Commit Graph

50 Commits

Author SHA1 Message Date
Ivan Avdeev 28eec97cbf vk: implement r_lightmap for both traditional and RT renderers
Display lightmap plus lighting for traditional.
Display all collected lights (including bounces and simple transparency)
for RT.

Fixes #634
2023-11-03 11:26:57 -04:00
Ivan Avdeev c36080c982 vk: move things around between {r,vk}_texture
Another step in preparation for new hash table and better lifetime
management
2023-10-24 11:32:42 -04:00
Ivan Avdeev b315f463cf vk: rename vk_textures to r_textures 2023-10-20 11:18:55 -04:00
Ivan Avdeev 18261da713 vk: massage texture module function names
Bring function names to a single style.
Make them state what they actually do.
2023-10-19 11:15:48 -04:00
Ivan 'provod' Avdeev fd97dc2c24 vk: fix texture corruption after a few changelevels
We were running out of descriptor sets, as they weren't being freed at all.
Now there's a 1-1 table of texture-descset, and no way to run out of them.

Better solution would be to move this descset management to vk_render, and allocate them dynamically from a smaller pool.
2023-10-17 13:17:47 -04:00
Ivan Avdeev fadde2ea0d vk: rt: convert more engine-supplied colors from sRGB to linear
- model.color
- vertex_color
2023-10-10 11:56:42 -04:00
Ivan Avdeev 1d2da5831e vk: image: make a raw unorm image view for trad renderer
Traditional renderer operates in sRGB-γ space (as everyone was in 199x).
Making vulkan textures explicitly SRGB for RT renderer breaks color for
trad rendere. Make sure trad renderer still has raw SRGB-unaware texture
sampling.

Adds an UNORM image view for all relevant SRGB textures, and uses them
exclusively for trad renderer. RT still gets proper SRGB views.

Also rename XVK_ to R_Vk for images
2023-10-09 12:39:12 -04:00
Ivan Avdeev b07c5c3740 vk: rt: pass material mode directly from draw command
Different render sources (model types, render types, etc) might require
different material modes. E.g. brush should be translucent (refractive+mirror)
for blend mix modes. However, smoke particles should not be
mirror/refractive for the same blend mix render type.
2023-09-26 13:14:28 -04:00
Ivan Avdeev 638bd163af vk: remove chrome material type; patch roughness manually instead
Also, material struct is now embedded into geometry, so it can be
individually patched.
2023-09-22 09:43:27 -04:00
Ivan Avdeev cd4014766b vk: explicitly pass old original texture for trad renderer
Fixes #571
2023-09-19 13:20:04 -04:00
Ivan Avdeev 07f1bac938 vk: pass material reference explicitly in geom structure
This is needed to enable advanced material patching, where the material
can be picked up based on source type, render mode, surface number, etc
etc and all of the above combined if needed.

Previous scheme was picking up materials very late when all of this info
has been already lost.
2023-09-19 13:05:12 -04:00
Ivan 'provod' Avdeev 64e1a9b763 vk: do not draw into empty swapchain
On Windows we're seeing a max size = 0x0 swapchains. Those cannot be created or used. Make sure that we're not, and we're not trying to draw anything when there's no swapchain available.

Unfortunately we still have to call some rendering functions (without actually rendering anything) to make sure that various invariants hold.

fixes #463
2023-09-12 10:48:26 -07:00
Ivan Avdeev 3e14591082 vk: wkrutily lampotschkee
fixed missing emissive values for brush models
2023-08-31 11:45:51 -04:00
Ivan Avdeev ea1a98716d vk: restore dynamic polygon lights 2023-08-29 13:39:36 -04:00
Ivan Avdeev e978871470 remove unused vk_previous_frame module 2023-08-28 13:12:02 -04:00
Ivan Avdeev f691b4b4b0 vk: add "persistent" speeds metrics for used memory, etc
Renames previous METRICS to COUNTERS. These are still reset to zero
every frame.

Adds new METRICS which are preserved, maintained externally to speeds,
and only sampled by speeds code once per frame.

Also adds new metrics:
- `studio.cached_submodels` -- number of submodels in cache
- `geom.used` -- memory used by long allocations
- `geom.{vertices,indices}` -- counts of vertices/indices for long
  allocations
- `geom.dyn_{vertices,indices}` -- counts of vertices/indices for
  single-frame dynamic allocations
2023-06-14 11:23:09 -07:00
Ivan Avdeev 046ae3d7f3 vk: rename metrics to module.name, prettify list
- Add variable name and registration src:line to the
  `r_speeds_list_metrics` output. Makes it easier to reason about where
  does this metric come from.
- Group metrics by their modules, makes it easier to discover.
- Do not print the list immediately on command, do it later in the
  frame. Makes it print correct latest frame values.
2023-06-13 09:39:50 -07:00
Ivan 'provod' Avdeev ba041fce36 vk: update animated studio models geometry
Still slightly KORYAVY as:
- there's no cache eviction, it might get full pretty quick
- static-vs-dynamic animation decision is pretty rudimentary, might consider non-animated things as dynamic
- args passing vs global state is meh
2023-06-09 11:28:30 -07:00
Ivan 'provod' Avdeev cadf3dbdfc rt: update blas for brush water
Enable updating rt_blas, and use that for updating brush water models
2023-06-09 10:03:00 -07:00
Ivan Avdeev 0b8fe6fe33 rt: implement fast dynamic models
It works, and works really fast.
Known issues:
- missing colors
2023-06-07 10:24:29 -07:00
Ivan Avdeev 98f8300ca2 vk: remove lots of obsolete code
TriApi/dynamic stuff is still not passed to RT, but removing old code
makes it easier to reason about.
2023-06-06 10:40:10 -07:00
Ivan Avdeev 8e0a9ac4d4 vk: remove old dynamic model implementation too
Breaks dynamic model RT rendering, as it is not implemented yet
2023-06-06 10:20:00 -07:00
Ivan Avdeev c105d45265 vk: remove public render dynamic model api
It still remains internally, and generates too many BLASes.
2023-06-06 09:50:24 -07:00
Ivan Avdeev edb151bd1b rt: apply instanced texture overrides to rt_model; makes sprites apply correct textures 2023-06-01 10:15:30 -07:00
Ivan Avdeev 8f47115a01 rt: hide internal apis 2023-06-01 09:25:55 -07:00
Ivan Avdeev ed4d0070f8 vk: override sprite textures for quad instances
Applies correct sprite textures for traditional renderer. Doesn't apply
them to RT yet.
2023-05-31 11:00:28 -07:00
Ivan 'provod' Avdeev 8b50ebb035 rt: pass and assign rt_blas debug names 2023-05-31 10:13:40 -07:00
Ivan Avdeev e9ea962bc0 vk: begin refactoring rendermodel api, instantiate sprites, crash gpu 2023-05-31 09:39:27 -07:00
Ivan Avdeev 0853f1c182 rt: start adding new rt_blas-based rt_model_t
Make brush models use it. Black screen, kekw. But not explicit error
messages. Need to investigate.
2023-05-30 12:14:44 -07:00
Ivan Avdeev 8724efd748 rt: massage vk_ray_model a bit
- explicitly group cache-related fields
- move kusochki allocation to where it's actually used

this makes a step towards better blas management from bottom up
2023-05-22 10:39:48 -07:00
Ivan Avdeev 091c61a45f vk: make sure studio model vertices are local space
TODO:
- revert not applying rotationmatrix in local vk_studio code
- make sure that prev_frame stuff hasn't changed
2023-05-15 09:47:03 -07:00
Ivan Avdeev babfbb08ab vk: improve mvp matrix handling a bit 2023-05-04 11:10:22 -07:00
Ivan Avdeev 481aa651c6 vk: refactor passing m,v,p matrices around
View and projection now set only once in a logical place.
Model matrix is now closely associated with its model, and not stored as
a global state.
2023-05-04 11:10:22 -07:00
Ivan Avdeev 0b6ef9fd65 vk: remove a couple unused things from vk_render draw structs 2023-05-04 11:10:22 -07:00
Ivan Avdeev 7c6e22bb2c rt: extract basic func_wall patching support from PR #506
That PR has more stuff in it which we decided to drop.

This commit only contains:
- Detection of func_wall models, and adding their lights as static
  (fixes #415).
- Patching func_wall models offsets, #335. Does not yet patch them
  visually, but patches their light sources. Will be addressed in next
  commits. Patching is done via model name, not entity id, also will be
  fixed.
- Does not address culling (#118). This is the part dropped from the PR.
  Needs different approach. TBD
2023-04-19 20:25:00 -07:00
Ivan Avdeev 4bd62ccbc0 [draft] vk: start refactoring commandbuffer/gpu profiler
Consolidate VkCommandBuffer management into a single entity. (somewhat
done for framectl, not done for staging)

Make sure that we pass enough metadata to be able to timestamp scopes in
cmdbuf.

It does compile, but it won't work: not all init code paths are used.
Also, there are many changes, so other failure modes are totally
possible.
2023-04-10 10:24:57 -07:00
Ivan Avdeev f2ebcd663b vk: profiler: explicit metric types; also more metrics 2023-03-25 12:03:41 -07:00
Ivan Avdeev 8ecfae5bf0 vk: profiler: simplify metric registration 2023-03-25 12:03:41 -07:00
Ivan Avdeev 3b47c7315a vk: profiler: add dynamic model count 2023-03-25 12:03:41 -07:00
Ivan Avdeev 1c9ff300a9 vk: draw profiler scope blocks
also add a couple more scopes to rendering
2023-03-21 11:59:57 -07:00
Ivan Avdeev a284567002 rt: refactor loading surface lights, fix #417
Do not entangle brush model loading with loading surface lights.
Do a separate pass over brush model surfaces for the sole purpose of
finding light sources. Enables consistent live-reloading light data
after patching entities/surface/rad files.
2023-03-02 22:32:08 -08:00
LifeKILLED f4b0f5016b vk rt: fix reprojection 2023-02-28 23:06:09 +04:00
Ivan 'provod' Avdeev 1fadbce860 vk: remove flag attribute in vertex
make color computation more uniform and not mode-specific
2023-02-25 18:38:22 -08:00
Ivan 'provod' Avdeev 3e2689b7f8 rt: improve sprite blending even moar
fixes most glaring sprite blending issues for ray tracing
2023-02-25 12:46:46 -08:00
Ivan 'provod' Avdeev 9f72a804e0 vk: improve traditional blending universally
it is now almost on par with the gl renderer
2023-02-25 12:09:20 -08:00
Ivan 'provod' Avdeev cd524c20cf vk: make transparent brushes closer to gl
some of render modes are not affected by light, disable lightmaps for them
2023-02-24 23:54:41 -08:00
Ivan 'provod' Avdeev 005b7c84eb vk: pass model color explicitly
Instead of passing model color around as an implicit global state, pass it per-model.
This makes it (a) easier to track, (b) easy to fix blending issues. E.g. this fixes incorrect coloring of brush and studio models, which is also different.
2023-02-24 22:48:26 -08:00
Ivan 'provod' Avdeev 92b1e78d85 vk: make trad sprites more like gl ones
still not fully there:
- glow is slightly off
- TransAlpha has wrong blending mode

apparently pipeline settings for brushes, models, and sprites are substantially different, need different pipelines
2023-02-24 17:43:07 -08:00
Ivan 'provod' Avdeev 41809b8952 vk: do not depth-test glow sprites
makes them more like gl ones

still not fully fixed though, need to work on their transparency, it should be also scaled
2023-02-23 20:07:06 -08:00
Ivan Avdeev 053d26e870 move ref_vk to ref/vk 2023-02-16 10:30:31 -08:00