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git.tdb.fi Git - libs/gl.git/log
Mikko Rasa [Fri, 17 Sep 2021 21:59:20 +0000 (00:59 +0300)]
Require C++11 for building
Mikko Rasa [Fri, 17 Sep 2021 17:31:48 +0000 (20:31 +0300)]
Change ManagedResource::load_priority to int
For unknown reasons it was made bool in
574abfb even though
Resource::get_load_priority returns an int.
Mikko Rasa [Thu, 16 Sep 2021 22:00:07 +0000 (01:00 +0300)]
Remove automatic mipmap generation from the public interface of Texture
The flag is now only used in conjunction of textures loaded from
datafiles. Mipmap generation can still be manually triggered.
This causes some lossage with the allocation flags if the texture storage
extension is not supported. I'll likely refactor the allocation system
soon.
Mikko Rasa [Thu, 16 Sep 2021 18:52:22 +0000 (21:52 +0300)]
Use a scratch binding to modify textures and buffers
This simplifies the code quite a bit. It's assumed that textures are
not modified during rendering, as that would potentially interfere with
the rendering pipeline state.
Mikko Rasa [Thu, 16 Sep 2021 16:14:06 +0000 (19:14 +0300)]
Remove some obsolete things
Mikko Rasa [Wed, 15 Sep 2021 18:52:13 +0000 (21:52 +0300)]
Change the vertex group attribute to be an integer vector
Mikko Rasa [Wed, 15 Sep 2021 18:51:59 +0000 (21:51 +0300)]
Add support for integer vertex attributes
Mikko Rasa [Wed, 15 Sep 2021 17:17:38 +0000 (20:17 +0300)]
Nudge the FrameFormat floating-point flag one bit to the left
This puts it in the same position as the corresponding flag in
VertexAttribute.
Mikko Rasa [Wed, 15 Sep 2021 17:16:57 +0000 (20:16 +0300)]
Re-export desert pillars data with attribute types
Mikko Rasa [Wed, 15 Sep 2021 14:58:23 +0000 (17:58 +0300)]
Use more compact data types when exporting meshes
Mikko Rasa [Wed, 15 Sep 2021 11:11:54 +0000 (14:11 +0300)]
Make VertexFormat capable of storing type information
Mikko Rasa [Wed, 15 Sep 2021 10:55:08 +0000 (13:55 +0300)]
Remove deprecated things related to vertex formats and arrays
Mikko Rasa [Tue, 14 Sep 2021 22:24:36 +0000 (01:24 +0300)]
Explicitly specify the target format of Sequence
Mikko Rasa [Tue, 14 Sep 2021 21:22:59 +0000 (00:22 +0300)]
Fix a logic error in Sequence
This condition accidentally got flipped in
3ac3a51 .
Mikko Rasa [Tue, 14 Sep 2021 21:14:34 +0000 (00:14 +0300)]
Fix valgrind warnings
Mikko Rasa [Tue, 14 Sep 2021 21:00:31 +0000 (00:00 +0300)]
Remove obsolete stuff from Sequence
Mikko Rasa [Mon, 13 Sep 2021 21:17:12 +0000 (00:17 +0300)]
Simplify pipeline state management
Instead of unbinding things immediately, defer it to when the state is
cleared. This results in less binding calls overall. The only reason
to unbind anything is to allow those objects to be destroyed, and that
shouldn't happen in the middle of rendering anyway.
Mikko Rasa [Mon, 13 Sep 2021 17:13:36 +0000 (20:13 +0300)]
Remove deprecated constructors from effects
Mikko Rasa [Mon, 13 Sep 2021 17:03:12 +0000 (20:03 +0300)]
Tweak the comma operator between VertexAttribute and unsigned
It now returns VertexAttribute instead of VertexFormat, avoiding the need
to call make_indexed_attribute in some cases.
Mikko Rasa [Mon, 13 Sep 2021 17:01:53 +0000 (20:01 +0300)]
Consider all attachments when determining Framebuffer's size
Mikko Rasa [Mon, 13 Sep 2021 16:59:07 +0000 (19:59 +0300)]
Tweak some texture allocation checks
Sub_image calls allocate_ internally, so it should avoid doing
unnecessary work.
Mikko Rasa [Mon, 13 Sep 2021 16:57:48 +0000 (19:57 +0300)]
Fix a bug in Renderer::resolve_multisample
Apply_state requires a shader program to be set, but it's not actually
needed here.
Mikko Rasa [Mon, 13 Sep 2021 16:42:24 +0000 (19:42 +0300)]
Redesign framebuffer attachment management
Framebuffers now have an immutable format to which attachments must
conform.
Mikko Rasa [Sun, 12 Sep 2021 22:01:51 +0000 (01:01 +0300)]
Remove RenderBuffer and always use textures as framebuffer attachments
Originally textures could not have multiple samples, but now they can.
Vulkan only has images which are used for both purposes.
Mikko Rasa [Sat, 11 Sep 2021 14:24:16 +0000 (17:24 +0300)]
Fix incorrect render target buffer names
Mikko Rasa [Sat, 11 Sep 2021 14:23:56 +0000 (17:23 +0300)]
Rework PixelComponents and PixelFormat to use custom values
Mikko Rasa [Sat, 11 Sep 2021 10:54:43 +0000 (13:54 +0300)]
Disconnect the PrimitiveType enum from OpenGL constants
Mikko Rasa [Sat, 11 Sep 2021 10:40:18 +0000 (13:40 +0300)]
Create a class for issuing drawing commands
This is a precursor to command buffers in Vulkan.
Mikko Rasa [Sun, 5 Sep 2021 11:35:05 +0000 (14:35 +0300)]
Remove outdated includes
Mikko Rasa [Sun, 5 Sep 2021 11:34:04 +0000 (14:34 +0300)]
Store index type in VertexSetup
Mikko Rasa [Sun, 5 Sep 2021 11:10:32 +0000 (14:10 +0300)]
Use the same index type for all of a Mesh's batches
In Vulkan the index type goes in the pipeline state object.
Mikko Rasa [Sat, 28 Aug 2021 08:52:28 +0000 (11:52 +0300)]
Miscellaneous cleanup
Mikko Rasa [Sat, 28 Aug 2021 08:41:08 +0000 (11:41 +0300)]
Remove the Bindable class
It's no longer used anywere
Mikko Rasa [Sat, 28 Aug 2021 08:26:02 +0000 (11:26 +0300)]
Remove the PixelStore class
Instead just permanently set unpack alignment to 1. This seems to
match Vulkan.
Mikko Rasa [Fri, 27 Aug 2021 14:17:10 +0000 (17:17 +0300)]
Remove public binding APIs from Renderbuffer and Clipping
Mikko Rasa [Fri, 27 Aug 2021 13:26:26 +0000 (16:26 +0300)]
Convert framebuffers and related functionality to new state management
Mikko Rasa [Wed, 18 Aug 2021 14:33:59 +0000 (17:33 +0300)]
Redesign depth and stencil test and blend state management
Mikko Rasa [Wed, 18 Aug 2021 14:13:25 +0000 (17:13 +0300)]
Decouple the Predicate enum from OpenGL constants
Mikko Rasa [Wed, 18 Aug 2021 14:00:01 +0000 (17:00 +0300)]
Some fixes to applying pipeline state
Mikko Rasa [Wed, 18 Aug 2021 13:59:26 +0000 (16:59 +0300)]
Add a helper function to set variables and flags in PipelineState
Mikko Rasa [Tue, 17 Aug 2021 21:39:41 +0000 (00:39 +0300)]
Refactor winding-based culling
Mikko Rasa [Mon, 16 Aug 2021 16:11:25 +0000 (19:11 +0300)]
Rewrite state management
Global bindings have been removed from the central classes (and will be
removed from others soon) since those would translate poorly to Vulkan.
Instead a new PipelineState class is used to tie all of the state
together and apply it at once.
Mikko Rasa [Fri, 13 Aug 2021 10:54:33 +0000 (13:54 +0300)]
Allow materials to return per-texture samplers
Mikko Rasa [Fri, 13 Aug 2021 09:59:20 +0000 (12:59 +0300)]
Refactor get_level_size in various texture classes
Also add a few argument validity checks to functions
Mikko Rasa [Thu, 12 Aug 2021 13:03:25 +0000 (16:03 +0300)]
Use DSA for TextureCube if available
Mikko Rasa [Thu, 12 Aug 2021 11:35:45 +0000 (14:35 +0300)]
Remove some deprecated stuff that's getting in the way
Mikko Rasa [Thu, 12 Aug 2021 09:35:16 +0000 (12:35 +0300)]
Remove default sampler from Texture
It was a bad idea and would not translate well to Vulkan.
Mikko Rasa [Wed, 11 Aug 2021 21:09:01 +0000 (00:09 +0300)]
Remove the notion of default binding point from Buffer
It's more robust to always specify the binding point when using the
buffer.
ARRAY_BUFFER is used for buffer operations because it's always available
and is only used transiently by other code so there's no interference.
Mikko Rasa [Wed, 11 Aug 2021 15:02:28 +0000 (18:02 +0300)]
Always use ARB_map_buffer_range for mapping buffers
Mikko Rasa [Mon, 9 Aug 2021 12:10:11 +0000 (15:10 +0300)]
Handle all shader data in Renderer through the generic mechanism
Mikko Rasa [Mon, 9 Aug 2021 09:12:06 +0000 (12:12 +0300)]
Store implementation limits in a central struct
Mikko Rasa [Sun, 8 Aug 2021 22:52:31 +0000 (01:52 +0300)]
Deprecate external access to Renderer::flush_shader_data
It's no longer needed since changes in ProgramData are tracked with a
generation number.
Mikko Rasa [Sat, 7 Aug 2021 12:07:44 +0000 (15:07 +0300)]
Deprecated setting Material or Lighting on Renderer
Those no longer have any special state of their own and can be set as
ProgramData instead.
Mikko Rasa [Wed, 4 Aug 2021 17:58:42 +0000 (20:58 +0300)]
Only allow VertexArray's format to be set once
Also affects related classes like VertexSetup and Mesh. This will make
state management with Vulkan easier.
Mikko Rasa [Thu, 13 May 2021 13:19:50 +0000 (16:19 +0300)]
Add a window size option to viewer
Mikko Rasa [Thu, 13 May 2021 12:02:58 +0000 (15:02 +0300)]
Set debug names for dynamically created objects in desert pillars
Mikko Rasa [Thu, 13 May 2021 12:02:36 +0000 (15:02 +0300)]
Add ambient occlusion to the desert pillars demo
Mikko Rasa [Thu, 13 May 2021 12:01:48 +0000 (15:01 +0300)]
Support exporting ambient occlusion postprocessor from Blender
Mikko Rasa [Thu, 13 May 2021 11:56:19 +0000 (14:56 +0300)]
Move the HDR flag in Blender to render settings
Mikko Rasa [Thu, 13 May 2021 11:16:33 +0000 (14:16 +0300)]
Clear VertexSetup state when a Mesh is unloaded
Mikko Rasa [Thu, 13 May 2021 11:04:41 +0000 (14:04 +0300)]
Always assume Technique has shaders
Mikko Rasa [Sun, 9 May 2021 16:16:00 +0000 (19:16 +0300)]
Remove the Renderer-less render function from PostProcessor
Mikko Rasa [Sun, 9 May 2021 12:31:32 +0000 (15:31 +0300)]
Add debug name capability to more classes
Mikko Rasa [Sun, 9 May 2021 10:53:13 +0000 (13:53 +0300)]
Add inline data items to the collection
This simplifies the internals of various objects and does away with
the special keep() semantic of RefPtr.
Blend and DepthTest will be handled separately as part of rendering
state rework.
Mikko Rasa [Sun, 9 May 2021 08:22:19 +0000 (11:22 +0300)]
Add OccludedScene to the registered scene types
Mikko Rasa [Sat, 8 May 2021 19:43:43 +0000 (22:43 +0300)]
Deprecate the old skylight properties in Lighting
It's no longer supported by the standard shaders, and IBL is a superior
solution.
Mikko Rasa [Sat, 8 May 2021 18:44:15 +0000 (21:44 +0300)]
Fix the name of the PBR fresnel lookup texture
Mikko Rasa [Sat, 8 May 2021 17:37:50 +0000 (20:37 +0300)]
Increase ambient occlusion max samples to 128
Mikko Rasa [Sat, 8 May 2021 17:33:57 +0000 (20:33 +0300)]
Take ambient occlusion samples only from the forward hemisphere
This requires a few more samples from the depth buffer to determine the
normal, but that should not be an issue with today's GPUs.
Also generate the sample points for cosine-weighted importance sampling
to obtain physically correct occlusion values.
Mikko Rasa [Sat, 8 May 2021 17:31:42 +0000 (20:31 +0300)]
Use non-random sequences to initialize ambient occlusion data
This allows selecting the formulas to obtain a better distribution of
values.
Mikko Rasa [Sat, 8 May 2021 15:41:28 +0000 (18:41 +0300)]
Store the ambient occlusion rotate lookup texture in resources
Mikko Rasa [Sat, 8 May 2021 15:36:40 +0000 (18:36 +0300)]
Use correct sampler for the ambient occlusion rotate lookup
Mikko Rasa [Sat, 8 May 2021 15:10:53 +0000 (18:10 +0300)]
Fix use of camera matrices in the ambient occlusion effect
Mikko Rasa [Sat, 8 May 2021 15:09:31 +0000 (18:09 +0300)]
Add inverse view and projection matrices to camera transform uniforms
Mikko Rasa [Sat, 8 May 2021 14:58:11 +0000 (17:58 +0300)]
Use persistent uniform blocks for Camera, Lighting and Clipping
Now that the relevant calculations are done in world space, the values
of these uniforms don't need to be calculated on a per-frame basis.
Mikko Rasa [Sat, 8 May 2021 13:40:23 +0000 (16:40 +0300)]
Change Clipping to use index-less attaching
Mikko Rasa [Sat, 8 May 2021 11:45:28 +0000 (14:45 +0300)]
Use PBR with IBL for the sphere in desert pillars
Mikko Rasa [Thu, 6 May 2021 10:20:24 +0000 (13:20 +0300)]
Add a property in Blender for a custom shadow shader
Since a shadow map doesn't have color output, it's useful to specify a
cheaper shader which only does vertex transformations.
Mikko Rasa [Thu, 6 May 2021 10:15:40 +0000 (13:15 +0300)]
Put the PI constant in builtins
It's needed in several places so this is easier than defining it
separately everywhere.
Mikko Rasa [Thu, 6 May 2021 08:16:05 +0000 (11:16 +0300)]
Implement image-based lighting in PbrMaterial
EnvironmentMap now has a constructor with an extra parameter indicating
the number of mipmap levels to use for prefiltering with varying amounts
of roughness.
Mikko Rasa [Thu, 6 May 2021 08:14:47 +0000 (11:14 +0300)]
Support layered framebuffer attachments
Mikko Rasa [Wed, 5 May 2021 15:35:34 +0000 (18:35 +0300)]
Modify sunlight color based on transmittance of the atmosphere
Mikko Rasa [Wed, 5 May 2021 15:04:51 +0000 (18:04 +0300)]
Re-export desert pillars data with ambient light
Mikko Rasa [Wed, 5 May 2021 12:30:51 +0000 (15:30 +0300)]
Set shadowmap darkness to 1.0 by default
It's not physically correct for lights to affect shadowed areas.
Mikko Rasa [Wed, 5 May 2021 12:29:05 +0000 (15:29 +0300)]
Export the scene's background color as ambient light color
Mikko Rasa [Wed, 5 May 2021 11:22:53 +0000 (14:22 +0300)]
Minor refactoring of the Blender exporter
Mikko Rasa [Wed, 5 May 2021 09:10:13 +0000 (12:10 +0300)]
Implement ambient lighting in the Cook-Torrance shader
The fresnel lookup texture used here is the same that will be needed for
image-based lighting.
Mikko Rasa [Wed, 5 May 2021 08:26:41 +0000 (11:26 +0300)]
Fix an incorrect include in the desertpillars demo
Mikko Rasa [Tue, 4 May 2021 21:41:22 +0000 (00:41 +0300)]
Mark shaders created by materials as kept
Since they're stored in resources, it's not appropriate to delete them
outside of it.
Mikko Rasa [Tue, 4 May 2021 20:13:33 +0000 (23:13 +0300)]
Access builtin resources through a global instance
Explicitly passing the Resources reference causes problems when some
classes in a hierarchy need it and others don't. It's also awkward in
RenderPass::set_material and PostProcessor templates. It doesn't even
matter which instance is passed in since the data is builtin anyway.
The first created Resources instance is now registered as the one to use
for builtin data, unless suppressed by a constructor parameter.
Mikko Rasa [Wed, 28 Apr 2021 21:52:46 +0000 (00:52 +0300)]
Fix brokenness from EnvironmentMap changes
Commit
fea00ed accidentally included some stuff that wasn't finished yet.
Mikko Rasa [Wed, 28 Apr 2021 21:18:54 +0000 (00:18 +0300)]
Move lighting calculations to world space
Eye space lighting was a holdover from legacy OpenGL. TBN space lighting
was similarly a kludge from old dot3 bump mapping. Using world space
makes everything a lot simpler and allows some additional optimizations.
Mikko Rasa [Wed, 28 Apr 2021 11:44:00 +0000 (14:44 +0300)]
The load cache still needs to be pruned after the loop too
Under SPIR-V's structured flow control rules it's not permissible to use
a result from inside the loop except with OpPhi.
Mikko Rasa [Wed, 28 Apr 2021 11:43:33 +0000 (14:43 +0300)]
Implement other texture query functions for GLSL
Mikko Rasa [Wed, 28 Apr 2021 11:38:55 +0000 (14:38 +0300)]
Implement textureSize as a visitor function in the SPIR-V generator
It requires an image as an operand, not a sampled image.
Mikko Rasa [Wed, 28 Apr 2021 11:04:49 +0000 (14:04 +0300)]
Store required capabilities for SPIR-V builtin functions
Mikko Rasa [Tue, 27 Apr 2021 10:28:04 +0000 (13:28 +0300)]
Check if any shader data has changed when applying Renderer state
Mikko Rasa [Tue, 27 Apr 2021 10:27:11 +0000 (13:27 +0300)]
Actually update the shdata generation numbers in Renderer
Mikko Rasa [Sun, 25 Apr 2021 11:28:17 +0000 (14:28 +0300)]
Set OpenGL debug labels on various objects loaded from Resources
Mikko Rasa [Sun, 25 Apr 2021 11:13:16 +0000 (14:13 +0300)]
Refactor program stage management
There can't bee a huge number of stages in a program so a fixed-size
array takes less space than a vector. It also allows accessing ids of
specific stages if needed.