- Clear split between static and dynamic geometry within the same buffer
- Store previous frame geometry data longer
- Use simpler ring buffer for allocation
- Add waf unit tests for alolcator
Known issues:
- ray tracing still glitches a lot
It was missing msurface_t reference which is (unnecessarily) required for light clusters computation
Also add more verbose debug names for dynamic models.
after we've updated how brush index buffer references vertices to allow
for draw call coalescing ray tracing broke on amd.
this is because amd cards expect a correct value in
VkAccelerationStructureGeometryTrianglesDataKHR::maxVertex. make sure we
fill a correct value there.
this is mostly copied from ray tracing gems 2 chapter 7 (Texture Coordinate Gradients Estimation for Ray Cones, by Wessam Bahnassi).
There's a weird bit about radians vs degrees. We'll figure it out later when the book becomes available.
track brush models movement and update lights grid clusters with model transform and stuff
also implement animated textures for rtx
and also increase per-cluster lights limits
use bsp/pvs-based visibility data for acceleration:
+ fps 5 -> 60
- correctness: some areas have too many lights, which ends up culling visible ones too
also fix shadow artefacts
This was an attempt to add map lighting w/o lightmaps. Unfortunately
there are just not enought of them to explain all light in maps. We're
missing something else. A lot of it.
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
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.
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.
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