Commit Graph

3307 Commits

Author SHA1 Message Date
Ivan 'provod' Avdeev e9771784c9 rt: add experimental ray model cache eviction
reasoning is that we might have too many different objects/model in the scene and run out of cache slots early, even though the number of currently active/drawn objects is low.

but with increased cache size (which was needed for high currently drawn object count) the eviction code wasn't even reached.
2023-03-04 12:33:03 -08:00
Ivan 'provod' Avdeev 4ee982fc13 rt: increase model cache size, fix #449
Apparently just increasing the model cache size limit is fine.
"LRU" cache eviction was not even used when testing.
2023-03-04 12:30:55 -08:00
Ivan 'provod' Avdeev 60930d2fe7 rt: fix uploading too many light cells, fix #451
c5a1 has ~230k light cells, and tries to upload 77MiB of them. Previous staging size of 64MiB wasn't enough.
2023-03-04 11:31:34 -08:00
Ivan 'provod' Avdeev 89a5868def rt: increase kusochki limit to 32768, fix #85
boot_camp worldmodel has ~11k surfaces, which means it will need at least 22k kusochki for 1:1 static:dynamic split.
2023-03-04 11:07:39 -08:00
Ivan 'provod' Avdeev 29876188fc rt: increase MAX_ACCELS to 2048, fix #366
test_shaders_room3 has lots of sprites, and currently we create a new BLAS for each sprite.
This is not great, and a proper fix would probably mean consolidating all dynamic transparent things into BLASes per render mode or something. But for now we can just increase the limit
2023-03-04 10:57:27 -08:00
Ivan 'provod' Avdeev 487d21f0e9 rt: enable entity light, fix #115 2023-03-04 10:44:06 -08:00
Ivan 'provod' Avdeev 784a5e3d71 vk: make sure deleted textures are not referenced in staging
This fixes -vkvalidate and fixes #464
2023-03-04 10:36:47 -08:00
NightFox 8ed23cb40f
More correct emissive textures (#456)
Я подобрал новое компромиссное значение которое не требует clamp.
Это не идеально, но пока сойдёт. Может давать немного больше солнечных зайчиков чем с clamp.
Позже надо будет разобраться с самим kusok.emissive.
2023-03-04 09:41:05 -08:00
Ivan Avdeev d1376a89e4
Merge "Enable live reloading light data" #457
- [x] Fixes #417 
- [x] Fixes #330 
- [x] Fixes #104
2023-03-03 16:50:41 -08:00
Ivan Avdeev c47c314512 rt: clear geom emissive values prior to loading light data
fix #104
2023-03-03 16:41:16 -08:00
Ivan Avdeev 4f2eb7680b rt: propagate emissive color patches to kusochki
Fixes #330

Also, fix incorrect patch application introduced by previous commit, it
would not read the patch color value, and could only switch the light
off.
2023-03-02 23:23:31 -08:00
Ivan Avdeev a284567002 rt: refactor loading surface lights, fix #417
Do not entangle brush model loading with loading surface lights.
Do a separate pass over brush model surfaces for the sole purpose of
finding light sources. Enables consistent live-reloading light data
after patching entities/surface/rad files.
2023-03-02 22:32:08 -08:00
Ivan Avdeev 58c9a9920e rt: do not allow direct access to pached surfaces 2023-03-02 20:27:18 -08:00
NightFox ed9a06cae1 Update lighting patches 2023-03-01 22:50:02 -08:00
Ivan 'provod' Avdeev 8a457a17c2 rt: compute tangents for studio models
Enables applying normal maps to studio models.

Fixes #220, fixes #241
2023-03-01 10:47:31 -08:00
Ivan Avdeev bd2bda9a41
Fix: additive soft particles, skybox shadow
Add another flag to kusochki for glow geometry. Move flags to a new kusok.flags field.
- [x] Fixes #231 (or at least makes it not stand out too much)

Fix the way we check for environment/skybox lights, explicitly look for closest hit instead of any.
- [x] Fixes #424 and #413
2023-02-28 18:58:02 -08:00
Ivan 'provod' Avdeev 6b1e84308a rt: fix checking for skybox shadow intersection
Doing tereminate-on-first-hit is incorrect, as we might accidentally hit the skybox geometry first, and consider this as no shadow.
Unfortunately we have to explicitly find a closest hit and check whether that was a skybox.

Maybe there's even a better way, e.g. querying for skybox-only geometry first, and only then checking for a terminate-on-first-hit for everything else. But it likely doesn't matter that much, and would need profiling anyway.

Fixes #424 and #413
2023-02-28 18:50:07 -08:00
Ivan 'provod' Avdeev 59e8a8c4c3 rt: only overshoot additive for glow mode
Add another flag to kusochki for glow geometry.
Move flags to a new kusok.flags field.

Fixes #231 (or at least makes it not stand out too much)
2023-02-28 17:50:50 -08:00
Ivan Avdeev 149dc7cade
Merge pull request #446 from LifeKILLED/reprojection-fix
vk rt: fix reprojection
Right way to put previous model matrix
Fix bad index of previous frame
Fallback to current frame if previous frames are outdated
2023-02-28 12:08:19 -08:00
LifeKILLED 2f050a6618 Merge branch 'reprojection-fix' of https://github.com/lifekilled/xash3d-fwgs into reprojection-fix 2023-02-28 23:07:08 +04:00
LifeKILLED f4b0f5016b vk rt: fix reprojection 2023-02-28 23:06:09 +04:00
LifeKILLED 5fbee4a97a vk rt: fix linux build 2 2023-02-28 22:58:54 +04:00
LifeKILLED 70c52622e7 vk rt: try to fix linux build 2023-02-28 22:48:20 +04:00
LifeKILLED ed69eeb5af vk rt: fix reprojection 2023-02-28 22:30:54 +04:00
Ivan Avdeev da447d9e5b
Merge pull request #445 from FWGS/master
Merge from upstream
2023-02-27 17:11:04 -08:00
NightFox 429fb82f52 Update README.md 2023-02-27 16:55:59 -08:00
Ivan Avdeev 19603722ed
vk: add more beam types, tracers, triapi
- [x] fixes #293 
- [x] fixes #162 
- [x] add tracers, fix #263 
- [x] add basic triapi
2023-02-27 11:17:28 -08:00
Ivan 'provod' Avdeev c8e4ce0619 vk: fix tracers colors 2023-02-27 11:00:34 -08:00
Ivan 'provod' Avdeev d87690876f vk: fix TRI_QUADS and primitive_mode tracking 2023-02-27 10:51:11 -08:00
Ivan Avdeev 421c0ea733 vk: add tracers (not tested) 2023-02-27 10:37:03 -08:00
Ivan 'provod' Avdeev 30334db159 vk: draw the rest of the beams 2023-02-27 09:49:56 -08:00
Ivan 'provod' Avdeev 2daa130453 vk: set beam/triapi texture and render mode explicitly 2023-02-27 09:20:13 -08:00
Ivan 'provod' Avdeev cf5d3d9d47 vk: increase limits for triapi
c4a1 was using too many indices
2023-02-27 08:46:12 -08:00
Ivan 'provod' Avdeev a118e12e01 vk: stub just enough triapi to render more beam types
it is still drawn incorrectly, but at least something is visible, and we can iterate from here
2023-02-26 20:45:29 -08:00
Ivan 'provod' Avdeev ee4def1141 rt: modulate additive kusochki by vertex color attribute 2023-02-25 18:41:01 -08:00
Ivan 'provod' Avdeev 1fadbce860 vk: remove flag attribute in vertex
make color computation more uniform and not mode-specific
2023-02-25 18:38:22 -08:00
Ivan 'provod' Avdeev e4ad18f220 vk: do not modulate beam color twice
color is already applied at model/ubo level
2023-02-25 16:58:59 -08:00
Ivan 'provod' Avdeev f2182bb255 vk: fix beams per-vertex blending 2023-02-25 16:47:23 -08:00
Ivan Avdeev 26ad10483f
Merge pull request #432 from w23/sprite-improvements
- [x] fixes #297 
- [x] fixes #256 
- [x] Sprite rendering differs from GL, especially with glow(3) and solid/transalpha(4)
2023-02-25 14:27:20 -08:00
Ivan 'provod' Avdeev 1d17e55101 rt: hack all blending as additive
this is not correct, but at  least we get to see something
need to figure out how should blending work in rt:
- translucent materials that absorb light
- reflective+refractive
- etc
2023-02-25 13:22:56 -08:00
Ivan 'provod' Avdeev 3e2689b7f8 rt: improve sprite blending even moar
fixes most glaring sprite blending issues for ray tracing
2023-02-25 12:46:46 -08:00
Ivan 'provod' Avdeev 9f72a804e0 vk: improve traditional blending universally
it is now almost on par with the gl renderer
2023-02-25 12:09:20 -08:00
Ivan 'provod' Avdeev ce27bdb1b1 vk: fix studio models being modulated by ent color 2023-02-24 23:57:49 -08:00
Ivan 'provod' Avdeev cd524c20cf vk: make transparent brushes closer to gl
some of render modes are not affected by light, disable lightmaps for them
2023-02-24 23:54:41 -08:00
Ivan 'provod' Avdeev 03efb6ce83 fixup linux compiler warnings 2023-02-24 23:52:09 -08:00
Ivan 'provod' Avdeev 487c94662a rt: HACK flickering lerping sprites
Lerping between sprite frames means drawing two coplanar quads blended the right way. This is not something ray tracing can accommodate easily for all blending modes.
Disable lerping for now
2023-02-24 22:52:38 -08:00
Ivan 'provod' Avdeev 005b7c84eb vk: pass model color explicitly
Instead of passing model color around as an implicit global state, pass it per-model.
This makes it (a) easier to track, (b) easy to fix blending issues. E.g. this fixes incorrect coloring of brush and studio models, which is also different.
2023-02-24 22:48:26 -08:00
Ivan 'provod' Avdeev 92b1e78d85 vk: make trad sprites more like gl ones
still not fully there:
- glow is slightly off
- TransAlpha has wrong blending mode

apparently pipeline settings for brushes, models, and sprites are substantially different, need different pipelines
2023-02-24 17:43:07 -08:00
Alibek Omarov 7e9d46689c engine: client: fix multiline CenterPrint 2023-02-24 19:46:02 +03:00
Ivan 'provod' Avdeev a5b977c8a3 rt: make emissive surfaces ignore external light
this is not fully correct, but it fixes slightly off sprite colors for now
2023-02-23 20:08:02 -08:00