Commit Graph

1486 Commits

Author SHA1 Message Date
Ivan 'provod' Avdeev
fb05afb24c rtx: don't recreate tlas on every frame. improve fps 2021-05-10 09:17:03 -07:00
Ivan 'provod' Avdeev
5ddeb6853d rtx: fix corrupted geometry
TLAS creation pattern ended up allocating memory in a temporary region. It was later reused for BLAS data, and subsequently corrupted by TLAS rebuild.

Also fixed memory leak, added freeze-models command, added model debug code into shaders, etc.
2021-05-08 14:34:42 -07:00
Ivan 'provod' Avdeev
354eef1c0a rtx: fix validation complaint, ask for more caps 2021-05-08 14:30:33 -07:00
Ivan 'provod' Avdeev
be42bd29a5 add ring temp allocator logic 2021-05-03 11:17:01 -07:00
Ivan 'provod' Avdeev
819540d5ec rtx: move descset stuff into vk_descriptor 2021-05-01 11:48:24 -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
e522acf8b3 rtx: add textures 2021-04-22 10:45:38 -07:00
Ivan 'provod' Avdeev
5b7eaa8e1c rtx: fix light surfaces bleeding backwards 2021-04-22 10:42:19 -07:00
Ivan 'provod' Avdeev
c255041bd9 rtx: clear light clusters properly on new map 2021-04-19 11:44:15 -07:00
Ivan 'provod' Avdeev
bd8c67e4e7 rtx: fix missing emissive textures, enlarge light radius based on intensity 2021-04-19 11:17:17 -07:00
Ivan 'provod' Avdeev
2f965b00d4 rtx: read emissive texture params from rad files
Got rad files from https://github.com/MaestroFenix/Half-Life-Resized-Maps
These seem to work mostly fine and finally levels have recognizable appearance.
2021-04-17 12:33:46 -07:00
Ivan 'provod' Avdeev
7c02012c8d rtx: add light to neighbour cells; increase cell limit 2021-04-17 10:35:53 -07:00
Ivan 'provod' Avdeev
b1f85a05a4 rtx: make light clusters grid-based 2021-04-16 11:43:37 -07:00
Ivan 'provod' Avdeev
28f2c06bdb rtx: cache and destroy model blases
Unfortunately Xash3D doesn't allow us to destroy models properly.
It doesn't call Mod_ProcessRenderData for all brush models (only map).
And by the time we get into R_Shutdown all models are already gone, so
we can't enumerate and destroy them properly.
2021-04-13 10:46:33 -07:00
Ivan 'provod' Avdeev
01e6a267d5 rtx: fix toilet crash
Toilet contained brush model with presumably water surfaces which
were not loaded due to how we treat surface flags. That ended up
creating a model with no geometries, which is just rude.
We don't try to render those kind of models now.
2021-04-13 10:13:17 -07:00
Ivan 'provod' Avdeev
ad7b210228 rtx: improve surface lights
use bsp/pvs-based visibility data for acceleration:
+ fps 5 -> 60
- correctness: some areas have too many lights, which ends up culling visible ones too

also fix shadow artefacts
2021-04-12 11:07:41 -07:00
Ivan 'provod' Avdeev
0407f12638 rtx: read kusochki data, add dynamic lights back
also add fps
2021-04-10 12:46:37 -07:00
Ivan 'provod' Avdeev
573c291cef rtx: fix tlas rebuild 2021-04-10 10:58:46 -07:00
Ivan 'provod' Avdeev
3a8f2ebc45 rtx: build blas and tlas only once 2021-04-09 14:59:04 -07:00
Ivan 'provod' Avdeev
af5e20269d add persistent model api and use it for brushes
this needed for better rtx blas management
2021-04-07 12:11:20 -07:00
Ivan Avdeev
7fe55e6d90 wasuremono 2021-03-28 13:56:46 -07:00
Ivan Avdeev
39a5568614 rtx: wip bake lighting data using bsp/pvs 2021-03-28 13:52:25 -07:00
Ivan Avdeev
014925b3d4 fix linux build 2021-03-20 16:21:26 -07:00
Ivan 'provod' Avdeev
0b9ec7ee42 rtx: sample previous frame to get a naive blurry denoiser 2021-03-20 13:42:15 -07:00
Ivan 'provod' Avdeev
1b73a509e6 rtx: sample emissive surfaces as lights
this is done incorrectly, and also needs lots of culling and optimization
2021-03-20 12:34:34 -07:00
Ivan 'provod' Avdeev
3045c6ea1f rtx: render into fixed 720p framebuffer then upscale
help with perf stability
2021-03-20 11:15:57 -07:00
Ivan 'provod' Avdeev
d6c56d4e1b rtx: add emissive surfaces/textures
This is a massive hack, because we hardcoded some valve/lights.rad file
right into vk_rtx.c, and this is most certainly is not correct data. We
expect maps to have more custom rad file entries.
TODO: consult https://github.com/MaestroFenix/Half-Life-Resized-Maps

Also, emissive surfaces are no importance sampled, so it's noise fest.
2021-03-17 09:15:33 -07:00
Ivan 'provod' Avdeev
b81a36a850 rtx: make beams emissive 2021-03-15 10:49:45 -07:00
Ivan 'provod' Avdeev
aab15ff366 rtx: fix AS allocation memory corruption; dev-localize buffers 2021-03-15 10:23:26 -07:00
Ivan 'provod' Avdeev
581f1eed0d rtx: add vk_rtx_bounces cvar to control ray bounces count 2021-03-15 09:44:15 -07:00
Ivan 'provod' Avdeev
f85a174d8b rtx: add a bunch of ray bounces
while fps dips below 1, it still looks like modern art
2021-03-13 17:04:45 -08:00
Ivan 'provod' Avdeev
379f6ee409 rtx: add static light entities
This was an attempt to add map lighting w/o lightmaps. Unfortunately
there are just not enought of them to explain all light in maps. We're
missing something else. A lot of it.
2021-03-13 16:33:17 -08:00
Ivan 'provod' Avdeev
a04b367a32 rtx: use model matrices to open doors and move wagonchik 2021-03-13 14:31:48 -08:00
Ivan 'provod' Avdeev
7fa3f2dc8d render: split mvp matrix to separate model,view,projection matrices
This will help with RTX model transformations.
2021-03-13 13:35:50 -08:00
Ivan 'provod' Avdeev
a039e7e5ae rtx: add vk_rtx_reload command to reload rtx.comp.psv shader
This allows faster shader iterations. Do `bind z vk_rtx_reload`.
Still need to recompile the shader outside xash process manually.
2021-03-13 12:29:17 -08:00
Ivan 'provod' Avdeev
7b482d2b3b rtx: glShadeModel(GL_SMOOTH)
Compute normal based on all triangle vertices according to their
barycentrics.
2021-03-13 10:46:25 -08:00
Ivan 'provod' Avdeev
e235c97be9 rtx: make soft shadows by random sampling dlight surface
it includes bad random function, bad sampling strategy, bad performance,
etc

but it works somewhat
2021-03-10 13:04:11 -08:00
Ivan 'provod' Avdeev
44b93dd30b rtx: add hard shadows 2021-03-10 10:15:09 -08:00
Ivan 'provod' Avdeev
6d1dac453e rtx: add dynamic lights
no shadows and such stuff yet
2021-03-10 09:38:06 -08:00
Ivan 'provod' Avdeev
77288a205b rtx: read vertex normals according to isec indexes
Had to align vec3 fields of vk_vertex_t.
2021-03-08 12:09:11 -08:00
Ivan 'provod' Avdeev
ea9b880865 add studio models normals for dynamic lighting 2021-03-08 09:54:26 -08:00
Ivan 'provod' Avdeev
47c3c4fa75 fix dlight attenuation 2021-03-06 19:59:18 -08:00
Ivan 'provod' Avdeev
cbed97948c add preliminary support for dlights
Move descriptors away from vk_core
Add UBO for dlights
Add test lighting in brush shader
Add brush normals
2021-03-06 16:40:35 -08:00
Ivan 'provod' Avdeev
78d9a87344 fix projection matrix vulkan fixup
we were mixing up row vs column major matrices
now RTX ray generation is fixes, and traditional rasterizer rendering
should also be projecting similar to gl render
2021-03-06 13:26:38 -08:00
Ivan 'provod' Avdeev
28cdeaeb1d propagate proj/view matrices to rtx shader
And get RTX picture we deserve (i.e. glitchy and incorrect).
Will fix later.
2021-03-03 11:58:40 -08:00
Ivan Avdeev
9b8af6d28b shaders: add compute shaders; fix shaders install dir 2021-03-01 23:34:20 -08:00
Ivan Avdeev
dc71afd08a Merge remote-tracking branch 'upstream/vulkan' into vulkan-glslc 2021-03-01 23:22:40 -08:00
Ivan Avdeev
74bcb56abf
Merge pull request #5 from FWGS/vulkan-upstream-move-cvars
upstream sync: move cvars that are expected from render to engine
2021-03-01 22:59:40 -08:00
Ivan 'provod' Avdeev
e0ee4b756b rtx: make it draw yellow screen
this basically checks that acceleration structurs are building without
any vulkan errors (we still don't know whether they are bulding with
correct geometry though).

we also have compute shader pipeline ready for ray tracing (yay)
but it doesn't do any raytracing yet
2021-03-01 11:22:58 -08:00
Ivan Avdeev
5e3010489b rtx: blindly add tlas and compute rendering
it's unknown whether it works at all
no real ray tracing yet
2021-03-01 10:52:08 -08:00