Commit graph

2235 commits

Author SHA1 Message Date
Bill Currie
329c08b934 [vulkan] Use only a single subpass for forward main
Output is still a second pass for now.
2024-01-19 15:45:04 +09:00
Bill Currie
7ce94cde14 [vulkan] Fix some bitrot in the forward render graph
Many issues, but this fixes the validation errors.
2024-01-19 15:45:04 +09:00
Bill Currie
ec9e2c12b8 [vulkan] Implement skin support
Finally, quakeworld gets its *ahem* fancy skins. I'm not happy with how
skin loading is handled, but the whole model and skin support needs a
redesign.

Closes #74.
2024-01-15 19:07:33 +09:00
Bill Currie
fcd094ef04 [skin] Fix up dynamic library issues
And further clean up skin api.

It turns out that skin functions must all be in the render libs, and
this results in Skin_Set (was Skin_SetSkin) needs to be accessed via a
function pointer rather than directly :(
2024-01-15 15:26:09 +09:00
Bill Currie
d39630580e [skin] Get team colors working for model skins
This should actually get team colors working for all models, not just
player.mdl.
2024-01-15 14:59:11 +09:00
Bill Currie
346ed29f49 [skin] Implement top/bottom colors for gl
They don't work yet if the entity does not have an external skin.
2024-01-15 14:59:06 +09:00
Bill Currie
0539f07c1a [skin] Use an ECS registry to manage skins
This takes care of the double free and also cleans up a lot of the skin
api. However, the gl renderer lost top/bottom colors (for now). Vulkan
skins still don't work yet.
2024-01-15 14:56:37 +09:00
Bill Currie
739adad3d5 [skin] Clean up the API a little
Only the renderer-specific functions are in the plugin functions struct,
and only the client functions are global.
2024-01-13 13:42:03 +09:00
Bill Currie
c01c4180f3 [glsl] Handle verts with no bones
Same issue as in vulkan (surprise surprise, considering the glsl code
came first).
2024-01-09 20:42:18 +09:00
Bill Currie
119e9766b9 [iqm] Use 32-bit indices for large models
That is, those with more than 65520 vertices. Not properly supported for
sw or gl, and glsl isn't rendering properly for some reason (renderdoc
does see the meshes, though, so maybe depth or winding issues).
2024-01-09 13:36:46 +09:00
Bill Currie
1ab68ca5fd [vulkan] Correct line vertex input spec
I suspect I may have done the incorrect offset for color to get a
gradient for some testing, but forgot to put it back. Or, of course, I
just completely and utterly brain-farted when writing the attribute.
2024-01-05 22:44:09 +09:00
Bill Currie
860f48d541 Clean up about 12000 allocations
Some of them were actual leaks, but tracking memory should be a lot
easier now. However, there's a lot of room for optimization of
allocations (eg, recylcling of hierarchies. There is now 1 active
allocation (according to tracy) when nq exits: Qgetline's string buffer
(I think an api change is in order).
2024-01-05 11:50:48 +09:00
Bill Currie
bfa7c1722a [build] Implement tracy memory zones
This proved to be quite the challenge, and is probably rather fragile,
but it does seem to work, and might help with tracking down memory
leaks.
2024-01-05 11:50:48 +09:00
Bill Currie
f5ebc1083f [ecs] Pass the registry in to the component destroy function
This makes it possible for hierarchies to clean themselves up (by
deleting their entities (though that will cause other problems later
when the hierarchy doesn't own the entities)), thus plugging a memory
leak when parsing passage text.
2024-01-03 12:39:54 +09:00
Bill Currie
35eec0b2e5 [ecs] Implement hierarchies as components
The main goal of this change was to make it easier to tell when a
hierarchy has been deleted, but as a side benefit, it got rid of the use
of PR_RESMAP. Also, it's easy to track the number of hierarchies.

Unfortunately, it showed how brittle the component side of the ECS is
(scene and canvas registries assumed their components were the first (no
long the case), thus the sweeping changes).

Centerprint doesn't work (but it hasn't for a while).
2024-01-02 16:38:01 +09:00
Bill Currie
4c704e9a2e [ecs] Give registries a name
This makes debugging a little easier when there are multiple ECS
registries. Currently, the name parameter must be a stable pointer.
2023-12-28 16:08:40 +09:00
Bill Currie
dd11a7b378 [vulkan] Apply 2d scale to clipping bounds
It was a little off-putting getting an incorrectly clipped console when
using non-unitary scale (especially since I was trying to show abbator
something).
2023-12-24 02:14:24 +09:00
Bill Currie
00d9f039fc [vulkan] Set debug windows to auto_fit
I'd missed this earlier, thus the vulkan debug windows wound up a tad
small.
2023-12-22 18:25:04 +09:00
Bill Currie
650ea052ea [vulkan] Support clipping rectangles via scissor
Seems to work well. The other renderers have stubs because I don't feel
like implementing clipping for them. The gl and glsl wouldn't be too
difficult (need to handle the draw queues), but sw needs a fair bit of
work and I'm not sure it's worth the effort.
2023-12-22 18:17:09 +09:00
Bill Currie
f3eebae9bc [vulkan] Destroy the tracy GPU contexts
I had forgotten about doing so because I was doing my profiling without
validation layers.
2023-12-22 13:44:31 +09:00
Bill Currie
dc0b4880e3 [vulkan] Use VkValidationFeatureEnableEXT
It's currently unused as it does flag a pile of things I need to fix,
but I don't want to deal with them right now (though I have fixed a
few).
2023-12-22 12:29:59 +09:00
Bill Currie
866cdcf068 [renderer] Reset fov when fisheye disabled
This fixes the badly stretched view after disabling fisheye.
2023-12-21 13:28:52 +09:00
Bill Currie
0f24f10bb9 [vulkan] Handle spotlights pointing -X
The problem didn't show up until the switch to float depth buffers
(because they can store the resulting nan).
2023-12-19 17:56:13 +09:00
Bill Currie
4ed1ef3353 [vulkan] Switch to float depth buffers
This takes full advantage of the reversed (infinite far plane) depth
buffers, and seems to have no performance cost.
2023-12-18 23:15:21 +09:00
Bill Currie
bf4eedc1c6 [vulkan] Apply light cull info to light pvs
This makes a possible improvement to e1m3, only barely affects ad_tears,
but makes about 30% difference to gmsp3v2 (21fps to 27, and from 3300
leafs to 2700).
2023-12-18 21:07:57 +09:00
Bill Currie
443f825d19 [vulkan] Support fisheye for light culling
Nicely, the people who created multiview thought of queries and how they
need to interact.
2023-12-18 03:07:29 +09:00
Bill Currie
d6e6d5b28b [vulkan] Clean up shadow map render passes a little
The cascade_shadow and cube_shadow names are no longer relevant thanks
to the staging images, and the output field for render passes is
optional in general and irrelevant for shadow maps.
2023-12-18 03:05:10 +09:00
Bill Currie
394eae2284 [vulkan] Fix missing debug utils for 64-bit windows
My wordsize check was probably for 686 builds.
2023-12-17 22:41:18 +09:00
Bill Currie
69af6a6234 [vulkan] Bail if all lights have been culled
When all lights have been culled, the updates wind up being 0 bytes and
vulkan validation doesn't particularly like that.
2023-12-17 20:05:17 +09:00
Bill Currie
2dd8eea0d9 [vulkan] Let's do the distcheck again 2023-12-17 18:45:02 +09:00
Bill Currie
b02da2c0a6 [vulkan] Implement shadow map culling
The rendering of the shadow maps now takes the culling information into
account resulting in a drastic reduction of work. There's still more
work to be done, but demo1 peaks at over 1000fps at 640x480, gmsp3v2 now
gets 14fps (1920x1080) near the front gate (used to be 3, then 6),
ad_tears is up to 3fps, but marcher is still unhappy, but it has
infinite radius lights, so needs more culling work (clipped light
volumes will help, I think). Also, culling lights for which nothing has
moved within their volumes will help somewhat (though not as much for
most id maps, I suspect).
2023-12-17 18:45:02 +09:00
Bill Currie
245d4a8d9a [vulkan] Clean up make_id()
Passing the control struct and a flag for style/nostyle makes the calls
much easier to read.
2023-12-17 18:45:02 +09:00
Bill Currie
1511aa7120 [vulkan] Show light style and id in the debug UI
Style includes the resulting scalar for the light value.
2023-12-17 18:45:02 +09:00
Bill Currie
8890e14208 [vulkan] Use OIT to visualize the light hulls
Using the translucency pass made it easy to have depth-tested
translucent "solid" light volumes instead of always visible lines (which
are still an option as that's useful too). Most importantly, being able
to see the surfaces helped no end in figuring out that my hulls were
created with counter-clockwise windings instead of quake's usual
clockwise windings and thus my hulls were being rendered inside-out in
the occlusion pass.
2023-12-17 18:45:02 +09:00
Bill Currie
187c48bde3 [vulkan] Apply the light culling information
The results of the occlusion queries give the lights that don't have a
visible hull, but unfortunately that includes any lights which the
camera is inside, but simple distance checks sort that out (with a
fudge-factor for the icosahedron vertices (1.583 (3(2+p)/(2+3p), p is
golden ratio)).
2023-12-17 18:45:02 +09:00
Bill Currie
f08b8dc3c7 [vulkan] Move light radius calcs to the CPU
No point in calculating them for every vertex, especially when I forgot
to update the calculations for the entid vertex shader.
2023-12-17 18:45:02 +09:00
Bill Currie
00ecb7d71a [vulkan] Use separate tracy GPU context for light culling
My efforts (especially the collect zone (what was I thinking)) got
tracy's knickers in a twist resulting in vanishing zones in the server.
It looks like there are some synchronisation issues between cpu and gpu,
but I'm not *too* worried about it at this stage.
2023-12-17 18:45:02 +09:00
Bill Currie
f282bfc045 [vulkan] Use occlusion queries for culling lights
The info isn't used yet, but this shows that vulkan's occlusion queries
are at least somewhat useful. However, the technique isn't perfect:
infinite radius lights (1/r and 1/r^2) are difficult to cull, and all
lights can poke through thin enough walls, and then lights containing
the camera get culled incorrectly (will need a separate test). Still, it
looks like it will help once everything is tied together.
2023-12-17 18:45:02 +09:00
Bill Currie
1c13879fb9 [vulkan] Split out the render pass core
And make it callable directly (needed to be able to submit the command
buffer separately from the main commands (though this does mess with
tracy a little).
2023-12-17 18:45:02 +09:00
Bill Currie
24aa81e085 [vulkan] Fix some out-by-one errors
I don't know why I thought <= was useful in those loops. Fixes some
segfaults for incorrect references.
2023-12-17 18:45:02 +09:00
Bill Currie
fa6598c389 [vulkan] Fix broken dynamic light shadows
They weren't rendering properly at all due to the matrix updates getting
overwritten by the light data (I'd forgotten to advance the packet data
pointer).
2023-12-17 18:45:02 +09:00
Bill Currie
8e7c21e36a [vulkan] Implement staged shadow maps
This doesn't make much of a difference on the GPU, but it drastically
cuts down CPU usage, especially for ad_tears: shadow map drawing is down
from 16.3ms to 3.7ms thanks to no having to run the alias model queues
as often.
2023-12-17 18:45:02 +09:00
Bill Currie
5637bae20c [vulkan] Move on to vulkan api 1.3
I decided there's little point in hanging onto old API versions when the
newer ones have some nice things like vkCmdCopyImage2.
2023-12-17 18:45:02 +09:00
Bill Currie
c36c2dc8b2 [vulkan] Apply normal light rules to dynamic lights
ie, enforce shadow quanta and max light size.
2023-12-17 18:45:02 +09:00
Bill Currie
72ef0662f5 [vulkan] Add a level of indirection to shadow matrices
Batching shadow map rendering needs be able to reference matrices for
multiple lights in a single batch, but the only input is the view index,
so use that to look up the matrix index rather than using it to index
the matrices directly (modulo the base index that's still there).
2023-12-17 18:45:02 +09:00
Bill Currie
3a31fa111d [vulkan] Create render passes for up to 32 views
Actually, only 29 are used because nvidia's drivers segfault when there
are more than 29 views (regardless of the exact bit pattern in the view
mask). This will allow rendering shadow maps in large batches, which
should make for better GPU utilization.
2023-12-17 18:45:02 +09:00
Bill Currie
a9ff79a76a [vulkan] Set shadow map size limit to 1024
Even that's getting pretty big, but with the quanta at 128, that's a
maximum of 8 different image sizes (which is nice for my planned
"staging image" idea).
2023-12-17 18:45:02 +09:00
Bill Currie
9ba7207e20 [vulkan] Change shadow quanta to 128 pixels
Interestingly, this caused a reduction in memory use for some maps (but
did increase marcher's again, but not as much as the bogus rounding
did). The idea was to use sparse bindings to remap shadow map layers,
but it turns out sparse bindings are insanely slow (beyond unusable).
However, the reduction in the number of shadow map images seems to be
worth it.
2023-12-17 18:45:02 +09:00
Bill Currie
75ce49b1f0 [vulkan] Switch to vulkan 1.1/1.2 prop/feat structs
Since switching to the 1.2 api as a requirement, might as well use the
relevant structs instead of extension struct (for multiview). Came up
when double-checking the max views property due to running into what
appears to be an nvidia bug where > 29 views (any bit pattern) cause a
segfault when creating the pipeline.
2023-12-17 18:45:02 +09:00
Bill Currie
7506117e43 [vulkan] Increase matrix id bits
I had missed that upping max lights to 2048 meant that up to 12288
matrices are needed for all the possible lights. This made it so the
light type could not be encoded in id_data, but the shaders never used
it anyway. This leaves one bit free.
2023-12-17 18:45:02 +09:00
Bill Currie
39616bc84d [vulkan] Remove old descriptor and pipeline code
Pipeline cache handling is still there for now, but the rest hasn't been
used since the render graph rewrite, if not before (and good riddance).
2023-12-17 18:45:02 +09:00
Bill Currie
694d969c83 [vulkan] Round shadow map sizes correctly
I'd added some developer output to see how the layers were distributed
between images and found the image widths to be... odd. It turns out I
was double-adding the shadow_quanta. Oops. Results in ~164MB less memory
used by marcher (for 32 pixel quanta).
2023-12-13 00:06:33 +09:00
Bill Currie
175e9fd7c9 [vulkan] Add some comments to lighting code 2023-12-12 21:13:14 +09:00
Bill Currie
b86f49fe7c [vulkan] Queue quad and slice vertices for transfer
This allows "large" updates to be done in a single staging buffer packet
instead of one packet per quad (or slice). Currently, they're batched
into groups of 64 (not really enough for conchars, but that's only at
init-time, so not all that bad). Nicely, this seems to simplify the
staging code.

Fixes #65.
2023-12-07 14:59:21 +09:00
Bill Currie
800e984880 [vulkan] Rename size to max_count in draw
When looking at a struct and seeing "count" and "size", I had to hunt to
see what "size" really meant. Cherno is very much right about size vs
count being bytes vs number of objects.
2023-12-07 13:00:32 +09:00
Bill Currie
310acc98f4 [vulkan] Unify static quad creation
load_conchars and load_crosshairs were using create_quad directly (due
to make_static_quad having the wrong parameters), but this spread the
handling of which buffer and index where used through the code. Thus fix
make_static_quad to take the x, y offsets (like make_dyn_quad) and then
use it in load_conchars and load_crosshairs.
2023-12-06 23:29:16 +09:00
Bill Currie
7ff0e95c52 [vulkan] Merge lighting updates into one packet
While QFV_PacketScatterBuffer works on only one destination buffer, it
turns out it's still useful for scattering to multiple buffers, just
with multiple calls. This makes it pretty easy to combine multiple
buffer updates into a single staging buffer packet, resulting in
reducing lighting's packet use from up to 7 to just one, drastically
reducing the pressure on the stating buffer packet pool, and thus
reducing the chances of QFV_PacketAcquire stalling.
2023-12-06 00:15:42 +09:00
Bill Currie
fccd06c5bf [vulkan] Add gpu profiling zones
This relies on my fork of tracy: https://github.com/taniwha/tracy
on the wip-c-vulkan branch. Everything is still rather flaky though.

This necessitated the jump to vulkan 1.2 as a requirement.
2023-12-05 22:55:57 +09:00
Bill Currie
57282702ba [vulkan] Move dynamic draw data into device memory
This gets the dynamic data closer to the gpu, so should make a
difference when there's a lot going on. However, for simple tests, it
made no difference.
2023-12-05 19:10:06 +09:00
Bill Currie
df51e1a18d [vulkan] Report the memory type used for resources
Needed for verifying the desired heap was used.
2023-12-05 16:45:19 +09:00
Bill Currie
63e66e81c5 [vulkan] Increase ring buffer size to 32 packets
I'm still not happy with it being a compile time constant, but this
takes care of the interlock between frames in flight... for now: it's
fragile and really needs the excessive small-packet use in draw and
lighting to be cleaned up.

After discussion with Darian, I've decided to go with one big staging
buffer (with lots of packets) shared between FiF as the large size will,
in the end, be more flexible.
2023-12-05 16:43:05 +09:00
Bill Currie
e65e80f573 [vulkan] Report long packet acquisition times
Here long is considered to be 500μs. This shows the problem mentioned in
test scene, in lighting updates.
2023-12-04 23:41:46 +09:00
Bill Currie
e30f2cbacc [util] Add a wrapper for libgcc's backtrace functions
Right now, just backtrace_pcinfo is supported, but it's enough for
testing.
2023-12-04 17:53:12 +09:00
Bill Currie
010c658653 [build] Add support for building with Tracy
Tracy is a frame profiler: https://github.com/wolfpld/tracy

This uses Tracy's C API to instrument the code (already added in several
places). It turns out there is something very weird with the fence
behavior between the staging buffers and render commands as the
inter-frame delay occurs in a very strangle place (in the draw code's
packet acquisition rather than the fence waiter that's there for that
purpose). I suspect some tangled dependencies.
2023-11-28 15:54:55 +09:00
Bill Currie
9e43675c8f [vulkan] Add length and int color to graph labels
Tracy wants string lengths and uint32_t colors, so set them up
automatically from provided info.
2023-11-28 14:15:43 +09:00
Bill Currie
97a9620cb9 Do the distcheck dance 2023-11-23 17:55:33 +09:00
Bill Currie
a8ff58baa4 [glsl] Remove a debug print 2023-11-23 13:58:44 +09:00
Bill Currie
43cea64709 [renderer] Get trails looking vaguely acceptable
Still not great, but I like the falloff and the mixing is better. The
path offset seems to be unstable, so that needs work still.
2023-11-23 13:58:44 +09:00
Bill Currie
34daf9032d [renderer] Get trails rendering again
They're not quite working (trail path offset is incorrect) but their
pixels are getting to the screen. Also, lifetimes are off for rocket
trails in that as soon as the entity dies, so does the trail.
2023-11-23 13:58:44 +09:00
Bill Currie
ef6b10afb1 [renderer] Remove dead r_part_comp.c 2023-10-03 21:27:04 +09:00
Bill Currie
a905dcd4f9 [renderer] Update particle scale
It seems I forgot this and didn't notice until now. The glsl renderer's
particles (style 1) look a lot better now.
2023-10-03 18:37:59 +09:00
Bill Currie
4554ea47b0 [glsl] Apply an old debug stash for trails
The code is mostly disabled, but this should prevent too much bitrot.
2023-10-03 15:05:13 +09:00
Bill Currie
c5731374cd [glsl] Separate out the trails implementation
This gets things *compiling* again, though it's still non-functional and
definitely wrong (don't want trail in renderer_t), but I need to think
about the design for getting trails as components. Also need to think
about integrating trails into the client effects system so trails can be
shared between renderers.
2023-10-03 13:49:25 +09:00
Bill Currie
6423c13108 Merge branch 'master' into wip-trails 2023-10-02 00:48:14 +09:00
Bill Currie
5c32077c2a [iqm] Use type-specified enums
This should make debugging a little easier in the future.
2023-09-04 12:24:40 +09:00
Bill Currie
084ac76f55 [vulkan] Use identity for vertices with no bone weights
Since the identity matrix is mixed in with the other bones, interesting
things will happen if the bone weights don't add up to 1 and are not all
zero.
2023-09-04 11:08:55 +09:00
Bill Currie
8a0246c910 [ruamoko] Add type info for algebra types
And get vector type views working in the debugger.
2023-08-26 23:01:01 +09:00
Bill Currie
a238eac75b [vulkan] Ensure the barriers array is initialized
I'm not sure what's up, but arm gcc thinks the array isn't properly
initialized even though x86_64 gcc does. Maybe something with padding.
At least c23 makes it easy to 0-initialize VLAs.
2023-08-17 12:54:28 +09:00
Bill Currie
ab5f28f743 [vulkan] Allocate map spaces for dynamic lights
I'm actually surprised anything worked, though I guess it was just the
one entry getting corrupted (and not 32, but I figured allocate slots
for all of the dynamic lights just in case). Or none, really, since
larger scenes (ie, those with multiple lights that fit in the same image
size) would result in not all the maps getting used and thus one spare
for dynamic lights.
2023-08-16 10:54:42 +09:00
Bill Currie
c46e15af9b [vulkan] Up max lights to 2048 and quantize sizes
This seems excessive, but gmsp3v2 map has 1399 lights. Worse, it has a
lot of different light sizes that go up by small increments (generally
around 10) resulting in 33 shadow map images (1 too many). Quantizing
the sizes to 32 drops this nicely to 20, and reduces memory consumption
slightly too (image buffer overhead, I guess).
2023-08-15 14:44:38 +09:00
Bill Currie
efea07f488 [gl,glsl,sw] Skip onlyshadows alias models
While the gl renderer does (or did) have it's attempt at shadows, the
others don't even try, thus the onlyshadows-marked player model doesn't
work so well (looks rather goofy seeing the arms like that).
2023-08-14 14:53:43 +09:00
Bill Currie
70b60456a8 [vulkan] Implement direction shadow lighting
Finally, even suns cast shadows :)
2023-08-14 02:41:38 +09:00
Bill Currie
a3e99435df [vulkan] Clean up lighting shaders a little
Having more than one copy of ShadowMatrices went against my plans, and I
had trouble finding the attachments set (light_attach.h wasn't such a
good idea).
2023-08-13 18:06:28 +09:00
Bill Currie
618740663b [vulkan] Implement CSM rendering
This covers only the rendering of the shadow maps (actual use still
needs to be implemented). Working with orthographic projection matrices
is surprisingly difficult, partly because creating one includes the
translations needed to get the scene into the view (and depth range),
which means care needs to be taken with the view (camera) matrix in
order to avoid double-translating depending on just how the orthographic
matrix is set up (if it's set up to focus on the origin, then the camera
matrix will need translation, otherwise the camera matrix needs to avoid
translation).
2023-08-13 17:36:32 +09:00
Bill Currie
f3ca2f158b [vulkan] Add a scatter buffer copy function
Updating directional light CSM matrices made me realize I needed to be
able to send the contents of a packet to multiple locations in a buffer
(I may need to extend it to multiple buffers). Seems to work, but I have
only the one directional light with which to test.
2023-08-13 17:30:59 +09:00
Bill Currie
558e11e9b7 [vulkan] Make near and far clip explicit parameters
This improves the projection API in that near clip is a parameter rather
than being taken directly from the cvar, and a far clip (ie, finite far
plane) version is available (necessary for cascaded shadow maps as it's
rather hard to fit a box to an infinite frustum).

Also, the orthographic projection matrix is now reversed as per the
perspective matrix (and the code tidied up a little), and a version that
takes min and max vectors is available.
2023-08-13 17:30:24 +09:00
Bill Currie
2b879af3e1 Fix most of the hacks for clang
gcc didn't like a couple of the changes (rightly so: one was actually
incorrect), and the fix for qfcc I didn't think to suggest while working
with Emily.

The general CFLAGS etc fixes mostly required just getting the order of
operations right: check for attributes after setting the warnings flags,
though those needed some care for gcc as it began warning about main
wanting the const attribute.

Fixing the imui link errors required moving the ui functions and setup
to vulkan_lighting.c, which is really the only place they're used.
2023-08-11 18:29:30 +09:00
Th3T3chn0G1t
3098b5d3f7 Implement clang support
Fixing a load of issues related to autoconf and some small source-level issues to re-add clang support.
autoconf feature detection probably needs some addressing - partially as -Werror is applied late.
2023-08-11 14:25:01 +09:00
Bill Currie
079e2c055a [vulkan] Add more light debug info
Lines are drawn for a light's leaf, the leafs visible to it, or those in
its efrags chain. Still no idea why lights are drawing when they
shouldn't. Deek suggest holes in the map, but I think if that was the
case, there'd be something visible. My suspicion is I'm doing something
wrong in with efrags.
2023-08-10 09:38:42 +09:00
Bill Currie
0bcfa961b3 [vulkan] Up the size of the bsp index buffers
With three independent passes, it's possible to use up to 3 times the
indices.
2023-08-10 09:37:07 +09:00
Bill Currie
481c12468e [vulkan] Show surfaces for selected light leaf
This has resulted in some rather interesting information: it seems the
surfaces (and thus, presumably bounding boxes) for leafs have little to
do with the actual leaf node's volume.
2023-08-09 02:01:47 +09:00
Bill Currie
5bc1924a25 [vulkan] Clean up some bsp pass name confusion
I had gotten stage and pass confused at some stage. Also, name the
passes in C (enum).
2023-08-08 19:23:30 +09:00
Bill Currie
a5fcc41d08 [vulkan] Rename bsp aux pass to shadow
Much better name.
2023-08-08 18:04:58 +09:00
Bill Currie
d9c6db8865 [vulkan] Create a window for selected entities
Now the mouse-picking is starting to get useful. The window for an
entity shows its attached components (and their data if a function is
available).
2023-08-08 17:12:39 +09:00
Bill Currie
44c1ef5968 [vulkan] Correct the size of cone splats
I really don't know what I was thinking when I wrote that code. Maybe I
was trying for a half angle. Now the rendered "cone" matches up with a
hard-clipped cone light (soft edges stick out a bit).
2023-08-08 16:00:24 +09:00
Bill Currie
c99a49a958 [vulkan] Save the current scene in the scene context
Now this I really don't know why I didn't do when I first created the
context.
2023-08-08 12:00:03 +09:00
Bill Currie
ff5d4d8de1 [vulkan] Move Vulkan_NewScene into vulkan_scene
It probably should have been there all along, and with this
vulkan_main/qf_main goes away.
2023-08-08 11:52:31 +09:00
Bill Currie
1745d3bccc [vulkan] Implement mouse-picking for light entities
Currently, only light entities get drawn to the entid buffer, and the
ids are simply displayed in a window for now (not very useful yet).
2023-08-07 17:47:49 +09:00
Bill Currie
be5ab7b864 [renderer] Add a comment about the start map issue
I spent way too long tracking down the easy teleporter disappearing only
to realize it might be the watervised map. After moving it out of the
way and using id's maps, it works just fine.
2023-08-06 02:32:11 +09:00
Bill Currie
42ce1f1a86 [renderer] Fix a silly double set test
No wonder the final changes didn't make as much difference as I
expected.
2023-08-06 00:21:54 +09:00