Commit graph

11 commits

Author SHA1 Message Date
Bill Currie
00cade072c [vulkan] Implement order implement transparency
It's a bit flaky for particles, especially at higher frame rates, but
that's due to supporting only 64 overlapping pixels. A reasonable
solution is probably switching to a priority heap for the "sort" and
upping the limit.
2022-12-01 03:00:47 +09:00
Bill Currie
30b38d7f3f [vulkan] Implement particle rendering
They sort of kind of maybe try to work, but there's plenty wrong. I
suspect synchronization and probably other factors.
2022-11-28 10:21:20 +09:00
Bill Currie
3603f90718 [vulkan] Implement BSP surface transparency
Surfaces marked with SURF_DRAWALPHA but not SURF_DRAWTURB are put in a
separate queue for the water shader and run with a turb scale of 0.
Also, entities with colormod alpha < 1 are marked to go in the same
queue as SURF_DRAWALPHA surfaces (ie, no SURF_DRAWTURB unless the
model's texture indicated such).
2022-09-22 09:31:04 +09:00
Bill Currie
a08261c620 [vulkan] Use a buffer for entity transform and color data
This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.
2022-05-25 00:17:57 +09:00
Bill Currie
0d609efbc6 [vulkan] Implement water alpha
I'm not sure it's working properly, but that compose pass is suspect,
especially with respect to lighting.
2022-05-22 11:59:53 +09:00
Bill Currie
db6c76d583 [vulkan] Abandon bindless rendering
At least for now, it is more trouble than it is worth as it (or my
implementation of it) breaks lavapipe and renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
8c5c39cbe4 [vulkan] Mix turb full-brights into main color
I'd forgotten (when doing the original brush texture loader) that
turbulent surfaces were unlit and thus always full-bright, then never
wrote the turb shader to take care of it. The best solution seems to be
to just mix the two colors in the shader as it will allow turb surfaces
to be lit in the future (probably with severely limited light counts due
to being a forward renderer).
2021-12-24 06:45:13 +09:00
Bill Currie
11492d77ce [vulkan] Switch bsp renderer to multi-texture
I guess it's not quite bindless as the texture index is a push constant,
but it seems to work well (and I may have fixed some full-bright issues
by accident, though I suspect that's just my imagination, but they do
look good).
2021-12-24 06:45:13 +09:00
Bill Currie
2740f6093b [vulkan] Update shaders and layouts for new scheme
Still need to work on the code, though.
2021-12-24 06:45:13 +09:00
Bill Currie
ff6d6f6dd6 [vulkan] Rework shaders and pipelines for bindless textures
Smashing everything in the process :P (need to work on the C side).
However, while bindless is supposedly good for performance, the biggest
gain this will bring is portability: the texture counts are
automatically limited to what the hardware can handle, and the reliance
on push descriptors is removed (though they were nice and did help get
things up and running).
2021-12-24 06:45:13 +09:00
Bill Currie
7e946a4de9 [vulkan] Implement water surface rendering
They're unlit (fullbright, but that's nothing new for quake), but
working nicely. As a bonus, sort out the sky pass (forced to due to the
way command buffers are used).
2021-03-23 12:24:24 +09:00