Commit Graph

28 Commits

Author SHA1 Message Date
Ivan 'provod' Avdeev
cb427d0839 vk: ring-based dynamic geometry buf alloc
- 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
2022-05-14 14:00:13 -07:00
Ivan 'provod' Avdeev
608aa4137d vk: use staging for uploading geometry 2022-05-04 09:23:37 -07:00
Ivan Avdeev
431cd79072 clear studio model vertex memory; #241 2021-11-29 21:32:52 -08:00
Ivan Avdeev
9a0fc7cdac move camera related things to camera.{h,c} 2021-11-03 10:53:56 -07:00
Ivan Avdeev
eceb52cee0 add support for studio chrome meshes, fix #149
no support for glow chrome yet.
2021-10-31 17:27:22 -07:00
Ivan 'provod' Avdeev
afa1e8557a rtx: fix c0a0d emissive toxic liquid, fix #56
It was missing msurface_t reference which is (unnecessarily) required for light clusters computation

Also add more verbose debug names for dynamic models.
2021-09-14 17:47:05 -07:00
Ivan Avdeev
8d06058aa4 rtx: add first iteration of material flags support
it's clearly suboptimal, but no worries, we'll iterate
2021-08-31 11:19:44 -07:00
Ivan Avdeev
3b605a19b5 fix depth test for glow render mode; comments
also add a lot of observations to ref_vk/TODO.md related to materials
2021-08-31 11:19:44 -07:00
Ivan Avdeev
76b82ac884 rtx: calculate maxVertex correctly
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.
2021-08-18 09:39:33 -07:00
Ivan Avdeev
5208219b44 join alloc+lock operations on buffer init
this simplifies the api and implementation
2021-08-11 11:43:33 -07:00
Ivan Avdeev
90e5500e83 add per-vertex studio model lighting
it doesn't correctly sample lightmaps for env lighting yet. we'll figure this out some time later ....
2021-08-07 19:56:38 -07:00
Ivan Avdeev
750d3b7608 rtx: fix brush models being invisible
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.
2021-07-04 12:48:32 -07:00
Ivan 'provod' Avdeev
355ebd8d23 rtx: add reflections for water; add sky as emissive surfaces 2021-06-19 12:52:13 -07:00
Ivan Avdeev
6cd543927c ref_vk: update merge 2021-06-07 00:39:40 -07:00
Ivan 'provod' Avdeev
00518d3251 rtx: implement dynamic lights
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
2021-06-05 12:48:16 -07:00
Ivan 'provod' Avdeev
9e8ca13dcc rtx: add studio models
but they crash a lot kek
2021-04-24 12:53:42 -07:00
Ivan 'provod' Avdeev
ea9b880865 add studio models normals for dynamic lighting 2021-03-08 09:54:26 -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 Avdeev
973ef4c677 separate buffer space allocation from buffer uploading
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 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
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
3b1e7be112 add beams rendering
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
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
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
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
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
ad5d515200 move entity enumeration from vk_brush to vk_scene 2021-02-08 10:57:27 -08:00