard parsing via a .parse key (value is
ignored currently).

Fields can use $auto to use standard parsing for that field.

If either is used, the plist field descriptors are written.
2023-02-18 17:16:31 +09:00
Bill Currie
d89ad6b00f [plist] Fix a typo in the type mismatch message 2023-02-18 16:56:38 +09:00
Bill Currie
422aaf4bc6 [vulkan] Register task functions for the pipelines
They're currently just stubs, but this gets the render info loading
working without any errors. The next step is to connect up pipelines and
create the image resources, then implementing the task functions will
have meaning.
2023-02-14 15:29:00 +09:00
Bill Currie
f78aab1cb5 [vulkan] Create a render context
This gets an empty (no tasks or pipelines connected) render context
initialized and available for other subsystems to register their task
functions. Nothing is using it yet, but the test parse of rp_main_def
fails gracefully (needs those tasks).
2023-02-14 15:26:06 +09:00
Bill Currie
91d9d0b251 [vulkan] Implement task parameter parsing
This should fill in the task function's parameters nicely. The parameter
count check is known to work.
2023-02-14 15:25:35 +09:00
Bill Currie
2c3b89f722 [vulkan] Implement task function parsing
This just sets up the memory block and cexpr descriptors for the
parameters, parameter parsing is separate (and next). The parameters are
aligned to their size.
2023-02-14 15:25:04 +09:00
Bill Currie
3fea31875c [vulkan] Get render pass inheritance working
Needed to add the render passes plitem to the cexr symbol table, too.
All that remains is to figure out how to deal with multiview (or really
@next) and get task parsing working.
2023-02-14 15:24:42 +09:00
Bill Currie
728807bd7a [vulkan] Use references for views and pipelines
I'm pretty sure I don't want to require views to be created and
pipelines to be parsed just to parse the render pass info.
2023-02-14 15:24:24 +09:00
Bill Currie
345aa8e094 [vkgen] Add support for directly scripted parsing
It's very early, but it does the job for what I needed (storing the
string item and line number).
2023-02-14 15:23:32 +09:00
Bill Currie
cd1b20dc22 [vulkan] Get render info parsing mostly working
Just frame buffer and pipeline info to clean up before worrying about
tasks.
2023-02-14 15:23:02 +09:00
Bill Currie
2287a3de3f [vulkan] Get render info parsing partially working
A bunch of missed struct members, incorrect parse types, and some logic
errors in the parse setup. Still not working due to problems with
vectors from plist string references and some other errors, but getting
there.
2023-02-14 15:22:35 +09:00
Bill Currie
7235fcb5b9 [vkgen] Support direct parsing of a single struct field
This is most useful when parsing a labeled array where the key/value
pairs go into a simple array:

    key = value;

going to:

    struct foo {
        const char *key;
        enumtype    value;
    };
2023-02-14 15:22:11 +09:00
Bill Currie
3498d8b2ae [vkgen] Add support for labeled array elements
This treats dictionary items as arrays ordered by key creation (ie, the
order of the key/value pairs in the dictionary is preserved). The label
is written to the specified field when parsing the struct. Both actual
arrays and single element "arrays" are supported.
2023-02-14 15:22:09 +09:00
Bill Currie
061f90ab83 [vkgen] Add support for array element data
While I wound up not needing it in the end, it's now possible to specify
extra data for array element parsing.
2023-02-14 15:19:58 +09:00
Bill Currie
9e050ebf9a [vulkan] Attempt to load the render info spec
It fails due to not supporting labeled arrays yet. I'm currently
thinking about the design for vkgen.
2023-02-14 15:17:18 +09:00
Bill Currie
c94e691e7e [vkgen] Fix some whitespace
I thought I'd indented that block, but I guess I'd gotten confused while
doing some before and after checks of the indent.
2023-02-14 15:15:58 +09:00
Bill Currie
c3f8e5bcc5 [vkgen] Support ignored fields
This allows having sections in a spec used for things like `properties`
that have no corresponding fields in the actual struct: the field is
ignored when parsing and no cexpr field symbol is emitted.
2023-02-14 15:15:35 +09:00
Bill Currie
d34e6cffdf [vkgen] Clean up most of the generated header
I'll probably completely remove it as only vkparse.c includes it, but
this tidies things up a bit and even simplifies vkgen's loops a little.
2023-02-14 15:15:14 +09:00
Bill Currie
7aa5470c68 [vulkan] Add initial render info parser
It doesn't work yet, but I've some otherwise breaking changes I want in
(getting this in now prevents the breakage).
2023-02-14 15:14:50 +09:00
Bill Currie
e10b084d36 [vulkan] Generate parse data for new render pass structs
There's still a lot of work to do, but the basics are in. The spec will
be parsed into info structs that can then be further processed to
generate all the actual structs, generally making things a little less
timing dependent (eg, image view info refers to its image by name).

The new render pass and subpass structs have their names mangled for now
until I can switch over to the new system.
2023-02-14 15:14:45 +09:00
Bill Currie
97b2f2afb0 [vkgen] Support vec4f_t fields
It's currently a bit of a hack via aliases, but it fits in with the
current support for uint32_t and size_t.
2023-02-14 15:10:46 +09:00
Bill Currie
403c6eea73 [vkgen] Recognize char * as a string
Ruamoko currently doesn't support `const`, so that's not relevant, but
recognizing `char *` (via a hack to work around what looks like a bug
with type aliasing) allows strings to be handled without having to use a
custom parser. Things are still a little clunky for custom parsers, but
this seems to be a good start.
2023-02-14 15:10:09 +09:00
Bill Currie
d5cd4f6ede [vkgen] Use typedef name for structs
Using the typedef name makes using structs declared as

    typedef struct foo_s { ... } foo_t;

easier and cleaner. Sure, I could have written the "struct foo_s" for
the output name, but I'm much more likely to look for foo_t than foo_s
when checking the generated code.
2023-02-14 13:42:25 +09:00
Bill Currie
7c1aff6736 [vulkan] Begin work on a new render pass system
While the old system did get things going, it felt clunky to set up,
especially when it came to variations on render passes (eg, flat vs
cube-mapped). Also, much of it felt inside-out, especially the
separation of pipelines and render passes: having to specify the render
pass and subpass in the pipeline spec made the spec feel overly coupled
to the render pass setup. While this is the case in Vulkan, it is not
reflected properly in the pipeline spec. The new system will adjust the
render pass and subpass parameters of the pipeline spec as needed,
making the pipeline specs more reusable, and hopefully less error prone
as the pipelines are directly referenced by the subpasses that use them.

In addition, subpass dependencies should be much easier to set up as
only the dependent subpass specifies the dependency and the subpass
source dependency is mentioned by name. Frame buffer attachments also
get a similar treatment.

The new spec "format" isn't quite finalized (needs to meet the enemy
known as parsing) but it feels like a good starting place.
2023-02-14 13:39:07 +09:00
Bill Currie
b08639fc82 [vulkan] Run sky surfaces through the depth pass
I suspect this is a hold-over from before the bsp thread safety changes,
but with the nicely separated queues, it's easy to pass the sky surfaces
through the depth pass as well as the translucency pass (I think the
reason for that is lighting). This prevents bits of world being seen
through sky surfaces when the sky isn't fully opaque (like skysheet due
to the shortcuts in the shader).
2023-02-14 13:24:47 +09:00
Bill Currie
8601e09569 [vulkan] Use view local dependencies for cube rendering
It doesn't fix the problems on my laptop, but it might improve
performance on my 1080 (but I doubt it will make much difference).
2023-02-14 13:24:47 +09:00
Bill Currie
f78fcec689 [vulkan] Create view matrices for fisheye cube maps
Really any cube maps, but currently the check is for fisheye rendering.
2023-02-14 13:24:47 +09:00
Bill Currie
0ccee3032e [vulkan] Add partial support for cube maps to OIT
Partial because frame buffer creation isn't handled yet (using six
layers), but using layer a layer capable view and shaders doesn't cause
problems (other than maybe slightly slower code).
2023-02-14 13:24:47 +09:00
Bill Currie
6d7a9e2bc2 [vulkan] Prioritize fisheye over waterwarp
Pushing waterwarp's constants into fisheye's buffer resulted in some
rather weird effects when underwater with fisheye active.
2023-02-14 13:24:47 +09:00
Bill Currie
36f1c26ac1 [vulkan] Fix incorrect render pass for shadow pipelines
Noticed while getting fisheye limping.
2023-02-14 13:24:47 +09:00
Bill Currie
759e3455c3 [vulkan] Hook up fisheye rendering in the output pass
It turns out that my laptop doesn't do multiview properly (or I've
misconfigured something, later), but the biggest issue I had on my
desktop seems to be that I had the push constants wrong: fov in aspect,
time in fov, and I had degrees instead of radians (half angle) anyway.
2023-02-14 13:24:47 +09:00
Bill Currie
4cb120e878 [vulkan] Implement most of the changes for cube rendering
There are some missing parts from this commit as these are the fairly
clean changes. Missing is building a separate set of pipelines for the
new render pass (might be able to get away from that), OIT heads texture
is flat rather than an array, view matrices aren't set up, and the
fisheye renderer isn't hooked up to the output pass (code exists but is
messy). However, with the missing parts included, testing shows things
mostly working: the cube map is rendered correctly even though it's not
displayed correctly (incorrect view). This has definitely proven to be a
good test for Vulkan's multiview feature (very nice).
2023-02-14 13:24:47 +09:00
Bill Currie
0cf341d1cb [vulkan] Remove brush entity frustum culling
It doesn't gain all that much and gets in the way of efficient
cube-mapping.
2023-02-14 13:24:47 +09:00
Bill Currie
25ac0ff303 [vulkan] Adapt the shaders for multi-view
Multi-view will be used for shadows and fisheye.
2023-02-14 13:24:47 +09:00
Bill Currie
e709eceb75 [vulkan] Use matrices header in geometry shaders
I had missed them earlier as I had forgotten about them (looked only at
vertex shaders).
2023-02-14 13:24:47 +09:00
Bill Currie
6f429311c9 [cexpr] Use func instead of result type for end of list
While the cexpr parser itself doesn't support void functions, they have
their uses when used with the system, and mixing them into the list of
function overloads shouldn't break non-void functions.
2023-02-14 12:45:04 +09:00
Bill Currie
2748f1c9f7 [ruamoko] Add support for PL_KeyAtIndex
I'd forgotten to wrap the function when I added it, but didn't need it
until now.
2023-02-14 12:45:04 +09:00
Bill Currie
65e15c2dd0 [cexpr] Keep track of unidentified symbol names
At least with a push-parser, by the time the parser has figured out it
has an identifier, the lexer has forgotten the token, thus the annoying
and uninformative "undefined identifier " error messages. Since
identifiers should always have a value (and functions need a function
type), setting up a dummy symbol with just the identifier name
duplicated seems to do the trick. It is a bit wasteful of memory if
there are a lot of such errors between cmem resets, though.
2023-02-14 12:45:04 +09:00
Bill Currie
cb99c4d907 [cexpr] Support casts from plist to vector
This makes specifying colors in the vulkan parser a lot easier.
2023-02-14 12:45:04 +09:00
Bill Currie
d5b93c20b3 [plist] Pass array index/label to the parse function
I ran into the need to get at the label of labeled array element and the
best way seemed to be by setting the name field of the plfield_t item
passed to the parser function, and then found that PL_ParseSymtab
already does this. I then decided passing the array index would also be
good, and the offset field made sense.
2023-02-14 12:45:04 +09:00
Bill Currie
99d32d5e54 [client] Add a comment on light attenuation
Saves me having to look in the shader every time.
2023-02-14 12:45:04 +09:00
Bill Currie
a561558748 [console] Switch to using a canvas for the console
While the console background is broken in that alpha doesn't work, it's
now rendered correctly in all renderers.
2023-01-22 03:45:50 +09:00
Bill Currie
89afcfcb6d [ui] Add a lateupdate component to canvas
Like update, the function takes just a view, but is useful for updates
that need to run after the other components are run.
2023-01-22 03:43:58 +09:00
Bill Currie
158c45d120 [vulkan] Correct calculation of conback position
The problem with setting con_size to 0.5 and con_speed to 0 is it's
difficult to tell when the console positioning is backwards.
2023-01-22 03:28:32 +09:00
Bill Currie
254fcff8ff [ecs] Find correct correct sub-pool range
Returning -1 for key > value doesn't work too well for bsearch.
2023-01-22 01:04:23 +09:00
Bill Currie
bc041d6291 [vulkan] Zero draw's frame structs
Some of the queues start don't get fully initialized, but rather than go
through everything making sure they do, it's just easier to zero the
whole lot at the beginning.
2023-01-21 16:35:21 +09:00
Bill Currie
d10cfb348e [client] Ensure status char buffers are cleared
Fixes uninitialized values when hud_pl is enabled for overkill in qw (pl
is never updated, so it never gets set).
2023-01-21 16:33:45 +09:00
Bill Currie
3d52caadec [ecs] Avoid shuffling components in empty ranges
When bubbling a component past an empty range, there's no need for any
actual movement other than adjusting the range itself, and doing so
corrupts the sparse/dense array relationship. Fixes a segfault when
hiding the deathmatch overlay (that resulted from the change to using
canvases).
2023-01-21 13:58:43 +09:00
Bill Currie
03e867f0f8 [ui] Remove some extra debug outlines
Forcing hidden views and doing the outlines for the screen canvas were
part of sorting out weirdnesses with canvases and component sub-pools.
2023-01-21 11:20:09 +09:00
Bill Currie
3c8f02c655 [client] Switch to using canvases for screen and hud
Canvases provide layered rendering as for each canvas all components are
rendered in turn.
2023-01-21 03:43:18 +09:00
Bill Currie
f0fab885d4 [ui] Get canvas into a usable state
Canvas_SortComponentPool now takes the raw canvas component id as it is
specialized to the canvas subpools.

Canvas_SetLen resizes the root view and then updates the hierarchy for
every canvas in the system.

Canvas_InitSys sets up the component system with the systems it needs
(canvas, view, text). This is required to ensure view_href is just past
the canvas components as it is needed for retrieving the actual canvas
component (and thus sub-pool range ids) from arbitrary views in the
canvas.

Entities are fetched with the correct offset from the pool entities.
2023-01-21 03:26:02 +09:00
Bill Currie
9384442834 [ecs] Remove a debug print 2023-01-21 03:14:27 +09:00
Bill Currie
4949f52b58 [console] Move gib hud control into hud
I don't know why it was ever in console.
2023-01-21 02:57:05 +09:00
Bill Currie
32cead5f88 [ui] Add a function to create a new canvas entity
The entity has only a canvas component and (root) view component
attached. The plan is to use it for screen-space canvases.
2023-01-20 15:57:29 +09:00
Bill Currie
873d400766 [scene] Remove scene_resources_t struct
It was made unnecessary by the ECS changes.
2023-01-20 15:53:51 +09:00
Bill Currie
68c7003991 [console] Separate loading and initialization
This will make it easy for client code to set up data needed by the
console before the console initializes. It already separates console
cvar setup and initialization, which has generally been a good thing.
2023-01-20 13:27:17 +09:00
Bill Currie
06fdef52e8 Clean up some unneeded console.h includes 2023-01-20 12:59:45 +09:00
Bill Currie
ae0b781818 [vulkan] Implement water warp
The separated output pass made the implementation very easy, as did
having most of the parts already in place.
2023-01-19 23:05:06 +09:00
Bill Currie
d7b1fceb12 [vulkan] Remove a dead FIXME
The flashing pink around the Q menu cursor was caused by vulkan command
buffer writes and draw queue population being out of phase, which was
fixed by the recent screen update changes (specifically,
42441e87d4).
2023-01-19 21:36:03 +09:00
Bill Currie
cdc5f8a912 [vulkan] Get line rendering working again
Rather important for debugging 2d stuff (draw's lines are 2d-only).
Other than translucent console, this gets the vulkan draw api back to
full operation.
2023-01-19 21:29:39 +09:00
Bill Currie
b91a76cbcc [vulkan] Get Draw_TextBox working again
This needed either more font ids to be supported, or small lump pics (up
to 32 x 32) to be loaded into the atlas. I went with both. The menus
don't use Draw_TextBox, but quakeworld's netgraph does.
2023-01-19 17:56:37 +09:00
Bill Currie
91adb6ad6c [console] Go back to using Draw_ConsoleBackground
Using Draw_FitPic was for testing.
2023-01-19 17:35:30 +09:00
Bill Currie
e332164329 [vulkan] Implement fitted pic rendering
This makes use of slice rendering to achieve the effective scaling, but
the slice data is created only when needed so pics that never use slices
don't waste 16 vertices.
2023-01-19 17:18:51 +09:00
Bill Currie
7785eebe4c [vulkan] Clean up some unnecessary interface functions
Not all the empty stubs have been removed as the core model and skin
code still needs to be cleaned up.
2023-01-19 12:58:02 +09:00
Bill Currie
9349a739db [renderer] Run particle update in renderer update
This has little effect on sw/gl/glsl, but makes it so the particle
system isn't run on the CPU (redundantly) for vulkan.
2023-01-19 12:39:26 +09:00
Bill Currie
42441e87d4 [vulkan] Create a vulkan-specific UpdateScreen
The goal is to get vulkan relying on the "renderpass" abstraction, but
this gets vulkan up and running again, and even fixes the rendering
issues (in the end, getting canvas working wasn't required, but is still
planned).
2023-01-19 11:33:49 +09:00
Bill Currie
93e5c84a20 [gui] Link against freetype and harfbuzz
Ran into the issue while testing the screen update change ("release"
build couldn't run due to broken plugins).
2023-01-19 11:11:05 +09:00
Bill Currie
07d5749a4e [renderer] Make the core of SCR_UpdateScreen dynamic
This is a bit of a hack to allow me to work on vulkan's screen update
"pipeline" without having to mess with the other renderers, since it
turns out they're (currently) fundamentally incompatible.
2023-01-19 11:10:48 +09:00
Bill Currie
d2467f1424 [vulkan] Use dynamic descriptors for dynamic verts
When a pic needs dynamic vertices (eg, for sub-pics), a descriptor set
is allocated and updated if one has not been created for the pic. This
is done each frame: the descriptor sets are recycled (there currently is
rarely a need for more than a small handful of dynamic descriptors, so
64 should be plenty for now).

Unfortunately, due to the order of operations issue between draw items
getting queued and submitting commands to vulkan (the cause of the pics
not rendering correctly per 8fff71ed4b),
the validation layers complain (correctly) about the command buffers
being executed with updated descriptor sets. Getting the canvas system
up and running will fix that.
2023-01-17 20:49:22 +09:00
Bill Currie
4e1ddaa964 [renderer] Add fitted pic rendering
The pic is scaled to fill the specified rect (then clipped to the
screen (effectively)). Done just for the console background for now, but
it will be used for slice-pics as well.

Not implemented for vulkan yet as I'm still thinking about the
descriptor management needed for the instanced rendering.

Making the conback rendering conditional gave an approximately 3% speed
boost to glsl with the GL stub (~12200fps to ~12550fps), for either
conback render method.
2023-01-17 11:33:47 +09:00
Bill Currie
96c82106f9 [sw] Remove hand loop unrolling from pic and conback
GCC has done a better job for about twenty years. Readability for the
win :).
2023-01-17 11:31:46 +09:00
Bill Currie
31c1420682 [client] Further decouple screen and console
The wording might seem a little odd, but cl_screen is really the full 2D
client HUD while the console is completely independent of the client and
shouldn't know that the client even exists. Ideally, the resize events
would be handled by the canvas system, to which end this is a small
step.
2023-01-16 13:29:20 +09:00
Bill Currie
8833518826 [ecs] Support sorting subpools
Sorting the whole pool when subpools are in use could break the
subpools (very high probability, depending on the sort criteria and
subpool criteria).
2023-01-16 11:32:12 +09:00
Bill Currie
2383c12a4a [renderer] Move r_framecount update out of render_scene
This fixes the broken dynamic lighting in fisheye rendering. It does
mean that frustum culling of lit surfaces needed to be removed, but if
not doing frustum culling on lit surfaces was good enough for a P90,
it's probably good enough for an i7-6850K.
2023-01-16 00:38:43 +09:00
Bill Currie
73e5ccd0d5 [vulkan] Set transparent color to black
I had forgotten that the draw pipeline expects pre-multiplied alpha,
thus the pink background for the menu pics.
2023-01-13 18:36:14 +09:00
Bill Currie
0953446c3e [vulkan] Load cachepics as separate images
They are usually larger images (eg, the main menu graphic) and thus make
a mess of the atlas (thus, making them separate means a smaller atlas
can be used). All sorts of things are in a mess (descriptor management,
subpic rendering not supported, wrong alpha value for the transparent
pixel), but this gets the basic loader going.
2023-01-13 11:15:44 +09:00
Bill Currie
2f564ca5a6 [vulkan] Use slices to implement fills
Again, not really the most optimal as 8/9 quads are degenerate, but it
went a long way to testing the slice part of the pipeline.
2023-01-12 17:10:43 +09:00
Bill Currie
65005656cb [vulkan] Implement tile clear
This just takes advantage of the dynamic verts for doing subpics. It's
not really the most optimal code as it has to write both the vertices
(64 bytes per quad) and the instances (24 bytes per quad), but that's
still better than the old 128 bytes per quad (and having a single
pipeline is nice).
2023-01-12 17:06:18 +09:00
Bill Currie
89ecde787a [vulkan] Use dynamic quad vertices for subpics
This gets subpics and the crosshairs working again.
2023-01-11 17:16:49 +09:00
Bill Currie
456003f8cb [vulkan] Create static vertex data for pics
This gets full pic rendering working. Subpics and other dynamic quad
rendering doesn't work yet.
2023-01-11 13:34:27 +09:00
Bill Currie
77fc6355cc [vulkan] Use correct descriptor set for core quads
The problem was that I had mixed up the purpose of the per-frame vertex
buffers and used them for the core quad data when they were meant for
subpic and the like, and forgotten about the static vertex buffer.

This gets at least conchars working (pic in general not tested yet).
2023-01-11 12:47:22 +09:00
Bill Currie
8fff71ed4b [vulkan] Rework quad drawing to use a single pipeline
Any performance gains will be utterly swamped by the deferred renderer,
but it will allow better control of quad render order by any client
code (and should be slightly better for simpler renderers when I get
support for them working).

Right now, plenty is broken (much of the higher level draw functions are
disabled, and pics don't render correctly), but this gets at least the
basics in so I'm not bouncing diffs around as much.
2023-01-11 11:34:32 +09:00
Bill Currie
c8afad4d3d [vulkan] Make QFV_PacketCopyBuffer take destination offset
It's useful being able to update a subregion of a buffer (needed for the
quad drawing changes).
2023-01-11 11:34:22 +09:00
Bill Currie
b310ece7bd [vulkan] Clean up draw a little bit
It's just removing some functions that will never be implemented, and an
unnecessary field.
2023-01-09 13:31:53 +09:00
Bill Currie
82d0b7ecd5 [vulkan] Use slice pipeline for glyphs
It turns out the slice pipeline is compatible with the glyph pipeline in
that its vertex attribute data is a superset (just the addition of the
offset attributes). While the queues have yet to be merged, this will
eventually get glyphs, sliced sprites, and general (static) quads into
the one pipeline. Although this is slightly slower for glyph rendering
(due to the need to pass an extra 8 bytes per glyph), this should be
faster for quad rendering (when done) as it will be 24 bytes per quad
instead of 32 bytes per vertex (ie, 128 bytes per quad), but this does
serve as a proof of concept for doing quads, glyphs and sprites in the
one pipeline.
2023-01-05 16:34:01 +09:00
Bill Currie
3da90b612f [vulkan] Remove superfluous glyph fragment shader
The main reason I had created in the first place was I hadn't thought of
using image view swizzles to handle coverage-alpha textures (for
monochrome glyphs), and for whatever reason also had the texture in a
different binding slot to the twod fragment shader. With both issues out
of the way, there's no reason to have an almost identical (just some
naming) shader just for glyphs.
2023-01-05 13:34:52 +09:00
Bill Currie
37b6d4da7e [vulkan] Switch glyph vertex and texture data bindings
With an eye towards merging the 2d pipelines as much as possible, I
found that the glyph and basic 2d quad texture descriptors were in
different slots for no reason I can think of. Having them in the same
slot would mean I could use the same fragment shader for all 2d
pipelines (though the plan is to get it down to two: (sliced) quads and
lines).
2023-01-05 13:25:46 +09:00
Bill Currie
70e93bb7e8 [ruamoko] Advance glyphset when working through the pool
It seems to help if the right font data is used when rendering glyphs.
Fixes use of multiple fonts in different passages.
2023-01-03 20:20:02 +09:00
Bill Currie
5477749280 [vulkan] Use correct input assembly for sprite depth
I hadn't noticed the problem until playing with early fragment tests for
the sprite fragment shaders, but passing data that expects triangle
strips to a pipeline that expects triangle lists doesn't work too well
when drawing quads.
2022-12-23 12:47:28 +09:00
Bill Currie
b5912bba9b [ui] Clean up the canvas component
It turns out only the range ids are needed in the canvas component at
this stage, and moving the canvas system base into canvas_system_t makes
sense.
2022-12-21 01:54:10 +09:00
Bill Currie
6decbd18c4 [ui] Add a canvas system
This is the beginning of supporting 2d rendering in 3d space. The idea
is that a canvas can be in 2d orthographic space (not attached to any
entity with a 3d transform), or in 3d perspective space (attached to an
entity with a 3d transform, either as a child of the camera, or of some
object in 3d space).

It will replace the current HUD code when it's working.
2022-12-20 19:45:48 +09:00
Bill Currie
3a2877dd9a [ecs] Adjust subpool range type to return start,end
I found I needed the subrange start as well as the end, but I liked that
the subpools themselves used only the end of the range, so switching to
just a unint32_t for the value and adding a function to return a tuple
made sense. I had kept the struct because I thought I might want to
store additional information (eg, the entity "owning" the subpool), but
found that I didn't need such information as the systems using subpools
that way would have access to the entity by other means.

Interestingly, the change found a bug in subpool creation: I really
don't know why things worked before, but they work better now :)
2022-12-20 17:56:08 +09:00
Bill Currie
34930ba195 [ecs] Fix a bit of white space 2022-12-20 10:59:26 +09:00
Bill Currie
d67b8cdf05 [ecs] Add support for subpools
Subpools are for grouping components by some criterion. Any component
that has a rangeid callback will be grouped with other components that
return the same render id. Note that the ordering of components within a
group will be affected by adding a component into a group that comes
before that group (or removing a component).

Component pools can have multiple groups, added and removed dynamically,
but removing a group should (currently) be done only when empty.
2022-12-18 21:11:21 +09:00