Commit graph

538 commits

Author SHA1 Message Date
Bill Currie
7f25c43472 [vulkan] Make script support objects more private
This will help keep changes to the scripting system localized once
things are further cleaned up.
2022-11-24 23:44:07 +09:00
Bill Currie
f9e45aec4c [vulkan] Be more consistent with parse context naming 2022-11-23 11:34:20 +09:00
Bill Currie
8842db082f [vulkan] Add ScreenSize to shader def
This had somehow gotten lost from the previous commit.
2022-11-22 21:06:12 +09:00
Bill Currie
2cee2f2ab8 [vulkan] Add a module to handle output
When working, this will handle the output to the swap-chain images and
any final post-processing effects (gamma correction, screen scaling,
etc). However, currently the screen is just black because the image
for getting the main render pass output isn't hooked up yet.
2022-11-22 17:47:36 +09:00
Bill Currie
0a3417d38e [vulkan] Add support for code-only render passes
Still very preliminary, but it allows for CPU-only passes to be added to
the tasks run for each frame.
2022-11-22 13:25:09 +09:00
Bill Currie
b7947b48a5 [vulkan] Move matrices uniform def to a header file
Too many places to keep up to date.
2022-11-21 20:02:18 +09:00
Bill Currie
5df9b506e0 [vulkan] Rename the pipeline file
The pl_prefix helps with organization, and the rest of the name makes it
clear it's for the quake deferred renderer.
2022-11-21 17:41:39 +09:00
Bill Currie
7a50cdd7a8 [vulkan] Correct the render pass order comparison
Since pointers are being sorted, need to use double pointer (I often
make this mistake).
2022-11-21 17:29:26 +09:00
Bill Currie
aac4c6ef7a [vulkan] Get multiple frame buffers working
Now each (high level) render pass can have its own frame buffer. The
current goal is to get the final output render pass to just transfer the
composed output to the swap chain image, potentially with scaling (my
laptop might be able to cope).
2022-11-21 17:25:55 +09:00
Bill Currie
e50be73501 [vulkan] Rename the render pass files
Prefixing them with "rp_" helps a little with organization.
2022-11-21 13:11:50 +09:00
Bill Currie
82d1a6e6cd [vulkan] Do a depth pass for 2d objects
While the HUD and status bar don't cut out a lot of screen (normally),
they might start to make a difference when I get transparency working
properly. The main thing is this is a step towards pulling the 2d
rendering into another render pass so the main deferred pass is
world-only.
2022-11-21 02:29:03 +09:00
Bill Currie
2828a4ce0c [vulkan] Use a swizzle view for coverage-alpha
And thus a single pipeline for either colored glyphs or coverage-alpha
glyphs, making for better batching when I get to that.
2022-11-20 15:46:16 +09:00
Bill Currie
40b319bf42 [vulkan] Support swizzles in resource image views
Using swizzles in an image view allows the same shader to be used with
different image "types" (eg, color vs coverage).

Of course, this needed to abandon QFV_CreateImageView, but that is
likely for the best.
2022-11-20 15:31:23 +09:00
Bill Currie
534d5367de [vulkan] Use linear sampling for glyphs
This requires having padding around the glyphs to avoid texel leak, but
as the atlas is created at runtime, it's possible to get the padding in.
2022-11-20 03:59:01 +09:00
Bill Currie
4cbacc1149 [vulkan] Remove the pic texel offsets
It turns out that nearest filtering doesn't need any offsets to avoid
texel leaks so long as the screen isn't also offset. With this, the 2d
rendering looks good at any scale (minus the inherent blockiness).
2022-11-20 01:26:14 +09:00
Bill Currie
7e442a9019 [renderer] Correct crosshair sizes
I'm pretty sure they're meant to be 8x8 and not 16x16. Certainly they're
a tad large at 16x16 when using scaled 2d.
2022-11-20 00:50:59 +09:00
Bill Currie
ae200e4e40 [renderer] Compensate for scale in cross-hair placement
I was wondering where it had gone (south east, actually).
2022-11-18 11:23:32 +09:00
Bill Currie
bffe9413b7 [vulkan] Add support for 9-slice rendering
There's no API yet as I need to look into the handling of qpic_t before
I can get any of this into the other renderers (or even vulkan, for that
matter).

However, the current design for slice rendering is based on glyphs (ie,
using instances and vertex pulling), with 3 strips of 3 quads, 16 verts,
and 26 indices (2 reset). Hacky testing seems to work, but real tests
need the API.
2022-11-18 09:44:01 +09:00
Bill Currie
387f17dc0c [scene] Add a color map component
It's currently used only by the vulkan renderer, as it's the only
renderer that can make good use of it for alias models, but now vulkan
show shirt/pants colors (finally).
2022-11-15 15:30:35 +09:00
Bill Currie
a28488d2e1 [vulkan] Move both alias color maps into the one layer
This cuts down on the memory requirements for skins by 25%, and
simplifies the shader a bit more, too. While at it, I made alias skins
nominally compatible with bsp textures: layer 0 is color, 1 is emissive,
and 2 is the color map (emissive was on 3).
2022-11-15 13:09:41 +09:00
Bill Currie
668f7f2cd2 [vulkan] Use palette lookups for top/bottom colors
As the RGB curves for many of the color rows are not linearly related,
my idea of scaling the brightest color in the row just didn't work.
Using a masked palette lookup works much better as it allows any curves.
Also, because the palette is uploaded as a grid and the coordinates are
calculated on the CPU, the system is extendable beyond 8-bit palettes.

This isn't quite complete as the top and bottom colors are still in
separate layers but their indices and masks can fit in just one, but
this requires reworking the texture setup (for another commit).
2022-11-15 11:53:07 +09:00
Bill Currie
4d7f72948d [vulkan] Correct alias g-buffer push-constants
For whatever reason, I had added an extra 4 bytes to the fragment
shader's push-constants. It took me a while to figure out why renderdoc
wouldn't stop complaining about me not writing enough data.
2022-11-15 09:28:34 +09:00
Bill Currie
2e21ca4b9a [vulkan] Upload palette as a 16x16 image
It turns out my approach to alias skin coloring just doesn't work for
the quake data due to the color curves not having a linear relationship,
especially the bottom colors.
2022-11-15 09:26:17 +09:00
Bill Currie
251e47f4d6 [vulkan] Add a function to update texture contents
It works on only one layer and one mip, and assumes the provided texture
data is compatible with the image, but does support sub-image updates
(x, y location as parameters, width and height in the texture data).
2022-11-15 09:18:26 +09:00
Bill Currie
053c2c47db [vulkan] Double alias top/bottom color values
The bright end of the color map is actually twice the palette value, but
I didn't understand this when I came up with the shirt/pants color
scheme for vulkan. However, the skin texture can store only 0..1, so the
mapping to 0..2 needs to be done in the shader. It looks like it works
at least better: the gold key at the end of demo1 doesn't look as bleh,
though I do get some weird colors still on ogres etc.
2022-11-14 11:35:26 +09:00
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
d8cdaa7237 [vulkan] Fix some errors in shadow map setup
I had forgotten to test with nq, so I had missed that I'd messed up cube
map requests and the image map. This gets nq working again.
2022-10-27 13:29:14 +09:00
Bill Currie
0a3c7b5b76 [vulkan] Don't use QFV_CreateImage for resource images
The resource functions assume the requested layers is correct (really,
the lighting code assumes that the resource functions assume such), but
QFV_CreateImage multiplies the layer count by 6 for cube maps (really,
the issue is in QFV_CreateImage, but I want to move away from it
anyway).
2022-10-27 13:26:00 +09:00
Bill Currie
c605e50d52 [renderer] Check view_model entity is valid
It usually is in quake, but my test scene does not have a view model.
2022-10-27 12:55:01 +09:00
Bill Currie
fa057cb121 [vulkan] Record resource memory size
It's useful mainly for information reports, but might be useful
elsewhere.
2022-10-27 11:32:00 +09:00
Bill Currie
1f27622309 [vulkan] Free shadow map resource block
I forgot I had to free the memory too. Oops.
2022-10-27 11:23:49 +09:00
Bill Currie
169c282187 [vulkan] "Fix" view model check in rendering loop
The check for the entity being the view model was checking only the
view model id, which is not sufficient when the view model is invalid by
never being set to other than 0s. A better system for dealing with the
view model is needed.
2022-10-27 11:11:38 +09:00
Bill Currie
6952f6860d [vulkan] Use the resource functions for shadow maps
Another step towards moving all resource creation into the one place.
The motivation for doing the change was getting my test scene to work
with only ambient lights or no lights at all.
2022-10-27 11:02:45 +09:00
Bill Currie
db7f8a461e [ecs] Move ECS core into its own library
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
2022-10-26 17:24:03 +09:00
Bill Currie
2a9fcf4f5f [renderer] Tidy up entity component access
Since entity_t has a pointer to the registry owning the entity, there's
no need to access a global to get at the registry. Also move component
getting closer to where it's used.
2022-10-25 12:53:30 +09:00
Bill Currie
f37c31a2dc [vulkan] Set entity render id correctly
It was being set to -1 unconditionally due to forgetting to use id.
However, I decided I didn't like reusing the id var and did some
renaming while I was at it.
2022-10-23 23:38:21 +09:00
Bill Currie
8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00
Bill Currie
ac8c6b631e [vulkan] Skip ambient lights for shadow maps
Not that anything is actually rendered yet, but the validation layers
don't like the null render pass. Came up now because ctf1 seems to make
the first light an ambient light.
2022-10-22 13:00:12 +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
0c54b0652b Abandon support for clang
The inconsistencies in clang's handling of casts was bad enough, and its
silliness with certain extensions, but discovering that it doesn't
support raw strings was just too much. Yes, it gives a 3s boost to qfvis
on gmsp3v2.bsp, but it's not worth the hassle.
2022-10-16 18:02:25 +09:00
Bill Currie
2c59a400e4 [vulkan] Ensure memory size is aligned
While the base of a memory object was aligned when calculating the
memory block size, the top end was not, which could result in the memory
block not getting enough bytes allocated to satisfy alignment
requirements (eg, for flushing).

While fixing that, I noticed the offsets of objects were not being
aligned when binding, so that is fixed as well.

Fixes Mr Fixit on my VersaPro.
2022-10-14 19:36:21 +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
c9e7810864 [vulkan] Add resource memory offset to qfv_resobj_s
Its value on input is ignored. QFV_CreateResource writes the resource
object's offset relative to the beginning of the shared memory block.
Needed for the Draw overhaul.
2022-10-03 09:14:29 +09:00
Bill Currie
c028e15943 [vulkan] Add a couple of staging helper functions
I got tired of writing the same 13 or so lines of code over and over (it
actually put me off experimenting with Vulkan). Thus...

QFV_PacketCopyBuffer does the work of handling barriers and a (full
packet) copy from the staging buffer to a GPU buffer.

QFV_PacketCopyImage does a similar job, but for images. However, it
still needs a lot of work, but it does make getting a basic texture onto
the GPU much less of a hassle.

Both functions should make staging data much less error-prone.
2022-10-03 09:09:34 +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
0352af4542 [vulkan] Initialize resource image from tex_t
This moves the qfv_resobj_t image initialization code from the IQM
loader into the resource management code. This will allow me to reuse
the code for setting up glyph data. As a bonus, it cleans up the IQM
code nicely.
2022-10-02 20:45:20 +09:00
Bill Currie
ac8d71733e [vulkan] Clean up QFV_duSetObjectName usage a little
Moving the param calculations into QFV_duSetObjectName params prevents
warnings when debug is disabled without having to use (void) hacks.
2022-10-02 15:07:04 +09:00