Commit graph

342 commits

Author SHA1 Message Date
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
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
bf951c3ba2 [vulkan] Get debug light objects working again
And also get them working for infinite radius lights.
2023-08-06 00:20:25 +09:00
Bill Currie
6892dc1422 [scene] Add flags for finer rendering control
This takes care of rockets and lava balls casting shadows when they
shouldn't (rockets more because the shadow doesn't look that nice, lava
balls because they glow and thus shouldn't cast shadows). Same for
flames, though the small torches lost their cool sconce shadows (need to
split up the model into flame and sconce parts and mark each
separately).
2023-08-05 18:09:20 +09:00
Bill Currie
9328c90a74 [vulkan] Implement shadows for dynamic lights
This also fixes the segfault in the previous commit.

Dynamic light shadow sizes are fixed, but can be controlled via the
dynlight_size cvar (defaults to 250).
2023-08-04 15:44:07 +09:00
Bill Currie
a626dc7ca8 [vulkan] Split the lighting pass into per-type passes
This takes care of the type punning issue by each pass using the correct
sampler type with the correct view types bound. Also, point light and
spot light shadow maps are now guaranteed to be separated (it was just
luck that they were before) and spot light maps may be significantly
smaller as their cone angle is taken into account. Lighting is quite
borked, but at least the engine is running again.
2023-08-02 19:34:26 +09:00
Bill Currie
39bb433498 [vulkan] Add an undefined to shader-ro barrier
I guess it's kind of UB, but it's handy for images that will be
conditionally written by the GPU but need to be in shader-read-only for
draw calls and the validation layers can't tell that the layers won't be
used.
2023-08-02 17:51:04 +09:00
Bill Currie
00040c8900 [vulkan] Hook up all the shadow resources
This gets everything but the actual shadow map bindings working: the
validation layers don't like my type punning (which may well be the
right thing) and specialization constants don't help (yet, anyway) but I
want to get things into git.
2023-08-01 23:34:08 +09:00
Bill Currie
2d7f671da8 [vulkan] Remove depth buffer from lighting pass
It's not needed and exceeds the minimum maximum input attachments.
2023-08-01 14:35:23 +09:00
Bill Currie
ff27da4a05 [vulkan] Use the shadow matrices when rendering maps
It turns out bsp faces are still back-face culled despite the null point
being on the front of every possible plane... or really, because it's on
the front of every possible plane: sometimes the back face is the front
face, and this breaks the face selection code (a separate traversal
function will be needed for non-culling rendering).

Despite that, other than having to deal with different pipelines,
getting the model renderers working went better than expected.
2023-07-30 11:52:13 +09:00
Bill Currie
aed1e7e077 [vulkan] Upload light matrices for shadow maps
This involved rewriting the descriptor update code too, but that now
feels cleaner.

The matrices are loaded into a storage buffer as it can get quite big at
6 matrices per light (and the current max lights is 768).
2023-07-30 11:35:07 +09:00
Bill Currie
aac6fca2c5 [vulkan] Pass a data parameter to QFV_RunRenderPass
The parameter will be passed on to the pipeline tasks in their task
context, allowing for communication between the subsystem calling
QFV_RunRenderPass and the pipeline tasks (for the case of lighting,
passing the current matrix base index).
2023-07-30 11:25:08 +09:00
Bill Currie
e83854a760 [vulkan] Make z_up and box_rotations public
They're now qfv_* and shared within the vulkan renderer. qfv_z_up cannot
be shared across renderers as they have their own ideas for the world
frame. qfv_box_rotations currently can't be shared across renderers
because if the Y-axis flip and the way it's handled, but sharing should
be achievable by modifying the other renderers to handle the sides
correctly (glsl and gl need to do lookups for the side enums, sw just
needs to be shown which way is up).
2023-07-30 11:13:48 +09:00
Bill Currie
931175b21d [vulkan] Run the shadow render passes
The shadow maps are rendered incorrectly because the matrices aren't set
correctly yet, but the dual-pass bsp rendering is working.
2023-07-29 01:17:53 +09:00
Bill Currie
3d4cca4393 [vulkan] Allow render passes to be run by processes
This lets the shadow step run its passes as needed.
2023-07-29 01:10:26 +09:00
Bill Currie
3b0dcd2cdc [vulkan] Connect the shadow pass to the renderers
It's only partially complete, but R_VisitWorldNodes is now run for both
the main pass and the shadow auxiliary pass.
2023-07-27 16:09:33 +09:00
Bill Currie
6c631693bd [vulkan] Clean out old command buffers from bsp
Missed from the render job cleanup.
2023-07-24 19:13:43 +09:00
Bill Currie
f4d6a41901 [vulkan] Hook up a shadow render job step
It doesn't do much yet, but did help in getting light ids working.
2023-07-24 19:13:43 +09:00
Bill Currie
31cf3ed248 [vulkan] Register external attachments
This is along the lines of what I originally intended, but now I need
more than just the swapchain (which is now registered by vulkan_output).
2023-07-24 19:11:18 +09:00
Bill Currie
99c6c58e25 [vulkan] Expose pipeline disable controls
Finally, runtime control of the debug pipelines (and all the rest, but
that might come in handy at some stage).
2023-07-21 19:45:54 +09:00
Bill Currie
fde1ef0159 [vulkan] Add infinite plane rendering
The grid calculations are modified from those of Inigo Quilez
(https://iquilezles.org/articles/filterableprocedurals/), but give very
nice results: when thin enough, the lines fade out nicely instead of
producing crazy moire patterns. Though currently disabled, the default
planes are the xy, yz and zx planes with colored axes.
2023-07-21 11:59:25 +09:00
Bill Currie
21a9cbc61b [ui] Implement a basic menu system
Menus within menu contexts automatically create menu items for the
sub-menu, and menus collapse when leaf menus are select.
2023-07-13 23:16:26 +09:00
Bill Currie
a6fa10b24d [vulkan] Show timings for the job and steps
No real surprises anywhere other than how long things can take at random
times.
2023-07-13 18:33:31 +09:00
Bill Currie
9289e26211 [vulkan] Add a very simple job window
It shows the list of steps in the render job, but acts as something for
testing.
2023-07-13 15:41:49 +09:00
Bill Currie
6fa016e23b [vulkan] Delay main render resizes by 2s
This makes window resizing a little more responsive (though it could be
better yet (maybe, could be an X11 limitation)).
2023-07-03 23:38:57 +09:00
Bill Currie
cd4791c5d3 [vulkan] Get window resize working again
The biggest change was splitting up the job resources into
per-render-pass resources, allowing individual render passes to
reallocate their resources without affecting any others. After that, it
was just getting translucency and capture working after a window resize.
2023-07-03 20:05:27 +09:00
Bill Currie
3bdc4adb4c [vulkan] Use per-pass entity queues
While there will be some GPU resources to sort out for multi-pass bsp
processing, I think this is the last piece required before shadow passes
can be implemented.
2023-06-28 17:57:41 +09:00
Bill Currie
85128a3e86 [vulkan] Rework lighting to use splats
It's currently slower, and the cone splats are buggy, but the lighting
code itself got some nice cleanups.
2023-06-28 01:01:56 +09:00
Bill Currie
614ca744ab [vulkan] Support multi-layer OIT rendering
This fixes fisheye rendering. I'm not too happy with always allocating
the cube OIT heads buffer, but that's for another day.
2023-06-26 18:00:46 +09:00
Bill Currie
8f1de6865f [vulkan] Get fisheye working except for translucency
The OIT heads buffer is only a single-layer image, which breaks cube
map rendering, but once this is sorted, it looks like fisheye will work
well.
2023-06-26 14:03:19 +09:00
Bill Currie
25dfa75505 [vulkan] Support disabling pipelines
This is useful for selecting post-processing pipelines at run-time.
2023-06-26 11:54:28 +09:00
Bill Currie
17ee6911f9 [vulkan] Clean up the sampler config loading
Samplers have no direct relation to render passes or pipelines, so
should not necessarily be in the same config file. This makes all the
old config files obsolete, and quite a bit of support code in vkparse.c.
2023-06-25 23:41:21 +09:00
Bill Currie
f2d2db9ef3 [vulkan] Integrate screen capture in the new system
This gets screenshots working again. As the implementation is now a
(trivial) state machine, the pause when grabbing a screenshot is
significantly reduced (it can be reduced even further by doing the png
compression in a separate thread).
2023-06-25 23:41:21 +09:00
Bill Currie
eb176c37e2 [vulkan] Get brush models rendering again
The new system seems to work quite nicely with brush models, which was
the intent, but it's nice to see. Hopefully, it works well when it comes
to shadows. There's still water warp and screen shots to fix, and
fisheye to get working, as well.
2023-06-25 00:22:03 +09:00
Bill Currie
65a63e7423 [vulkan] Fix a silly typo
Sprites seem to be rather slow to draw, so "sprint" makes even less
sense.
2023-06-25 00:20:19 +09:00
Bill Currie
b9bb841744 [vulkan] Use the descriptor set manager
This cleans up a lot of ugly code that I always thought was rather dumb.
2023-06-24 21:42:46 +09:00
Bill Currie
8470ae5a28 [vulkan] Create a descriptor set manager
The manager allows recycling of descriptor sets and takes care of
creating pools as needed.
2023-06-24 17:23:34 +09:00
Bill Currie
92368eafb2 [vulkan] Clean out old pipeline and layout refs
It's not perfect as some subsystems still create resources from the old
system (necessarily), but this cleans up a lot of the mess.
2023-06-24 11:53:00 +09:00
Bill Currie
5140346c22 [vulkan] Nuke the old render pass code from orbit
Gotta be sure :)

With the new system mostly up and running (just bsp rendering and
descriptor sets/layout handling to go, and they're independent of the
old render pass system), the old system can finally be cleared out.
2023-06-24 10:42:27 +09:00
Bill Currie
41d69586d2 [vulkan] Get particles mostly working in the new system
The particles die instantly due to curFrame not updating (next commit),
but otherwise work nicely, especially sync is better (many thanks to
Darian for his help with understanding sync scope).
2023-06-24 03:26:22 +09:00
Bill Currie
87356a5211 [vulkan] Hook up sprite rendering in the new system
That one went smoothly for a change.
2023-06-23 20:37:06 +09:00
Bill Currie
e4df35ac48 [vulkan] Move scr_funcs handling into vulkan_draw
This was necessary to get the 2d elements drawn after the fence had been
fired (thus indicating descriptors could be updated) but before actual
rendering of the 2d elements (which is how it was done before the switch
to the new system).
2023-06-23 18:07:40 +09:00
Bill Currie
0ec2aa2bf7 [vulkan] Get iqm rendering working again
It turns out there was a bug in the old iqm push constants spec (I still
need to figure out how to use layouts in the new system so I can
completely delete the old).
2023-06-23 09:38:41 +09:00
Bill Currie
a186df90f3 [vulkan] Connect the main and output render steps
The output system's update_input takes a parameter specifying the render
step from which it is to get the output view of that step and updates
its descriptors as necessary.

With this, the full render job is working for alias models (minus a few
glitches).
2023-06-23 02:30:58 +09:00
Bill Currie
7eb14b0a32 [vulkan] Get the compose subpass working
That seems to be the main render pass working. Next is to get the output
render pass to use the main render pass's output.
2023-06-23 02:30:58 +09:00
Bill Currie
942b503486 [vulkan] Get lighting mostly working
Lights seem to be good in renderdoc, but still need to get the compose
subpass working.
2023-06-23 02:30:58 +09:00