Ivan 'provod' Avdeev
7fa3f2dc8d
render: split mvp matrix to separate model,view,projection matrices
...
This will help with RTX model transformations.
2021-03-13 13:35:50 -08:00
Ivan 'provod' Avdeev
a039e7e5ae
rtx: add vk_rtx_reload command to reload rtx.comp.psv shader
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This allows faster shader iterations. Do `bind z vk_rtx_reload`.
Still need to recompile the shader outside xash process manually.
2021-03-13 12:29:17 -08:00
Ivan 'provod' Avdeev
7b482d2b3b
rtx: glShadeModel(GL_SMOOTH)
...
Compute normal based on all triangle vertices according to their
barycentrics.
2021-03-13 10:46:25 -08:00
Ivan 'provod' Avdeev
e235c97be9
rtx: make soft shadows by random sampling dlight surface
...
it includes bad random function, bad sampling strategy, bad performance,
etc
but it works somewhat
2021-03-10 13:04:11 -08:00
Ivan 'provod' Avdeev
44b93dd30b
rtx: add hard shadows
2021-03-10 10:15:09 -08:00
Ivan 'provod' Avdeev
6d1dac453e
rtx: add dynamic lights
...
no shadows and such stuff yet
2021-03-10 09:38:06 -08:00
Ivan 'provod' Avdeev
77288a205b
rtx: read vertex normals according to isec indexes
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Had to align vec3 fields of vk_vertex_t.
2021-03-08 12:09:11 -08:00
Ivan 'provod' Avdeev
ea9b880865
add studio models normals for dynamic lighting
2021-03-08 09:54:26 -08:00
Ivan 'provod' Avdeev
47c3c4fa75
fix dlight attenuation
2021-03-06 19:59:18 -08:00
Ivan 'provod' Avdeev
cbed97948c
add preliminary support for dlights
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Move descriptors away from vk_core
Add UBO for dlights
Add test lighting in brush shader
Add brush normals
2021-03-06 16:40:35 -08:00
Ivan 'provod' Avdeev
78d9a87344
fix projection matrix vulkan fixup
...
we were mixing up row vs column major matrices
now RTX ray generation is fixes, and traditional rasterizer rendering
should also be projecting similar to gl render
2021-03-06 13:26:38 -08:00
Ivan 'provod' Avdeev
28cdeaeb1d
propagate proj/view matrices to rtx shader
...
And get RTX picture we deserve (i.e. glitchy and incorrect).
Will fix later.
2021-03-03 11:58:40 -08:00
Ivan Avdeev
9b8af6d28b
shaders: add compute shaders; fix shaders install dir
2021-03-01 23:34:20 -08:00
Ivan Avdeev
dc71afd08a
Merge remote-tracking branch 'upstream/vulkan' into vulkan-glslc
2021-03-01 23:22:40 -08:00
Ivan Avdeev
74bcb56abf
Merge pull request #5 from FWGS/vulkan-upstream-move-cvars
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upstream sync: move cvars that are expected from render to engine
2021-03-01 22:59:40 -08:00
Ivan 'provod' Avdeev
e0ee4b756b
rtx: make it draw yellow screen
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this basically checks that acceleration structurs are building without
any vulkan errors (we still don't know whether they are bulding with
correct geometry though).
we also have compute shader pipeline ready for ray tracing (yay)
but it doesn't do any raytracing yet
2021-03-01 11:22:58 -08:00
Ivan Avdeev
5e3010489b
rtx: blindly add tlas and compute rendering
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it's unknown whether it works at all
no real ray tracing yet
2021-03-01 10:52:08 -08:00
af48821eec
ref_vk: move cvars that expected to exist by client.dll from render dll to engine
2021-03-01 20:09:37 +03:00
Ivan 'provod' Avdeev
c77f39e353
rtx: fix blas creation validation/memory errors
2021-02-27 15:40:57 -08:00
Ivan Avdeev
9954288450
rtx: add blas building skeleton
2021-02-27 13:43:49 -08:00
Ivan Avdeev
973ef4c677
separate buffer space allocation from buffer uploading
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Now each geometry is first allocated a slot with VK_RenderBufferAlloc,
and then VK_RenderBufferLock/Unlock are used to upload buffer contents.
This allow for two things:
1. Uploading buffer data to GPU memory on/after Unlock.
2. (Re)building BLAS for RTX on/after Unlock.
These buffers are now directly referenced by render_draw_t, which also
will be helpful in the future for both renderers.
2021-02-22 18:57:46 -08:00
Ivan 'provod' Avdeev
4349d6b7fa
rtx: update vulkan version req to 1.2
2021-02-22 10:16:58 -08:00
Ivan Avdeev
46da9ad457
rtx: request RTX device extensions when -rtx argument is present
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It doesn't do anything yet.
2021-02-22 09:46:29 -08:00
Ivan 'provod' Avdeev
ded8442993
auto-detect VULKAN_SDK path on windows
2021-02-21 23:28:33 -08:00
Ivan Avdeev
3f70b76208
engage scene rendering in VK_RenderFrame and not in EndFrame
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Rework a bit how matrices are computed. More global state dependencies
;_;
Buffer-up draw commands, and only schedule them for drawing at EndFrame.
2021-02-20 14:54:57 -08:00
Ivan Avdeev
a5e279f580
fix sprite blending
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Disable depth test and set dst blend factor to 1 for kRenderGlow mode.
Sprites are occluded in software.
(does this break any other code depending on Glow mode? who knows)
2021-02-20 12:46:16 -08:00
Ivan Avdeev
8dc0d4256d
add VK_RenderDebugLabelBegin/End calls; fix studio model labeling
2021-02-20 12:35:04 -08:00
Ivan Avdeev
e66810a05b
remove ubo management from "public" vk_render api
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Now rendering submodules specify their colors and matrices using
VK_RenderState global stat api. This is a trade-off between making all
submodules track their state on their own, or managing that state
centrally.
2021-02-20 12:00:31 -08:00
Ivan Avdeev
15fdcab5fe
add plan for stream
2021-02-19 23:07:45 -08:00
Ivan Avdeev
56c68dea0b
fix beam entities piling up
2021-02-17 13:48:41 -08:00
Ivan Avdeev
3b1e7be112
add beams rendering
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not all beam types are supported yet
also changes studio api init sequence, fixes missing cvars
vertex type struct is no longer names as brush-specific
uniform buffer allocation is now in vk_render
blending issues still remain
2021-02-17 13:26:09 -08:00
Ivan Avdeev
b22cd90184
add initial sprite rendering
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alpha blending is broken
animations are weird, but we do draw them nonetheless somehow
2021-02-15 12:20:25 -08:00
Ivan Avdeev
538ae9191f
coalesce studio model draw calls
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it's easier to debug, and supposedly is faster to render too
2021-02-15 10:11:12 -08:00
Ivan Avdeev
c53bfaf484
add view(weapon) models
2021-02-15 09:55:42 -08:00
Ivan Avdeev
6fbd63bd1f
fix models rendering and animation
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RI.drawMode affects how time is interpreted for models, so make sure it
uses the correct time
implement indexing for model rendering -- this fixes weird holes
2021-02-13 23:24:21 -08:00
Ivan Avdeev
778cc60453
add broken studio models drawing
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there are several issues with it:
- there are holes in models
- movement is jerky
- no lighting applied
2021-02-13 17:19:59 -08:00
Ivan Avdeev
e14f004785
Merge remote-tracking branch 'upstream/vulkan-anim-textures' into vulkan
2021-02-10 11:08:49 -08:00
Ivan Avdeev
5ebe36c54c
move buffer allocation to vk_render.c from vk_bruh.c
2021-02-10 10:33:44 -08:00
074e4fd540
glslc: rework tool, support dependency scan, preliminary work on making tool dependless from compiler(like ccroot)
2021-02-10 03:51:11 +03:00
c1ef953672
waf: add glslc module
2021-02-10 03:50:55 +03:00
cbdca0abf9
implement texture animation and random tiling
2021-02-10 03:45:38 +03:00
Ivan Avdeev
ad5d515200
move entity enumeration from vk_brush to vk_scene
2021-02-08 10:57:27 -08:00
Ivan Avdeev
e5b14c0393
fix glitches on intel gpus due to misaligned uniform buffer offsets
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Use VkPhysicalDeviceLimits.minUniformBufferOffsetAlignment to align dynamic uniform buffer offsets used per brush.
2021-02-07 23:19:22 -08:00
Ivan Avdeev
2704f442e9
fix lightmap corruption
2021-02-06 13:51:23 -08:00
Ivan Avdeev
45ad261129
make unimplemented message less verbose
2021-02-06 13:38:38 -08:00
Ivan Avdeev
14db07f985
draw HUD sprites
2021-02-06 13:13:08 -08:00
Ivan Avdeev
bf8a50f4fa
recreate swapchain if it's stale on acquire
2021-02-06 11:52:10 -08:00
Ivan Avdeev
6b2c8977ae
add pipeline cache
2021-02-06 11:38:21 -08:00
Ivan Avdeev
8c1c418b35
rename map to brush
2021-02-06 11:38:08 -08:00
Ivan Avdeev
b11501e4ef
improve blending; add alpha test
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Set blending modes according to existing GL renderer.
Cull back faces.
Implement alpha test.
Add TODO.md file
2021-02-06 11:07:00 -08:00