Of course, it's not as correct as glsl or sw due to using polygons and
uvs rather than a fragment shader (not that such is out of the question
since GL 3.0 is requested, but I don't feel like getting shaders going
just for a couple of post-processing effects in an obsolete renderer).
The code dealing with state is a bit of a mess, but everything is
working nicely. Get around 400fps when all 6 faces need to be rendered
(no surprise: it should be about 1/6 of that for normal rendering). The
messy state handling code did not come as a surprise as I suspected
there were various mistakes in my scene rendering "recipe", and fisheye
highlighted them nicely (I'm sure getting this stuff working in Vulkan
will highlight even more issues).
Finally, after a decade :P Looks pretty good, too, and is (almost)
properly scaled to the resolution (almost because the effect is a little
squashed, but I think the sw renderer does the same).
Again, gl/vulkan not working yet (on the assumption that sw would be
trickier).
Fisheye overrides water warp because updating the projection map every
frame is far too expensive.
I've added a post-process pass to the interface in order to hide the
implementation details, but I'm not sure I'm happy about how the
multi-pass rendering for cube maps is handled (or having the frame
buffers as exposed as they are), but mainly because Vulkan will make
implementation interesting.
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
I got tired of having to maintain two separate software renderers, but
didn't want to just nuke sw32, so its core changes are merged into sw.
Alias model rendering is broken, but I know exactly what's wrong and how
to fix it, just need to take care due to asm.
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
This gets the pipelines loaded (and unloaded on shutdown). Probably the
easy part :P. Still need to sort out the command buffers,
synchronization, and particle generation (and probably a bunch else
that's not coming to mind).
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).
The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
This adds the shaders and the pipeline specs. I'm not sure that the
deferred rendering side of the render pass is appropriate, but I thought
I'd give it a go, since quake sprites are really cutoff rather than
translucent.
As the sw renderer's implementation was the closest to id's, it was used
as the model (thus a fair bit of cleanup is still needed). This fixes
some incorrect implementations in glsl and gl.
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.
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.
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).
The static libs are used to build the plugins, but make it easy to use
only those modules needed for tests. Fixes the link error when running
"make check" with non-static plugins.
Lighting doesn't actually do lights yet, but it's producing pixels.
Translucent seems to be working (2d draw uses it), and compose seems to
be working.
After getting lights even vaguely working for alias models, I realized
that it just wasn't going to be feasible to do nice lighting with
forward rendering. This gets the bulk of the work done for deferred
rendering, but still need to sort out the shaders before any real
testing can be done.
I had originally planned on mixing the stage management with general
texture support code like I did in glsl, but I think that was a mistake
and I did keep looking for scrap.[ch] when I wanted to edit something to
do with the scrap...
It optionally generates mipmaps, and supports the main texture types
(especially for texture packs), including palettes, but is otherwise
rather unsophisticated code. Needs a lot of work, but testing first.
The scrap texture did very good things for the glsl renderer and the
better control over data copying might help it do even better things for
vulkan, especially with lots of little icons.
r_screen because of SCR_UpdateScreen, and r_cvar because the cvars
really should never have been in a plugin in the first place (and
r_screen needed access).
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
Shaders can be built as spv files and installed into
$libdir/quakeforge/shaders or as spvc files and compiled into the
engine. Loading supports $builtin/name to access builtin shaders,
$shader/path to access external standard shaders and quake filesystem
access for all other paths.