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.
An incorrect range of used vertices was pased into `VkAccelerationStructureGeometryTrianglesDataKHR`.
`maxVertex` was being set to a count of vertices per geometry, not a maximum used vertex number.
The fix is to track `vertex_offset` of the first used vertex, which makes `maxVertex` correct.
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
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
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