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https://github.com/w23/xash3d-fwgs
synced 2024-12-16 14:10:11 +01:00
add initial water surfaces
still need to cull them, generate normals, etc.
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@ -1,8 +1,3 @@
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## 2021-06-05, E103
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- [x] rtx: dynamic surface lights / dynamic light clusters
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- [x] rtx: animated textures
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- [x] rtx: attenuate surface lights by normal
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# Next
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- [ ] run under asan
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- [ ] rtx: better memory handling
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@ -10,12 +5,9 @@
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- or just do a generic allocator with compaction?
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- [ ] rtx: better light culling: normal, bsp visibility, light volumes and intensity, sort by intensity, etc
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- [ ] rtx: live rad file reloading (or other solution for tuning lights)
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- [ ] rtx: restore dynamic stuff like particles, beams, etc
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- [ ] rtx: emissive particles
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- [ ] rtx: better random
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- [ ] rtx: simple convolution denoise (bilateral?)
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- [ ] rtx: map name to rad files mapping
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- [ ] water surfaces
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- [ ] rtx: cluster dlights
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- [ ] rtx: entity lights
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- [ ] rtx: light styles
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@ -24,12 +16,19 @@
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struct LightCluster { uint16 offset, length; }
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uint8_t data[];
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- [ ] rtx: ray tracing pipeline
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- [ ] rtx: restore dynamic stuff like particles, beams, etc
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- [ ] rtx: emissive particles
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- [ ] rtx: alpha test/blending
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- [ ] rtx: coalesce all these buffers
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- [ ] crash in PM_RecursiveHullCheck
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- [ ] studio models: fix lighting: should have white texture instead of lightmap OR we could write nearest surface lightmap coords to fake light
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# Planned
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- [ ] rtx: importance-sample sky light; there are sky surfaces that we can consider light sources
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- [ ] cull water surfaces (see c3a2a)
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- [ ] water surface normal and performance
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- [ ] create water surfaces once in vk_brush
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- [ ] consider doing per-geometry rendermode: brushes can be built only once; late transparency depth sorting for vk render;
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- [ ] rtx: too many emissive lights in c3a1b
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- [ ] rtx: c3a1b: assert model->size >= build_size.accelerationStructureSize failed at vk_rtx.c:347
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- [ ] studio models: pre-compute buffer sizes and allocate them at once
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@ -258,3 +257,15 @@
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## 2021-05-28, E100
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- [x] rtx: build acceleration structures in a single queue/cmdbuf
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## 2021-06-05, E103
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- [x] rtx: dynamic surface lights / dynamic light clusters
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- [x] rtx: animated textures
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- [x] rtx: attenuate surface lights by normal
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## 2021-06-07, E104..
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- [x] fix CI for vulkan branch
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# 2021-06-09..12, E105..106
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- [x] c3a2a: no water surfaces in vk (transparent in gl: *45,*24,*19-21)
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- [x] water surfaces
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@ -136,6 +136,7 @@ void VK_BrushModelDraw( const cl_entity_t *ent, int render_mode )
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static qboolean renderableSurface( const msurface_t *surf, int i ) {
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if( surf->flags & ( SURF_DRAWSKY | SURF_DRAWTURB | SURF_CONVEYOR | SURF_DRAWTURB_QUADS ) ) {
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//if( surf->flags & ( SURF_DRAWSKY | SURF_CONVEYOR ) ) {
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// FIXME don't print this on second sort-by-texture pass
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//gEngine.Con_Reportf("Skipping surface %d because of flags %08x\n", i, surf->flags);
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return false;
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@ -277,7 +278,7 @@ static qboolean loadBrushSurfaces( model_sizes_t sizes, const model_t *mod ) {
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*(bvert++) = vertex;
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// TODO contemplate triangle_strip (or fan?) + primitive restart
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// Ray tracing apparently expects triangle list only (although spec is not very clear about this kekw)
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if (k > 1) {
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*(bind++) = (uint16_t)(vertex_offset + 0);
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*(bind++) = (uint16_t)(vertex_offset + k - 1);
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@ -12,6 +12,7 @@
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#include "vk_beams.h"
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#include "vk_light.h"
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#include "vk_rtx.h"
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#include "vk_textures.h"
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#include "com_strings.h"
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#include "ref_params.h"
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@ -81,6 +82,188 @@ int R_FIXME_GetEntityRenderMode( cl_entity_t *ent )
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return ent->curstate.rendermode;
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}
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// speed up sin calculations
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static const float r_turbsin[] =
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{
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#include "warpsin.h"
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};
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#define SUBDIVIDE_SIZE 64
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#define TURBSCALE ( 256.0f / ( M_PI2 ))
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/*
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=============
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EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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=============
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*/
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static void EmitWaterPolys( const cl_entity_t *ent, const msurface_t *warp, qboolean reverse )
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{
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float *v, nv, waveHeight;
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float s, t, os, ot;
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glpoly_t *p;
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int i;
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int num_vertices = 0, num_indices = 0;
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vk_buffer_handle_t vertex_buffer, index_buffer = InvalidHandle;
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vk_buffer_lock_t vertex_lock, index_lock;
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int vertex_offset = 0;
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vk_vertex_t *vertices;
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uint16_t *indices;
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const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS );
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if( !warp->polys ) return;
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// set the current waveheight
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// FIXME VK if( warp->polys->verts[0][2] >= RI.vieworg[2] )
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// waveHeight = -ent->curstate.scale;
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// else
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waveHeight = ent->curstate.scale;
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// reset fog color for nonlightmapped water
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// FIXME VK GL_ResetFogColor();
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// Compute vertex count
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for( p = warp->polys; p; p = p->next ) {
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const int triangles = p->numverts - 2;
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num_vertices += p->numverts;
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num_indices += triangles * 3;
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}
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vertex_buffer = VK_RenderBufferAlloc( sizeof(vk_vertex_t), num_vertices, LifetimeSingleFrame );
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index_buffer = VK_RenderBufferAlloc( sizeof(uint16_t), num_indices, LifetimeSingleFrame );
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if (vertex_buffer == InvalidHandle || index_buffer == InvalidHandle)
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{
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// TODO should we free one of the above if it still succeeded?
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gEngine.Con_Printf(S_ERROR "Ran out of buffer space\n");
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return;
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}
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vertex_lock = VK_RenderBufferLock( vertex_buffer );
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index_lock = VK_RenderBufferLock( index_buffer );
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vertices = vertex_lock.ptr;
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indices = index_lock.ptr;
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for( p = warp->polys; p; p = p->next )
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{
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if( reverse )
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v = p->verts[0] + ( p->numverts - 1 ) * VERTEXSIZE;
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else v = p->verts[0];
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for( i = 0; i < p->numverts; i++ )
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{
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if( waveHeight )
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{
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nv = r_turbsin[(int)(gpGlobals->time * 160.0f + v[1] + v[0]) & 255] + 8.0f;
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nv = (r_turbsin[(int)(v[0] * 5.0f + gpGlobals->time * 171.0f - v[1]) & 255] + 8.0f ) * 0.8f + nv;
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nv = nv * waveHeight + v[2];
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}
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else nv = v[2];
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os = v[3];
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ot = v[4];
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s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
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s *= ( 1.0f / SUBDIVIDE_SIZE );
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t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
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t *= ( 1.0f / SUBDIVIDE_SIZE );
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vertices[vertex_offset + i].pos[0] = v[0];
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vertices[vertex_offset + i].pos[1] = v[1];
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vertices[vertex_offset + i].pos[2] = nv;
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vertices[vertex_offset + i].gl_tc[0] = s;
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vertices[vertex_offset + i].gl_tc[1] = t;
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vertices[vertex_offset + i].lm_tc[0] = 0;
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vertices[vertex_offset + i].lm_tc[1] = 0;
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// FIXME calc normal
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vertices[vertex_offset + i].normal[0] = 0;
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vertices[vertex_offset + i].normal[1] = 0;
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vertices[vertex_offset + i].normal[2] = 1;
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// Ray tracing apparently expects triangle list only (although spec is not very clear about this kekw)
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if (i > 1) {
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// vec3_t e0, e1, normal;
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// VectorSubtract( vertices[vertex_offset + i - 1].pos, vertices[vertex_offset].pos, e0 );
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// VectorSubtract( vertices[vertex_offset + i].pos, vertices[vertex_offset].pos, e1 );
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// CrossProduct( e1, e0, normal );
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// //VectorNormalize(normal);
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// VectorAdd(normal, vertices[vertex_offset].normal, vertices[vertex_offset].normal);
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// VectorAdd(normal, vertices[vertex_offset + i].normal, vertices[vertex_offset + i].normal);
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// VectorAdd(normal, vertices[vertex_offset + i - 1].normal, vertices[vertex_offset + i - 1].normal);
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*(indices++) = (uint16_t)(vertex_offset);
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*(indices++) = (uint16_t)(vertex_offset + i - 1);
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*(indices++) = (uint16_t)(vertex_offset + i);
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}
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if( reverse )
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v -= VERTEXSIZE;
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else v += VERTEXSIZE;
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}
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// for( i = 0; i < p->numverts; i++ ) {
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// VectorNormalize(vertices[vertex_offset + i].normal);
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// }
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vertex_offset += p->numverts;
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}
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VK_RenderBufferUnlock( vertex_buffer );
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VK_RenderBufferUnlock( index_buffer );
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// Render
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{
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const vk_render_geometry_t geometry = {
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.texture = warp->texinfo->texture->gl_texturenum, // FIXME assert >= 0
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.vertex_count = num_vertices,
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.vertex_buffer = vertex_buffer,
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.vertex_offset = 0,
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.element_count = num_indices,
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.index_offset = 0,
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.index_buffer = index_buffer,
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};
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VK_RenderModelDynamicAddGeometry( &geometry );
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}
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// FIXME VK GL_SetupFogColorForSurfaces();
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}
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void XVK_DrawWaterSurfaces( const cl_entity_t *ent )
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{
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const model_t *model = ent->model;
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VK_RenderModelDynamicBegin( model->name, ent->curstate.rendermode );
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// (done?) Subdivide surfaces to glpolys
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// Iterate through all surfaces, find *TURB*
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for( int i = 0; i < model->nummodelsurfaces; i++ )
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{
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const msurface_t *surf = model->surfaces + model->firstmodelsurface + i;
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if( !FBitSet( surf->flags, SURF_DRAWTURB ) && !FBitSet( surf->flags, SURF_DRAWTURB_QUADS) )
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continue;
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// Iterate through all glpolys
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// generate geometries
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EmitWaterPolys( ent, surf, false );
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}
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// submit as dynamic model
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VK_RenderModelDynamicCommit();
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// TODO:
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// - upload water geometry only once, animate in compute/vertex shader
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}
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// tell the renderer what new map is started
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void R_NewMap( void )
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{
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@ -626,6 +809,9 @@ static void drawEntity( cl_entity_t *ent, int render_mode )
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R_RotateForEntity( model, ent );
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VK_RenderStateSetMatrixModel( model );
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VK_BrushModelDraw( ent, render_mode );
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// FIXME refactor water handling: move this inside BrushModelDraw
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XVK_DrawWaterSurfaces( ent );
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break;
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case mod_studio:
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@ -679,6 +865,9 @@ void VK_SceneRender( const ref_viewpass_t *rvp )
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VK_RenderStateSetColor( 1.f, 1.f, 1.f, 1.f);
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VK_BrushModelDraw( world, kRenderNormal );
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}
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// FIXME refactor water handling
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XVK_DrawWaterSurfaces( world );
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}
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// Draw opaque entities
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