Commit Graph

39 Commits

Author SHA1 Message Date
Ivan Avdeev 9b18ffbc02 vk: update todo 2023-11-16 13:05:28 -05:00
Ivan Avdeev 85fbe15f65 vk: make conveyors move again
Known issues: validation-induced crash on changlevel

fixes #465
2023-11-16 13:00:00 -05:00
Ivan Avdeev b21a8240ec vk: update todo 2023-11-16 10:43:51 -05:00
Ivan Avdeev e4d7858330 vk: add emissive water surfaces to polygon lights
Makes acid water surfaces emissive again.
However, they are not assinged proper emissive color values for direct
ray hits yet, so they do emit light, but look dar still.

Ref: #56
2023-11-16 09:56:21 -05:00
Ivan Avdeev a3c52a8001 vk: hide "back" water surfaces
Only leave water surfaces directed towards "air".
This is consistent with:
- non-`kRenderNormal` surfaces, for which there's only one surface present
- opt2 for translucent surfaces, where we aim to detect medium boundary
  direction based on normal-vs-ray-direction

Also add notes about translucent surfaces in general, more info about
water rendering under ref_gl, etc.

Fixes #264
2023-11-14 11:44:29 -05:00
Ivan Avdeev 78548960e7 vk: improve culling; add notes about water and culling
Cull everything except:
- opaque geometry: to avoid shadow and reflection holes
- bleded geometry: particles and such should be visible from any angle

Alpha-tested geometries result in visual glitches when not culled
(double-sided ladders, double shadows, etc). These glitches are worse
than slightly misaligned shadows.

Translucent geometries are still matter of research.
2023-11-13 12:22:23 -05:00
Ivan Avdeev d802404d1c vk: brush: investigate water surfaces orientation
Adds a few things:
- verbose logs about surface flags/type/orientation
- same about surface subdivided polys
- tries culling back water surfaces (doesn't work that well)
- tries culling in rt shaders

This still unfinished
2023-11-10 10:30:24 -05:00
Ivan Avdeev f6c19527d5 vk: brush: hide side water surfaces for entities w/o EF_WATERSIDES
Worldmodel draws all water surfaces regardless of their
orientation/PLANE_Z.

All other entities only draw sides when EF_WATERSIDES effect bit is set.
2023-11-09 12:55:56 -05:00
Ivan Avdeev 4145969198 vk: brush: do not try to invert water height when underwater
Not sure that we need it.
2023-11-09 10:49:53 -05:00
Ivan Avdeev 3e9f6bc7a4 vk: half-fix water levels being too high
Pass current entity to compute wave height. Still doesn't switch to
negative height when underwater for some reason.
And still displays water sides.

Add some notes regarding water geometry generation and drawing.
2023-11-07 13:45:25 -05:00
Ivan Avdeev 2c0e7033ed vk: fix crashing on maps with skybox
We were using a negative value for `SURF_SKY` surfaces, which hit an
assert on uploading kusochki.
2023-11-07 13:30:46 -05:00
Ivan Avdeev c6c58a9842 vk: allow rotating matrices in patches
Adds `_xvk_tex_rotate` field for surface patches. Angle is specified in
degrees.

Note that it rotates the texture around origin, which might be very far
away. So offset patching might be needed to re-align.
2023-11-07 12:03:40 -05:00
Ivan Avdeev 266f57e8a5 vk: make `vk_debug_log` a command, not a cvar
This makes it easily switchable at any point in time.

Still not sure how to properly manage log verbosity cvars:
- cvars are loaded after initialization and map load, so we can't really
  depend on saved cvar values.
- reloading cvars each frame cancels `-vkverboselogs` arg that is
  supposed to work around the above limitation
2023-11-07 11:59:12 -05:00
Ivan Avdeev a25bf841ac vk: fix bright artifacts coming from unpatched chrome materials
Fixes a typo that rewrote roughness value with garbage.

Also adds a few more debug channel displays for lighting phases. And
prints out available debug displays.

Fixes #641
2023-11-06 12:47:21 -05:00
Ivan Avdeev 4509e2075d vk: fix changing textures on buttons, etc
Detect changes in alternate_anims sequences.

Fixes #640
2023-11-06 11:42:07 -05:00
Ivan Avdeev f8c0baf78d vk: fixup -vkverboselogs, make it actually work 2023-11-06 11:07:58 -05:00
Ivan Avdeev 6e56c8c78d vk: add -vkverboselogs argument to enable super verbose logs at init 2023-11-03 13:23:10 -04:00
Ivan Avdeev a42e5051b7 vk: cleanup cvar prefixes
Now:
- Not necessarily vulkan-specific cvars are prefixed with `r_`
- Vulkan-specific but not RT-specific things are `vk_`
- RT-specific are `rt_`

Fixes #632
2023-11-03 13:15:11 -04:00
Ivan Avdeev 3a7d047f09 vk: add `surfhash` argument to `rt_debug_display_only`
Allows highlighting all the surfaces with random colors to easily see
the surfaces structure and boundaries.

Fixes #635
2023-11-03 12:05:36 -04:00
Ivan Avdeev 0ba85e3f08 vk: add `rt_debug_display_only` cvar
Displays only the specified channel.

Fixes #631
2023-11-03 10:58:13 -04:00
Ivan Avdeev 2a3f48fd50 vk: fix occasional inverted normal maps
When texture coordinates are inverted, it makes tangent look into
oppsite direction, which inverts TBN and therefore normal map.

Make sure the tangent points to a consistent direction.

Fixes #627
2023-11-02 10:58:11 -07:00
Ivan Avdeev c869223690 vk: fix compilation after upstream merge 2023-11-02 11:46:30 -04:00
Ivan Avdeev 6fda8bd977 vk: add a mechanism for exclusion of single surfaces from smoothing
Uses `_xvk_smoothing_excluded` field.

Surfaces can still be smoothed with a limited list of neightbours explicitly
by being included in a smoothing group.

Fixes #619
2023-10-31 09:55:06 -07:00
Ivan Avdeev 36c06a514e vk: massage texture module a bit more 2023-10-31 10:48:14 -04:00
Ivan Avdeev 67f336b3c8 vk: load blue noise 3d texture from an array of png files 2023-10-31 09:44:06 -04:00
Ivan 'provod' Avdeev 23341c144c vk: fixup blue noise 3d texture refactoring
Fixed a bunch of validation and shader errors
2023-10-30 13:51:23 -04:00
Ivan Avdeev df3c0e30ba vk: convert blue noise texture to 3D
Note: not tested
2023-10-30 13:43:09 -04:00
Ivan Avdeev 1f043a90a6 vk: remove dummy textures for new material name resolution
Use dedicated hash table for new material names.
Updates a lot of dependent code:
- surface patches now target materials, not textures:
  `s/_xvk_textures/_xvk_material`
- patching now affects only materials, not texture ids. All logic that
  depends on texture ids now operate on original textures.
- brush normal smoothing now ignores patched surface materials when
  deciding whether two surfaces can be smoothed.

The rationale is that patching should only affect newer PBR/RT code paths.
2023-10-30 12:43:26 -04:00
Ivan Avdeev 8c37b25b31 vk: destroy textures on shutdown more explicitly 2023-10-30 10:44:57 -04:00
Ivan Avdeev 97a889cabb vk: fix missing skybox 2023-10-30 10:19:13 -04:00
Ivan Avdeev 96864cf0bd vk: silence extra logs, add diagnostic checks 2023-10-27 10:41:39 -04:00
Ivan Avdeev ef65ba56ba vk: fix textures leaking at shutdown; add hash table stats 2023-10-27 10:12:34 -04:00
Ivan Avdeev 7d53458ea3 vk: track all ref_interface texture access as a single refcount ref
Legacy ref_interface_t texture access is not refcountable. It does
create/destroy texture in a single call regardless of other users.
Track it with a separate flag that affects refcount with a single +1/-1.
2023-10-27 09:33:01 -04:00
Ivan Avdeev 7eb1bedc9b vk: acquire/release textures more carefully in materials
Make sure that every texture used in materials is properly tracked.
2023-10-26 12:00:34 -04:00
Ivan Avdeev a5e3adf518 vk: make texture hash table case insensitive
Too many places in the engine and the renderer expect texture names to
be insensitive: RAD files, material references, probably engine and game
calls too.

Make it universally case insensitive. Also, add rudimentary tests for
it.
2023-10-26 11:38:37 -04:00
Ivan Avdeev d37020806a vk: fixup re-creating texture images 2023-10-26 11:04:23 -04:00
Ivan Avdeev ee35b02a5d vk: update todo for E318,E319 2023-10-26 10:39:35 -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 053d26e870 move ref_vk to ref/vk 2023-02-16 10:30:31 -08:00