Commit graph

283 commits

Author SHA1 Message Date
Bill Currie
88b3965794 [vulkan] Pick up vulkan.h from correct location
Well... it could be done better, but this works for now assuming it's in
/usr/include (and it's correct for mxe builts). Does need proper
autoconfiscation, though.
2021-11-19 22:36:19 +09:00
Bill Currie
a4f71cb4d5 [renderer] Clean out unneeded input.h includes
I really don't know how it goot into the gl/glsl vid_common files, but I
imagine it propogated to vulkan because I copied one then cloned from
there.
2021-10-01 13:11:14 +09:00
Bill Currie
a6a273bb07 [vulkan] Fix up test function api
Whil I can't automatically run the tests in windows builds, at least I
can make sure they build (and run individual ones by hand as necessary).
2021-08-11 12:31:03 +09:00
Bill Currie
42dc30ec29 [vulkan] Increase main staging buffer to 32MB
1k 32bpp sky textures need 24MB to load. Though there's always better
handling of running out of stating buffer (ie, flushing and trying
again).
2021-08-02 23:17:55 +09:00
Bill Currie
ec54c54226 [build] Fix some windows bitrot 2021-08-02 14:02:41 +09:00
Bill Currie
674ffa0941 [util] Make bsp_t counts size_t
and other bsp data counts unsigned, and clean up the resulting mess.
2021-08-01 21:54:05 +09:00
Bill Currie
50740c1014 [model] Remove the confusion about numleafs
The fact that numleafs did not include leaf 0 actually caused in many
places due to never being sure whether to add 1. Hopefully this fixes
some of the confusion. (and that comment in sv_init didn't last long :P)
2021-07-27 12:38:08 +09:00
Bill Currie
2e33503c4c [vulkan] Fix a missed array index edit
Caused by the view model implementation, and missed because gcc needs
optimization to cache such errors (and my own error, of course).
2021-07-26 11:43:31 +09:00
Bill Currie
f47e03e606 [model] Remove 64k limit on visible leafs
Modern maps can have many more leafs (eg, ad_tears has 98983 leafs).
Using set_t makes dynamic leaf counts easy to support and the code much
easier to read (though set_is_member and the iterators are a little
slower). The main thing to watch out for is the novis set and the set
returned by Mod_LeafPVS never shrink, and may have excess elements (ie,
indicate that nonexistent leafs are visible).
2021-07-26 11:32:05 +09:00
Bill Currie
7995f59a90 [vulkan] Set the 2d near distance to 0
-999999 seems to be a hold-over from the software renderer passed
through both gl renderers. I guess it didn't matter in the gl renderers
due to various draw hacks, but it made quite a difference in vulkan.
Fixes the view model covering the hud.
2021-07-25 14:21:37 +09:00
Bill Currie
56c2fa380b [vulkan] Implement view model rendering
Quake just looked wrong without the view model. I can't say I like the
way the depth range is hacked, but it was necessary because the view
model needs to be processed along with the rest of the alias models
(didn't feel like adding more command buffers, which I imagine would be
expensive with the pipeline switching).
2021-07-25 14:03:25 +09:00
Bill Currie
7868936b96 [vulkan] Correct the skysheet scaling
Dunno where that 8 came from, but it's quite a bit different from 189/64
(2.953125). Fixes the excessively high skies in vulkan.
2021-07-24 14:23:06 +09:00
Bill Currie
40a26e4bc8 [scene] Rename libQFentity to libQFscene
And start working on scene management.
2021-07-24 14:20:59 +09:00
Bill Currie
49afdde77f [vulkan] Add some comments and clean some code
Figuring out bsp rendering for shadows is a fair bit harder than
expected :P
2021-07-22 16:15:14 +09:00
Bill Currie
f1ac8f2460 [renderer] Remove currententity from non-sw renderers
Really needed only for vulkan, but removing currententity from gl and
glsl made testing easier.
2021-07-22 16:15:14 +09:00
Bill Currie
0f259c647b [vulkan] Clean out some dead code
While I might want to support lightmaps in the future (eg, for ambient
occlusion), the commented out code is confusing.
2021-07-21 14:54:07 +09:00
Bill Currie
5864406f4d [vulkan] Enable all lights when camera out of map
Without shadows, this is quite the cheat, but noclip is a cheat anyway,
so probably not that big a deal. It does, however, make noclip usable
for debugging.
2021-07-21 14:15:56 +09:00
Bill Currie
6962c5948a [vulkan] Clean up some more unused bsp data
Since vulkan supports 32-bit indexes, there's no need for the
shenanigans the EGL-based glsl renderer had to go through to render bsp
models (maps often had quite a bit more than 65536 vertices), though the
reduced GPU memory requirements of 16-bit indices does have its
advantages.
2021-07-19 23:38:09 +09:00
Bill Currie
924c970868 [vulkan] Pre-compute the sun's PVS
Any sun (a directional light) is in the outside node, which due to not
having its own PVS data is visible to all nodes, but that's a tad
excessive. However, any leaf node with sky surfaces will potentially see
any suns, and leaf nodes with no sky surfaces will see the sun only if
they can see a leaf that does have sky surfaces. This can be quite
expensive to calculate (already known to be moderately expensive for
just the camera leaf node (singular!) when checking for in-map lights)
2021-07-19 22:36:51 +09:00
Bill Currie
87dc35e2fd [renderer] Be more consistent with msurface_t names
Use "surf" everywhere in gl, glsl and vulkan. Not worried about sw/sw32
at this stage (I don't poke around in there anywhere near as much).
2021-07-19 06:55:36 +09:00
Bill Currie
f7efcde7ab [vulkan] Clean up and document some of the bsp code
Getting close to understanding (again) how it all works. I only just
barely understood when I got vulkan's renderer running, but I really
need to understand for when I modify things for shadows. The main thing
hurdle was tinst, but that was dealt with in the previous commit, and
now it's just sorting out the mess of elechains and elementss.
2021-07-13 22:59:51 +09:00
Bill Currie
c8e6f71a30 [renderer] Remove tinst from msurface_t
Its sole purpose was to pass the newly allocated instsurf when chaining
an instance model (ammo box, etc) surface, but using expresion
statements removes the need for such shenanigans, and even makes
msurface_t that little bit smaller (though a separate array would be
much better for cache coherence).

More importantly, the relevant code is actually easier to understand: I
spent way too long working out what tinst was for and why it was never
cleared.
2021-07-13 16:02:47 +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
f18e1366ba [vulkan] Silence vkgen's debug output
It was hidden by qwaq-curses, but the switch to using qwaq-cmd made it
pretty obvious.
2021-07-06 12:27:21 +09:00
Bill Currie
ae58a8ba5d [qwaq] Create a commandline-only version of qwaq
qwaq-curses has its place, but its use for running vkgen was really a
placeholder because I didn't feel like sorting out the different
initialization requirements at the time. qwaq-cmd has the (currently
unnecessary) threading power of qwaq-curses, but doesn't include any UI
stuff and thus doesn't need curses. The work also paves the way for
qwaq-x11 to become a proper engine (though sorting out its init will be
taken care of later).

Fixes #15.
2021-07-06 12:25:24 +09:00
Bill Currie
490cf966f9 [vulkan] Fix compiling on 32-bit systems
Casting between ints and pointers can be awkward.
2021-07-06 11:54:12 +09:00
Bill Currie
813497a1aa [ui] Create library for UI support code
Currently this has text buffer, input line, vrect and view code.
2021-06-12 22:50:51 +09:00
Bill Currie
897f8ebfbe [vulkan] Fix vkgen linking
I had missed the edit while getting qf to build on my eeepc due to not
having vulkan.
2021-06-01 19:10:01 +09:00
Bill Currie
758a44a946 [vulkan] Fix an uninitialized variable warning
semi-bogus, but I prefer false positives to false negatives.
2021-06-01 19:09:03 +09:00
Bill Currie
c5f2aca07d [vulkan] Conditionalize vulkan tests 2021-06-01 18:53:53 +09:00
Bill Currie
85087177bf [vulkan] Conditionalize build of vkgen
vkgen cannot be built if vulkan headers are unavailable.
2021-06-01 18:53:53 +09:00
Bill Currie
1cf40be484 [vulkan] Create shadow maps and basic data
I will definitely need to look into sparse images later (2.3GB for
marcher) but the shadow map images, views and matrices are created.
2021-04-29 20:54:38 +09:00
Bill Currie
562f3c2fe2 [vulkan] Add tan and cos perspective projection
The tan and cos versions allow specifying the fov directly from the tan
or cos of the half angle, useful for dealing with lights.
2021-04-29 19:27:01 +09:00
Bill Currie
c86f0c9449 [vulkan] Move projection matrix code to its own file
And move more stuff over to simd.
2021-04-25 15:48:21 +09:00
Bill Currie
590f0f18bc [vulkan] Check leaf sky visibility for suns
And fix some out-by-one errors for leaf visibility (pvs index 0 is
actually leaf index 1)
2021-04-25 12:27:07 +09:00
Bill Currie
ae231319ea [vulkan] Implement all the extended light models
Standard quake has just linear, but the modding community added inverse,
inverse-square (raw and offset (1/(r^2+1)), infinite (sun), and
ambient (minlight). Other than the lack of shadows, marcher now looks
really good.
2021-04-25 12:27:07 +09:00
Bill Currie
52168da93e [vulkan] Don't lose other sky cube faces
Because LoadImage uses Hunk_TempAlloc, the face images need to be copied
individually. Really, what's neeeded is to be able to load the image
data into a pre-allocated buffer (ideally, the staging buffer for
vulkan, but that's for later).
2021-04-25 08:38:48 +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
dc9b64fadd [vulkan] Clean up image barriers a bit
Mostly, this gets the stage flags in with the barrier, but also adds a
couple more barrier templates. It should make for slightly less verbose
code, and one less opportunity for error (mismatched barrier/stages).
2021-04-24 12:42:29 +09:00
Bill Currie
8c03ed8be5 [vulkan] Start work on shadows
This gets the shaders needed for creating shadow maps, and the changes
to the lighting pipeline for binding the shadow maps, but no generation
or reading is done yet. It feels like parts of various systems are
getting a little big for their britches and I need to do an audit of
various things.
2021-04-24 10:40:39 +09:00
Bill Currie
c29e9828b6 [vulkan] Clean up misuse of va for vulkan handles
The built up "path" name of the handle resource was not always surviving
the intervening call to cexpr_eval_string (in particular, when other
handles were created in the process of creating a handle). Rather than
simply increase the number of va buffers (where would it end?), just
regenerate the path when adding the new handle. It's probably quick
enough, and the code is not usually not on a critical path.
2021-04-22 19:47:42 +09:00
Bill Currie
140425be33 [vulkan] Name some more objects
Shaders and descriptor set layouts.
2021-04-19 18:07:45 +09:00
Bill Currie
2918410b30 [vulkan] Fix a couple of minor issues
Magic number for compose descriptors and mistaken masking of vulkan
plist parse errors.
2021-04-19 18:07:45 +09:00
Bill Currie
52bfb0aeb0 [vulkan] Label the drawing command buffers 2021-04-19 18:07:45 +09:00
Bill Currie
da39bb2df3 [vulkan] Use more correct dependency flags
I was reading about multi-pass rendering on mobile devices
(https://developer.oculus.com/blog/loads-stores-passes-and-advanced-gpu-pipelines/)
and discovered that I had used the wrong flags (but then, I think Graham
Sellers had, too, since used his Vulkan Programming Guide as a
reference). Doesn't seem to make any difference on desktop, but as
there's no loss there, but potential gains on mobile, I'd say it's a
win.
2021-04-18 18:56:31 +09:00
Bill Currie
64bfaeca6c [vulkan] Skip values array for empty enum symtabs
Fixes an unused warning/error when the enum has no interesting values
(eg, VkRenderPassCreateFlagBits on older versions of the vulkan api).
2021-04-03 00:06:54 +09:00
Bill Currie
e50a079f72 [vulkan] Fix some 32-bit compatibility issues
mostly dealing with vulkan's handles always being 64-bit, but pointers
being either 32 or 64.
2021-04-02 08:48:11 +09:00
Bill Currie
37d35811e3 [vid,render] Clean up fov and aspect
vid.aspect is removed (for now) as it was not really the right idea (I
really didn't know what I was doing at the time). Nicely, this *almost*
fixes the fov bug on fresh installs: the view is now properly
upside-down rather than just flipped vertically (ie, it's now rotated
180 degrees).
2021-04-01 19:17:19 +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