Commit graph

2165 commits

Author SHA1 Message Date
Bill Currie
a905dcd4f9 [renderer] Update particle scale
It seems I forgot this and didn't notice until now. The glsl renderer's
particles (style 1) look a lot better now.
2023-10-03 18:37:59 +09:00
Bill Currie
4554ea47b0 [glsl] Apply an old debug stash for trails
The code is mostly disabled, but this should prevent too much bitrot.
2023-10-03 15:05:13 +09:00
Bill Currie
c5731374cd [glsl] Separate out the trails implementation
This gets things *compiling* again, though it's still non-functional and
definitely wrong (don't want trail in renderer_t), but I need to think
about the design for getting trails as components. Also need to think
about integrating trails into the client effects system so trails can be
shared between renderers.
2023-10-03 13:49:25 +09:00
Bill Currie
6423c13108 Merge branch 'master' into wip-trails 2023-10-02 00:48:14 +09:00
Bill Currie
5c32077c2a [iqm] Use type-specified enums
This should make debugging a little easier in the future.
2023-09-04 12:24:40 +09:00
Bill Currie
084ac76f55 [vulkan] Use identity for vertices with no bone weights
Since the identity matrix is mixed in with the other bones, interesting
things will happen if the bone weights don't add up to 1 and are not all
zero.
2023-09-04 11:08:55 +09:00
Bill Currie
8a0246c910 [ruamoko] Add type info for algebra types
And get vector type views working in the debugger.
2023-08-26 23:01:01 +09:00
Bill Currie
a238eac75b [vulkan] Ensure the barriers array is initialized
I'm not sure what's up, but arm gcc thinks the array isn't properly
initialized even though x86_64 gcc does. Maybe something with padding.
At least c23 makes it easy to 0-initialize VLAs.
2023-08-17 12:54:28 +09:00
Bill Currie
ab5f28f743 [vulkan] Allocate map spaces for dynamic lights
I'm actually surprised anything worked, though I guess it was just the
one entry getting corrupted (and not 32, but I figured allocate slots
for all of the dynamic lights just in case). Or none, really, since
larger scenes (ie, those with multiple lights that fit in the same image
size) would result in not all the maps getting used and thus one spare
for dynamic lights.
2023-08-16 10:54:42 +09:00
Bill Currie
c46e15af9b [vulkan] Up max lights to 2048 and quantize sizes
This seems excessive, but gmsp3v2 map has 1399 lights. Worse, it has a
lot of different light sizes that go up by small increments (generally
around 10) resulting in 33 shadow map images (1 too many). Quantizing
the sizes to 32 drops this nicely to 20, and reduces memory consumption
slightly too (image buffer overhead, I guess).
2023-08-15 14:44:38 +09:00
Bill Currie
efea07f488 [gl,glsl,sw] Skip onlyshadows alias models
While the gl renderer does (or did) have it's attempt at shadows, the
others don't even try, thus the onlyshadows-marked player model doesn't
work so well (looks rather goofy seeing the arms like that).
2023-08-14 14:53:43 +09:00
Bill Currie
70b60456a8 [vulkan] Implement direction shadow lighting
Finally, even suns cast shadows :)
2023-08-14 02:41:38 +09:00
Bill Currie
a3e99435df [vulkan] Clean up lighting shaders a little
Having more than one copy of ShadowMatrices went against my plans, and I
had trouble finding the attachments set (light_attach.h wasn't such a
good idea).
2023-08-13 18:06:28 +09:00
Bill Currie
618740663b [vulkan] Implement CSM rendering
This covers only the rendering of the shadow maps (actual use still
needs to be implemented). Working with orthographic projection matrices
is surprisingly difficult, partly because creating one includes the
translations needed to get the scene into the view (and depth range),
which means care needs to be taken with the view (camera) matrix in
order to avoid double-translating depending on just how the orthographic
matrix is set up (if it's set up to focus on the origin, then the camera
matrix will need translation, otherwise the camera matrix needs to avoid
translation).
2023-08-13 17:36:32 +09:00
Bill Currie
f3ca2f158b [vulkan] Add a scatter buffer copy function
Updating directional light CSM matrices made me realize I needed to be
able to send the contents of a packet to multiple locations in a buffer
(I may need to extend it to multiple buffers). Seems to work, but I have
only the one directional light with which to test.
2023-08-13 17:30:59 +09:00
Bill Currie
558e11e9b7 [vulkan] Make near and far clip explicit parameters
This improves the projection API in that near clip is a parameter rather
than being taken directly from the cvar, and a far clip (ie, finite far
plane) version is available (necessary for cascaded shadow maps as it's
rather hard to fit a box to an infinite frustum).

Also, the orthographic projection matrix is now reversed as per the
perspective matrix (and the code tidied up a little), and a version that
takes min and max vectors is available.
2023-08-13 17:30:24 +09:00
Bill Currie
2b879af3e1 Fix most of the hacks for clang
gcc didn't like a couple of the changes (rightly so: one was actually
incorrect), and the fix for qfcc I didn't think to suggest while working
with Emily.

The general CFLAGS etc fixes mostly required just getting the order of
operations right: check for attributes after setting the warnings flags,
though those needed some care for gcc as it began warning about main
wanting the const attribute.

Fixing the imui link errors required moving the ui functions and setup
to vulkan_lighting.c, which is really the only place they're used.
2023-08-11 18:29:30 +09:00
Th3T3chn0G1t
3098b5d3f7 Implement clang support
Fixing a load of issues related to autoconf and some small source-level issues to re-add clang support.
autoconf feature detection probably needs some addressing - partially as -Werror is applied late.
2023-08-11 14:25:01 +09:00
Bill Currie
079e2c055a [vulkan] Add more light debug info
Lines are drawn for a light's leaf, the leafs visible to it, or those in
its efrags chain. Still no idea why lights are drawing when they
shouldn't. Deek suggest holes in the map, but I think if that was the
case, there'd be something visible. My suspicion is I'm doing something
wrong in with efrags.
2023-08-10 09:38:42 +09:00
Bill Currie
0bcfa961b3 [vulkan] Up the size of the bsp index buffers
With three independent passes, it's possible to use up to 3 times the
indices.
2023-08-10 09:37:07 +09:00
Bill Currie
481c12468e [vulkan] Show surfaces for selected light leaf
This has resulted in some rather interesting information: it seems the
surfaces (and thus, presumably bounding boxes) for leafs have little to
do with the actual leaf node's volume.
2023-08-09 02:01:47 +09:00
Bill Currie
5bc1924a25 [vulkan] Clean up some bsp pass name confusion
I had gotten stage and pass confused at some stage. Also, name the
passes in C (enum).
2023-08-08 19:23:30 +09:00
Bill Currie
a5fcc41d08 [vulkan] Rename bsp aux pass to shadow
Much better name.
2023-08-08 18:04:58 +09:00
Bill Currie
d9c6db8865 [vulkan] Create a window for selected entities
Now the mouse-picking is starting to get useful. The window for an
entity shows its attached components (and their data if a function is
available).
2023-08-08 17:12:39 +09:00
Bill Currie
44c1ef5968 [vulkan] Correct the size of cone splats
I really don't know what I was thinking when I wrote that code. Maybe I
was trying for a half angle. Now the rendered "cone" matches up with a
hard-clipped cone light (soft edges stick out a bit).
2023-08-08 16:00:24 +09:00
Bill Currie
c99a49a958 [vulkan] Save the current scene in the scene context
Now this I really don't know why I didn't do when I first created the
context.
2023-08-08 12:00:03 +09:00
Bill Currie
ff5d4d8de1 [vulkan] Move Vulkan_NewScene into vulkan_scene
It probably should have been there all along, and with this
vulkan_main/qf_main goes away.
2023-08-08 11:52:31 +09:00
Bill Currie
1745d3bccc [vulkan] Implement mouse-picking for light entities
Currently, only light entities get drawn to the entid buffer, and the
ids are simply displayed in a window for now (not very useful yet).
2023-08-07 17:47:49 +09:00
Bill Currie
be5ab7b864 [renderer] Add a comment about the start map issue
I spent way too long tracking down the easy teleporter disappearing only
to realize it might be the watervised map. After moving it out of the
way and using id's maps, it works just fine.
2023-08-06 02:32:11 +09:00
Bill Currie
42ce1f1a86 [renderer] Fix a silly double set test
No wonder the final changes didn't make as much difference as I
expected.
2023-08-06 00:21:54 +09:00
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
452459297d [vulkan] Remove hard-coded shadow bias
It didn't really work all that well and isn't necessary with the
front-face culling. One less op per pixel.
2023-08-05 19:59:53 +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
f77ad8a676 [vulkan] Use front-face culling for shadow passes
This clears up the shadow acne, but does cause problems with lights
inside models. However, this can be fixed by setting the models to not
cast shadows.
2023-08-05 13:22:29 +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
0d4ffb02bc [vulkan] Avoid drawing too many dynamic lights
Trying to draw too many dynamic lights results in various crashes due to
the resources being preallocated.
2023-08-05 01:25:26 +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
7537cb8d1c [vulkan] Correct OIT sorting
The reversed depth buffer is very nice, but it also reversed the OIT
blending. Too much demo watching not enough walking around in the maps
(especially start near the episode 4 gate).
2023-08-04 14:51:49 +09:00
Bill Currie
6fe127dd0b [vulkan] Render all the requested lights
Starting at start and ending at count doesn't end as well as one might
like.
2023-08-03 22:12:33 +09:00
Bill Currie
e4ed868023 [vulkan] Simplify cubemap frame conversion
Don't need a whole matrix multiply when a swizzle and single vector
multiply will do.
2023-08-03 11:56:01 +09:00
Bill Currie
71934b15f4 [vulkan] Avoid alias depth hack in shadow pass
This protects the view model from incorrect self-shadowing.
2023-08-03 09:55:53 +09:00
Bill Currie
19a5cb562c [vulkan] Avoid bsp back-face cull in shadow pass
When rendering shadow maps, all the faces are needed, not just those
facing the pseudo-camera (due to the null-point of the shadow pass
view).
2023-08-03 09:22:54 +09:00
Bill Currie
2fbe44a72e [vulkan] Get point light shadows working
Other than the rather bad shadow acne, this is actually quake itself
working nicely. Still need to get directional lights working for
community maps, and all sorts of other little things (hide view model,
show player, fix brush backfaces, etc).
2023-08-03 00:15:42 +09:00
Bill Currie
1fe0f5ffd5 [vulkan] Get spotlight shadows working
They currently have a hard-coded bias of 0.5 pixels (if I'm doing my
math correctly) to combat the shadow acne, but look pretty good.
2023-08-02 19:34:37 +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
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
4ccd4ba3c7 [vulkan] Clean up some bitrot int the forward renderer
The recent changes for planes and shadows broke the forward renderer
pipeline spec.
2023-07-30 13:47:47 +09:00
Bill Currie
ffb113fa65 [vulkan] Fix some typos 2023-07-30 13:06:37 +09:00
Bill Currie
14c94711fd [vulkan] Compute correct matrices for spots and points
Directional lights don't get correct matrices yet as I need to study the
math involved for cascaded shadow maps (and id maps don't have
directional lights).

Getting spotlights working correctly was insanely frustrating: I just
couldn't get the entities into the view of the spotlight with any
sensible combination of inverses and the z_up matrix. It turned out it
was all due to an incorrect reference vector: it was +Z instead of +X.
2023-07-30 11:59:47 +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
fc946a604d [vulkan] Set default frames in flight to 2
Having 3 frames doesn't gain much of anything and costs 50% extra memory
as well as another frame of latency.
2023-07-27 16:16:33 +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
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
f7fce957e8 [renderer] Boost R_MarkLeaves very slightly
Using set iterators can be quite a lot faster for sparse sets due to the
function call overhead in testing each element. Times for ad_tears
dropped from about 1200us to about 670us (hard to say due to there being
only 3 data points and a lot of noise in the time).
2023-07-25 15:22:45 +09:00
Bill Currie
1f99f89a4a Fix some printf portability issues 2023-07-25 15:07:17 +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
faa2245220 [vulkan] Correct dummy field name for labeledsingle
I didn't realize why labeledsingle had problems because most of the uses
where where the names were the same.
2023-07-24 19:11:18 +09:00
Bill Currie
2fa44c03a6 [vulkan] Allow process steps to have render or compute
If a step has process tasks, any render or compute
pipelines/renderpasses are **not** run automatically: the idea is the
process tasks need to run the relevant pipelines in a custom manner but
needs the objects to be created.
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
35540dfc79 [vulkan] Correct bsp stage/pass parameters
While it doesn't affect the operation, it does affect the readability of
the code because pass is meant for mainpass vs the multiple shadow
passes.
2023-07-24 19:11:18 +09:00
Bill Currie
07d9749b53 [renderer] Don't clear efrags in SCR_NewScene
The recent light changes highlighted that the renderer does not own the
efrags (segfault in qwaq when shutting down my test scene). After
digging through the history of efrag clearing, it turns out that the
renderer never owned them, I just didn't understand the concept of
scenes at the time that I moved efrags into the renderer.
2023-07-23 00:55:31 +09:00
Bill Currie
9e1810a2a9 [vulkan] Get shadow map image creation working again
The switch to using the ECS for lights temporarily broke the generation
of the images, but getting things going again was fairly easy.
2023-07-22 22:41:05 +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
befb3ca31b [vulkan] Clamp composed values to >= 0
This takes care of the nans that got into the output buffer resulting is
weird holes in any overlays.
2023-07-22 00:43:05 +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
8ae150cb9e [vulkan] Use correct name for pipelines
Using the subpass name instead of the pipeline name makes for a
confusing mess of duplicated names when subpasses have multiple
pipelines.
2023-07-21 12:37:04 +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
72f7fcea47 [vulkan] Switch to reversed depth, infinite far plane
Based on the article
(https://developer.nvidia.com/content/depth-precision-visualized), this
should give nice precision behavior, and removes the need to worry about
large maps getting clipped. If I'm doing my math correctly, despite
being reversed, near precision is still crazy high. And (thanks to the
reversed depth) about a quarter of a unit (for near clip of 4) out at 1M
unit distance.
2023-07-21 11:36:10 +09:00
Bill Currie
cc57d2bc5b [vulkan] Remove double-draw of skies
Due to doing most of my testing using the demos, I hadn't noticed the
double-draw until flying around with the debug camera (and it showed as
a weird shimmer behind the sky layers).
2023-07-14 00:44:09 +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
7642ef5758 [vulkan] Add debug displays for lights and bsp
The lights debug is from the light splat experiment (this is why I kept
the code), and the bsp debug is based on that. Both currently disabled
for now until I get UI controls in.
2023-07-13 14:22:31 +09:00
Bill Currie
00e69c53b5 Merge branch 'master' into wip-trails
This smashes trails, but does bring the branch up to modern QF.
2023-07-12 21:12:01 +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
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
7e758327f6 [glsl] Use a unified queue for batched quads
This makes the glsl renderer compatible with canvases, and thus imui. It
also makes for much saner draw call counts.
2023-07-10 19:12:41 +09:00
Bill Currie
4e7bd11415 [build] Clean up make distcheck issues 2023-07-10 11:12:22 +09:00
Bill Currie
8bb5d2e1c9 [vulkan] Plug a memory leak in capture
I probably need to do this for other subsystems as well, but it stood
out when chasing down another memory leak.
2023-07-08 11:15:51 +09:00
Bill Currie
300badc96a Fix a couple of windows build issues
There's still the problem with unused variables when building for
windows because of vulkan debug stuff, but this fixes the important
errors. It actually still works (at least under wine).
2023-07-06 02:04:47 +09:00
Bill Currie
6fa016e23b [vulkan] Delay main render resizes by 2s
This makes window resizing a little more responsive (though it could be
better yet (maybe, could be an X11 limitation)).
2023-07-03 23:38:57 +09:00
Bill Currie
cd4791c5d3 [vulkan] Get window resize working again
The biggest change was splitting up the job resources into
per-render-pass resources, allowing individual render passes to
reallocate their resources without affecting any others. After that, it
was just getting translucency and capture working after a window resize.
2023-07-03 20:05:27 +09:00
Bill Currie
4471a40494 [vulkan] Get the forward renderer passing validation
It looks horrible due to the lack of lighting etc, but it's good enough
for basic testing, especially of my render job design (that passed with
flying colors).
2023-07-02 19:58:56 +09:00
Bill Currie
260a10d75c [vulkan] Add a very basic forward rendering pass
It's not fully compliant yet, but it sorta kinda maybe worked on my
pinebook (still slow, but no hardware vulkan :( )
2023-07-02 18:31:22 +09:00
Bill Currie
5fcc743d1a [ui] Use fontconfig to find system fonts
I'm not sure I like fontconfig (docs are...), but it is pretty standard,
and I was able to find some reasonable examples on stackexchange
(https://stackoverflow.com/questions/10542832/how-to-use-fontconfig-to-get-font-list-c-c).
Currently, only the one font is handled, no font sets for fall backs
etc. It's meant for the debug UI I'm working on, so that shouldn't be a
big deal.
2023-07-01 19:15:22 +09:00
Bill Currie
c834516c3c [vulkan] Drop the id buffer for now
I've decided to just get things working the usual way for now, and I
wasn't too happy about mixing the id writing into irrelevant shaders.
2023-06-30 12:19:46 +09:00
Bill Currie
e2b6e0728e [vulkan] Render object id to a buffer
Currently the instance id is written (with the idea that it can be
mapped back to entity in C). The plan is to use it for mouse picking.
2023-06-30 03:34:16 +09:00
Bill Currie
d45b76313c [vulkan] Use correct type for parsing int32
Using size_t doesn't work too well for -1.
2023-06-30 03:31:52 +09:00
Bill Currie
665d88c353 [vulkan] Default a view's format to that of its image
Just one less thing to duplicate.
2023-06-30 03:03:21 +09:00