Commit graph

73 commits

Author SHA1 Message Date
Bill Currie
9f6c367fce [console] Resurrect console scaling
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
2022-11-14 09:49:13 +09:00
Bill Currie
47fb887724 [vulkan] Implement Draw_TileClear
The status bar doesn't look right without it when it's supposed to be
there.
2022-11-13 04:15:26 +09:00
Bill Currie
2fb5b67012 [vulkan] Implement line graph rendering
I should probably just use the line rendering for all renderers and pull
the graph drawing out to the client code.
2022-11-10 21:19:01 +09:00
Bill Currie
6189142c60 [renderer] Remove rglyph_t struct
It didn't really add anything of value as the glyph bitmap rects and the
bearings were never used together, and the rest of the fields were
entirely redundant. A small step towards using a component system for
text.
2022-10-20 15:50:53 +09:00
Bill Currie
4feffd2de5 [vulkan] Support multiple loaded fonts
Currently, only 16 fonts can be loaded (I need to sort out descriptor
set pools), but glyphs are grouped into batches of the same font. While
not quite optimal as it can result in bouncing between descriptor sets a
lot, it's still reasonably efficient.
2022-10-07 16:53:13 +09:00
Bill Currie
f477f2b96e [vullkan] Rework Draw implementation
Line rendering now has its own pipeline (removing the texture issue).

Glyph rendering (for fonts) has been reworked to use instanced quad
rendering, with the geometry (position and texture coords) in a static
buffer (uniform texture buffer), and each instance has a glyph index,
color, and 2d base position.

Multiple fonts can be loaded, but aren't used yet: still just the one
(work needs to be done on the queues to support multiple
textures/fonts).

Quads haven't changed much, but buffer creation and destruction has been
cleaned up to use the resource functions.
2022-10-03 10:29:49 +09:00
Bill Currie
51b73eee73 [renderer] Add fontid to Draw_AddFont and Draw_FontString
It's not used yet, but the vulkan draw implementation will eventually
support multiple fonts being loaded (and rendered at a time).
2022-10-03 09:01:54 +09:00
Bill Currie
60e712f224 [vulkan] Use the right uvs for lines
UVs being 0 meant that lines were picking up the upper left pixel of
char 0 of conchars. With quake data, this meant a transparent pixel.
Fixes invisible debug lines :P.
2022-09-28 21:53:22 +09:00
Bill Currie
49acf7035d [vulkaan] Fix incorrect conback drawing
Putting the console background image in the scrap needed different
calculations for the sliding console, but I rather messed things up.
2022-09-28 18:29:53 +09:00
Bill Currie
20ee47404f Merge branch 'master' into wip-twod 2022-09-22 10:06:00 +09:00
Bill Currie
08f33d2f3a [vulkan] Rename the renderpass files
I plan on moving the current hard-coded render pass creation from
vulkan_vid_common and this maintains the (possibly silly) naming
convention).
2022-09-22 09:35:56 +09:00
Bill Currie
125821fcdd [render] Add basic 2d line drawing
The software renderer uses Bresenham's line slice algorithm as presented
by Michael Abrash in his Graphics Programming Black Book Special Edition
with the serial numbers filed off (as such, more just so *I* can read
the code easily), along with the Chen-Sutherland line clipping
algorithm. The other renderers were more or less trivial in comparison.
2022-09-22 09:35:56 +09:00
Bill Currie
4578b1af0d [vid] Remove console view from viddef_t
This breaks console scaling for now (con_width and con_height are gone),
but is a major step towards window resize support as console stuff
should never have been in viddef_t in the first place.

The client screen init code now sets up a screen view (actually the
renderer's scr_view) that is passed to the client console so it can know
the size of the screen. The same view is used by the status bar code.

Also, the ram/cache/paused icon drawing is moved into the client screen
update code. A bit of duplication, but I do plan on merging that
eventually.
2022-09-21 17:31:18 +09:00
Bill Currie
25a14eb232 [renderer] Add a cell-based character buffer
This is intended for the built-in 8x8 bitmap characters and quake's
"conchars", but could potentially be used for any simple (non-composed
characters) mono-spaced font. Currently, the buffers can be created,
destroyed, cleared, scrolled vertically in either direction, and
rendered to the screen in a single blast.

One of the reasons for creating the buffer is to make it so scaling can
be supported in the sw renderer.
2022-09-15 14:24:33 +09:00
Bill Currie
71efbba628 [vulkan] Switch draw_pic to take subpic_t instead of qpic_t
While this does pull the grovelling for the subpic out to the callers,
the real problem is the excessive use of qpic_t in the internal code:
qpic_t is really just the image format in wad files, and shouldn't be
used as a generic image handle.

Cleans up more of the icky code in the font drawing functions.
2022-09-09 20:05:31 +09:00
Bill Currie
936f6d91e4 [vulkan] Use vertex queue objects for Draw
This makes working with quads, implied alpha quads, and lines much
cleaner (and gets rid of the bulk of the "eww" fixme), and will probably
make it easier to support multiple scraps and fonts, and potentially
more flexible ordering between pipelines.
2022-09-09 17:06:33 +09:00
Bill Currie
935e883d8d [renderer] Switch to using HarfBuzz for glyph positioning
This means that QF should support more exotic fonts without any issue
(once the rest of the text handling system is up to snuff) as HarfBuzz
does all the hard work of handling OpenType, Graphite, etc text shaping,
including kerning (when enabled).

Also, font loading now loads all the glyphs into the atlas (preload is
gone).
2022-09-04 20:56:38 +09:00
Bill Currie
cd66dbfc97 [vulkan] Implement font rendering
It is currently an ugly hack for dealing with the separate quad queue,
and the pipeline handling code needs a lot of cleanup, but it works
quite well, though I do plan on moving to HarfBuzz for text shaping. One
nice development is I got updating of descriptor sets working (just need
to ensure the set is no longer in use by the command queue, which the
multiple frames in flight makes easy).
2022-09-02 14:23:19 +09:00
Bill Currie
73635d84bf [renderer] Add stubs for Draw_FontString
Draw_FontString is for font-based text rendering. Nothing is implemented
at this stage.
2022-09-02 11:38:09 +09:00
Bill Currie
599c09e77e [renderer] Add Draw_AddFont for registering a font
It's implemented only in the Vulkan renderer, partly because there's a
lot of experimenting going on with it, but the glyphs do get transferred
to the GPU (checked in render doc). No rendering is done yet: still
thinking about whether to do a quick-and-dirty test, or to add HarfBuzz
immediately, and the design surrounding that.
2022-08-31 19:23:30 +09:00
Bill Currie
8c270a0a9e [vulkan] Switch to pre-multiplied alpha for 2d
I have recently learned that pre-multiplied alpha is the correct way to
do compositing, which is pretty much what the 2d pass does (actually,
all passes, but...). This required ensuring the color factor passed to
the fragment shader is pre-multiplied (a little silly for cshifts as
they used to be pre-multiplied but were un-pre-multiplied early in QF's
history and I don't feel like fixing that right now as it affects all
renderers), and also pre-multiplying alpha when converting from 8-bit
palette to rgba as the palette entry for transparent has that funky pink
(which is used in full-brights).
2022-08-30 14:29:22 +09:00
Bill Currie
630dde6df7 [render] Add basic 2d line drawing
The software renderer uses Bresenham's line slice algorithm as presented
by Michael Abrash in his Graphics Programming Black Book Special Edition
with the serial numbers filed off (as such, more just so *I* can read
the code easily), along with the Chen-Sutherland line clipping
algorithm. The other renderers were more or less trivial in comparison.
2022-08-27 17:29:15 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
f15abcea53 [vulkan] Add a FIXME for the flashing Q icon
As I had suspected, it's due to a synchronization problem between the
scrap and drawing. There's actually a double problem in that data
uploaded to the scrap isn't flushed until the first frame is rendered
causing a quick init-shutdown sequence to take at least five seconds due
to the staging buffer waiting (and timing out) on a stuck fence.
Rendering just one frame "fixes" the problem (draw was one of the
earliest subsystems to get going in vulkan).
2022-04-23 10:46:55 +09:00
Bill Currie
9892e571ce [vulkan] Move viewport and scissor into qfv_renderpass_t
This makes much more sense as they are intimately tied to the frame
buffer on which a render pass is working. Now, just the window width
and height are stored in vulkan_ctx_t. As a side benefit,
QFV_CreateSwapchain no long references viddef (now just palette and
conview in vulkan_draw.c to go).
2022-04-01 20:34:41 +09:00
Bill Currie
4d1e8b2375 [vulkan] Update the number of drawn quads correctly
They should increment by one for each pic, not 4 (I think some fluff
remaining from copying glsl's draw code).

I noticed the problem when I saw large gaps of 0s in the vertex data in
renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
be7216e660 [vulkan] Implement crosshair rendering
That makes quite the difference to playability.
2021-12-24 06:45:13 +09:00
Bill Currie
7901f87960 [vulkan] Add support for compute shaders
This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
2021-12-24 06:45:13 +09:00
Bill Currie
d857bdea77 [vulkan] Fix a typo and gcc purity warning 2021-12-24 06:45:13 +09:00
Bill Currie
8422732505 [vulkan] Move matrices into per-frame buffers
This should fix the horrid frame rate dependent behavior of the view
model.

They are also in their own descriptor set so they can be easily shared
between pipelines. This has been verified to work for Draw.
2021-12-24 06:45:13 +09:00
Bill Currie
c402275112 [vulkan] Add some more debug stack contexts 2021-12-24 06:45:12 +09:00
Bill Currie
928408bad9 [vulkan] Support multiple render passes
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
2021-12-24 06:45:12 +09:00
Bill Currie
91eeae5186 [qw] Clean up netgraph somewhat
The renderer's LineGraph now takes a height parameter, and netgraph now
uses cl_* cvars instead of r_* (which never really made sense),
including it's own height cvar (the render graphs still use
r_graphheight).
2021-07-11 10:59:27 +09:00
Bill Currie
755ef524e4 [video] Use views instead of conwidth and conheight
conwidth and conheight have been moved into vid.conview (probably change
the name at some time), and scr_vrect has been replaced by a view as
well. This makes it much easier to create 2d elements that follow the
screen size (taking advantage of a view's gravity) which will, in the
end, make changing the window size easier.
2021-07-10 18:04:34 +09:00
Bill Currie
785be9d340 [vulkan] Clean up buffer barriers a bit
This even fixes a couple of minor issues that snuck past validation.
2021-04-24 15:47:31 +09:00
Bill Currie
52bfb0aeb0 [vulkan] Label the drawing command buffers 2021-04-19 18:07:45 +09:00
Bill Currie
f13af65b32 [vulkan] Move viewport and scissor into vulkan_ctx
Not only does it makes sense to centralize the setting of viewport and
scissor, but it's actually necessary in order to fix the upside-down
rendering on windows.
2021-04-01 11:44:30 +09:00
Bill Currie
5b1ee0e6f6 [vulkan] Fix an inappropriate cast
I'm surprised that worked at all (and more surprised it got past linux
gcc).
2021-03-27 19:55:43 +09:00
Bill Currie
66e6627780 [vulkan] Use the correct character data
I got tired of not being able to read 90% of quake's output :P
2021-03-21 11:37:36 +09:00
Bill Currie
9229b67633 [vulkan] Clean up the new render pass and framebuffers 2021-02-24 16:27:56 +09:00
Bill Currie
82eabb5ca2 [vulkan] Parse clear values
And get the render pass working in general. Note that this is only the
render pass and frame buffers: actual commands still have problems.
2021-02-23 14:37:48 +09:00
Bill Currie
cbc8ad271a [vulkan] Convert bsp and draw to deferred
This has bsp and draw passing muster with the validation layers.
2021-02-19 11:14:54 +09:00
Bill Currie
a94949c009 [vulkan] Start moving towards a deferred renderer
After getting lights even vaguely working for alias models, I realized
that it just wasn't going to be feasible to do nice lighting with
forward rendering. This gets the bulk of the work done for deferred
rendering, but still need to sort out the shaders before any real
testing can be done.
2021-02-14 11:35:06 +09:00
Bill Currie
f023675f8c [vulkan] Clean up draw's memory handling a little
Use cmem for pic and cachpic name allocations. If nothing else, it at
least keeps memory a little less fragmented.
2021-02-05 16:25:08 +09:00
Bill Currie
c536a363ec [vulkan] Remove namehack.h
Never really wanted in the first place (back when I did the plugin
renderers), but I didn't feel like doing the required work to avoid it
at the time. At least with Vulkan being a fresh start in an environment
that's already plugin-friendly, there was no real work involved. I'll
get to the other renderers eventually (especially now that I know gdb
does the right thing when there are multiple functions with the same
name).
2021-02-05 11:10:43 +09:00
Bill Currie
1275067655 [vulkan] Rename vulkan_framebuffer_t
It turns out I had conflated frame buffers with frames and wound up
making a minor mess when separating the number of frames the renderer
could have in flight from the number of swap-chain images. This is the
first step towards correcting that mistake.
2021-02-05 10:22:32 +09:00
Bill Currie
8179c44042 [vulkan] Rework pipeline parsing for better reuse
It's not entirely there yet, but the basics are working. Work is still
needed for avoiding duplication of objects (different threads will have
different contexts and thus different tables, so necessary per-thread
duplication should not become a problem) and general access to arbitrary
fields (mostly just parsing the strings)
2021-02-04 17:03:49 +09:00
Bill Currie
eeda04e3c9 [vulkan] Name most resources
This makes debugging with renderdoc and validation messages much easier
(no more "what buffer is that?").
2021-01-31 19:58:55 +09:00
Bill Currie
748217b438 [vulkan] Start work on alias model rendering 2021-01-26 20:58:24 +09:00