NightFox
ed9a06cae1
Update lighting patches
2023-03-01 22:50:02 -08:00
Ivan 'provod' Avdeev
8a457a17c2
rt: compute tangents for studio models
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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
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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
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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
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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)
continuous-rt-glow-depth-fix-231
2023-02-28 17:50:50 -08:00
Ivan Avdeev
149dc7cade
Merge pull request #446 from LifeKILLED/reprojection-fix
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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Fallback to current frame if previous frames are outdated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
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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
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- [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
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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
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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
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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
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color is already applied at model/ubo level
continuous-moar-beams
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
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- [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
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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
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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
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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
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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
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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
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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
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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
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
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this is not fully correct, but it fixes slightly off sprite colors for now
continuous-sprite-improvements
2023-02-23 20:08:02 -08:00
Ivan 'provod' Avdeev
41809b8952
vk: do not depth-test glow sprites
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makes them more like gl ones
still not fully fixed though, need to work on their transparency, it should be also scaled
2023-02-23 20:07:06 -08:00
Ivan 'provod' Avdeev
4f6d51c368
vk: fix most of random sprite flickering
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it was due to leaving garbage in vertex fields.
some animated spritest still flicker though
2023-02-23 20:05:58 -08:00
Ivan Avdeev
d6d9011dcc
Merge pull request #431 from w23/better-extensions
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change how device extensions are checked
make nv_checkpoint not depend on rt
split it logically from aftermath
don't crash when this extension is not available
2023-02-23 19:06:31 -08:00
Ivan Avdeev
ad5e1b2b86
vk: fixup compilation w/o aftermath sdk
2023-02-23 18:59:14 -08:00
Ivan Avdeev
8514e2c7b8
ci: update vulkan sdk and distro versions
2023-02-23 14:18:02 -08:00
Ivan 'provod' Avdeev
1a6e967ddb
vk: change how device extensions are checked
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make nv_checkpoint not depend on rt
split it logically from aftermath
don't crash when this extension is not available
continuous-better-extensions
2023-02-23 13:48:41 -08:00
b6347d17c9
engine: client: sound: don't print sound/ twice in soundlist command
2023-02-19 12:25:03 +03:00
8293bc91d4
engine: client: sound: fix PickDynamicChannel to correctly find channel with minimum time left
2023-02-18 03:37:20 +03:00
fb0f184d6b
engine: common: lib_common: fix offset by one UB
2023-02-17 22:51:56 +03:00
58e95c7d6f
engine: client: console: elinimate unneeded Sys_DoubleTime call in Con_DrawDebug
2023-02-17 22:50:42 +03:00
7a5381e658
engine: common: mod_studio: fix uninitialized adj array
2023-02-17 22:50:12 +03:00
375c06400c
engine: server: avoid unaligned access in pfnMessageEnd
2023-02-17 22:48:56 +03:00
Ivan Avdeev
55ff27c5d4
Merge pull request #428 from w23/merge-from-upstream-2023-02-16
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Merge from upstream
2023-02-16 11:05:50 -08:00