Commit graph

2710 commits

Author SHA1 Message Date
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
f436806006 [scene] Remove full_transform from renderer_t
I've wanted to do this for a long while, but I finally got the
motivation to clean up the two uses in gl and glsl. Removes 64 bytes
from the struct.
2023-08-05 15:56:01 +09:00
Bill Currie
15d7222ebb [model] Remove Mod_LeafPVS in favor of mix/set
The use of a static set makes Mod_LeafPVS not thread safe and also means
that the set is not usable with the set iterators after going to a
smaller map from a larger map.
2023-08-05 11:51:01 +09:00
Bill Currie
7294a77356 [client] Put dynamic lights on separate entities
Dynamic lights can't go directly on visible entities as one or the other
will fail to be queued. In addition, the number of lights on an entity
needs to be limited. For now, one general purpose light for various
effects (eg, quad damage etc) and one for the muzzle flash.
2023-08-05 01:42:15 +09:00
Bill Currie
fb818d15d9 [scene] Support extra component systems
I've finally come across the need for "client" (hah) code to have
additional components on scene entities.
2023-08-05 01:35:09 +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
35ec2ebb4c [scene] Move dynamic lights into the scene ECS
While the insertion of dlights into the BSP might wind up being overly
expensive, the automatic management of the component pool cleans up the
various loops in the renderers.

Unfortunately, (current bug) lights on entities cause the entity to
disappear due to how the entity queue system works, and the doubled
efrag chain causes crashes when changing maps, meaning lights should be
on their own entities, not additional components on entities with
visible models.

Also, the vulkan renderer segfaults on dlights (fix incoming, along with
shadows for dlights).
2023-08-04 15:08:56 +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
7487a00b36 [renderer] Return number of nearby dynamic lights
It allows for a minor optimization when allocating resources for those
lights.
2023-08-01 23:28:24 +09:00
Bill Currie
a50bc1c6ef [scene] Make light style unsigned
Not that it really matters for only 64 styles, but it feels more
consistent.
2023-08-01 23:26:26 +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
123bf14784 [scene] Add a leaf component to lights
Regular leaf number for positional lights, 0 for directional, and ~0 for
ambient.
2023-07-27 15:50:53 +09:00
Bill Currie
2790972cb0 [renderer] Separate core of R_MarkLeaves
I needed to mark leaves based on an arbitrary PVS (for lighting) that is
independent of the camera position. Also cleaned up some const
correctness.
2023-07-27 15:43:47 +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
05f0fe9204 [scene] Add a render-internal lightid component
The vulkan shadow code needs to associate extra information with the
lights, but I don't want such renderer-specific data in the scene.
2023-07-24 19:11:18 +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
72f6048a20 [scene] Put lights into the bsp tree via efrags
This eliminates the O(N^2) (N = map leaf count) operation of finding
visible lights and will later allow for finer culling of the lights as
they can be tested against the leaf volume (which they currently are
not as this was just getting things going). However, this has severely
hurt ad_tears' performance (I suspect due to the extreme number of
leafs), but the speed seems to be very steady. Hopefully, reconstructing
the vis clusters will help (I imagine it will help in many places, not
just lights).
2023-07-22 17:53:07 +09:00
Bill Currie
c0f8d102ad [scene] Implement Scene_FreeAllEntities (and use it)
I guess I wasn't sure how to find all the allocated entities from within
the registry, but it turned out to be trivial. This takes care of leaked
static entities (and, in a later commit, leaked light entities, which is
how I found the problem).
2023-07-22 16:50:18 +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
a9fb1e5720 [ui] Remove IMUI_FlexibleSpace prototype
The function doesn't exist and likely never will.
2023-07-21 12:35:56 +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
6e9f50ffe4 [vid] Ensure window size gets sent after init
This fixes a pile of window size related issues I've seen for a while,
but most importantly, some nastiness with division by 0 and segfaults.
2023-07-14 11:57:36 +09:00
Bill Currie
bf3d57cdbf [ui] Return whether events to imui were consumed
Needed for non-ui handling of events (eg, mouse interaction with the
main screen).
2023-07-14 11:25:50 +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
1490379c04 [renderer] Add a debug_ui render function
The idea is the UI system can call into the renderer without knowing
anything about the renderer, and the renderer can do what it pleases to
create UI elements in the correct context (passes as a parameter).
2023-07-13 14:22:31 +09:00
Bill Currie
6d7e1064ec [ui] Support anchoring and extending panels
Panels can be anchored to a widget in another hierarchy, allowing for
things like cascading menus. They can also be extended via referencing
them by name, allowing for subsystems to add items to an already panel
(eg, extending a menu).
2023-07-13 14:22:31 +09:00
Bill Currie
1404b85846 [ui] Give panels/windows a group offset
This allows for finer control of render order and thus layering (will be
important for menus).
2023-07-12 10:17:43 +09:00
Bill Currie
d0d39ecee0 [renderer] Allow the camera to be overridden
Necessary for a debug camera.
2023-07-12 00:47:40 +09:00
Bill Currie
4522264c57 [ui] Fix an include order issue
Concrete sized arrays need concrete types.
2023-07-11 12:04:32 +09:00
Bill Currie
1b89598b28 [renderer] Clean up SCR_UpdateScreen a little
SCR_UpdateScreen_Legacy now takes only the screen functions pointer (it
didn't need camera or realtime), and the camera sizzle code has been
moved into one place to make cleaning it up easier (when I get around to
auditing AngleVectors etc).
2023-07-11 11:41:14 +09:00
Bill Currie
24b5066760 [ui] Implement panel widgets and use for windows
The intent is to use them for menus, tooltips and anything else along
those lines, but windows was a good starting point (and puts a border
along the top of the window too).
2023-07-11 10:04:07 +09:00
Bill Currie
48cc4db45d [ui] Give windows a small border
It's currently hard-coded to black, but it makes the windows much easier
to see when overlapping.
2023-07-10 22:10:04 +09:00
Bill Currie
4e7bd11415 [build] Clean up make distcheck issues 2023-07-10 11:12:22 +09:00
Bill Currie
79e4a5f6a8 [ui] Add the concept of draw order to canvases
Canvas draw order is sorted by group then order within the group. As a
fallback, the canvas entity id is used to keep the sort stable, but
that's only as stable as the ids themselves (if the canvases are
destroyed and recreated, the ids may switch around).
2023-07-09 23:27:26 +09:00
Bill Currie
c2d68f5495 [ui] Avoid creating a subpool for the canvas component
It's never used and just not needed.
2023-07-09 22:22:05 +09:00
Bill Currie
f359f47e54 [ui] Add a formatted label (like printf)
Formatted printing is just too handy, and having to use va all the time
is a bit of a pain.
2023-07-09 12:10:28 +09:00
Bill Currie
a8b80c4be5 [ui] Delete subpools when a canvas is deleted
Yet another finger in the memory dyke.
2023-07-09 12:06:08 +09:00