69 Commits
Author SHA1 Message Date
Fabian Woltermann 115491f8a9 Refactor RT shadow handling and Vulkan depth operations (#7685)
- Introduced `shadow_ray_params` to simplify ray origin and cull mask management.
- Shifted shadow ray origins to TLAS-relative space for improved precision and consistency, especially for cockpit rendering.
- Refactored cascade bind functions, adding `shadow_cascade_params_bind_deferred()` for consolidated offset/count handling in deferred lighting.
- Expanded TLAS to include cockpits and additional object types, ensuring parity with rasterized shadows.
- Introduced per-instance cull masks to address cockpit self-shadowing issues.
- Improved Vulkan depth isolation for cockpit rendering via backup/restore mechanism, ensuring correct depth sampling in later passes.
- Extracted reusable helper functions for cockpit rendering state logic.
2026-09-21 05:12:55 +02:00
b26b9cf743 Add Vulkan rendering backend, with HDR10 output and raytraced shadows (#7554)
* Shadow overhaul round 2: PCSS, dynamic cascades, cockpit/instanced shadows

Squashed snapshot of lafiel/shadow_overhaul_2's continuation work
(d3922aa87..010f9d2d9), which has no separate upstream PR of its own.

* Add Vulkan rendering backend

Squashed snapshot of the Vulkan backend as vendored into this branch
(ce2d1e85f..6ce539463, authored by Mara van der Laan with build/CI
fixes by Taylor Richards). This work has its own upstream PR #7553
(notimaginative:vulkan-pr-new) and is not otherwise original to true-hdr.

* Add true HDR output, RT shadows, and PCSS shadows for Vulkan

Squashed snapshot of true-hdr's own integration work: true HDR
framebuffer output, wiring the shadow overhaul into the Vulkan
backend (raytraced + cascaded shadow maps), logging refactors, log
filter UI, and CI/build fixes.

* refactor: update Vulkan logging calls to use `nprintf` for scoped logging

* fix: correct shadow cascade count in Vulkan logging calls

* fix: fall back to PATH-resolved ccache when CCACHE_PATH is stale

CI hardcodes /usr/local/bin/ccache, but macOS runners on Apple Silicon
hosts install Homebrew (and ccache) under /opt/homebrew instead,
causing all four Mac configs to fail with "No such file or directory".

* Fix vulkan texture readback to correctly handle transparent pipelines

* Put the pixel swizzles into a util file

* OOB safety check

* Fix fog handling

* Fix MSAA in Vulkan

* fix: enable SMAA for vulkan

* adapt the post-processing AA shaders to hdr

* fix clang-tidy warnings: concatenate nested namespaces, static methods

pixel_swizzle.{h,cpp}: collapse `namespace graphics { namespace util {`
into `namespace graphics::util {` (modernize-concat-nested-namespaces).

VulkanState.h/VulkanDraw.h: getClearColor()/setClearColor() only touch
gr_screen and other globals, no instance state, so make them static
(readability-convert-member-functions-to-static) and drop the
top-level const on getClearColor()'s return type
(readability-const-return-type).

* fix clang-tidy warning

* Extend raytraced shadows to all directional lights

RT shadows previously only shadowed the first directional light in the
scene, even though multi-sun missions push more than one directional
light into the engine. The TLAS raytraced shadows query against is
already light-agnostic, so this extends both the deferred lighting
pass and the forward MODEL shader to shadow every directional light
(capped by a new Max Raytraced Shadow Lights option, configurable via
the in-game Options menu or the Lab's Scene rendering options).

Cascaded shadow maps are untouched: they're built for a single light
only, so the deferred pass still limits itself to one shadowed
directional light whenever CSM (not raytracing) is the active method.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_016DA6JHJ3twz2oHGQcZ1Udc

* refactor: improve shader flag handling and render target finalization in Vulkan backend

- Consolidate shader flag setup logic in VulkanPostProcessingLighting to simplify configuration.
- Fix dead field usage in VulkanDraw by ensuring correct image view selection for environment maps.
- Add mip chain regeneration in VulkanRenderer::endRenderTarget to ensure correct mip levels for cubemaps.

* fix: ensure correct mip chain initialization in cubemap rendering

- Add mip chain generation to VulkanDraw for cubemaps with multiple mip levels.
- Fix potential issue with uninitialized mip levels above level 0 in deferred-f.sdr sampling paths.

* fix: don't crash on startup when environment locale is unavailable

std::locale("") pulls in the process's environment locale categories
(LC_CTYPE, LC_MONETARY, LC_PAPER, etc.), and throws std::runtime_error
if any of them names a locale not installed on the host (e.g.
mismatched regional-format overrides). Since SCP_default_locale is
constructed during static initialization, before main() and before any
of our own exception handling exists, an uncaught throw here aborted
the whole process before the game even started. Fall back to the
classic "C" locale instead, which is sufficient since this locale is
only ever used for ASCII case-folding (SCP_toupper/tolower/isdigit).

Co-Authored-By: Claude Sonnet 5 <[email protected]>

* `feat: add raytraced shadows for local lights and optimize TLAS management`

* Make the Commandline authoritative for -res and -vulkan / -opengl

* address BMagnu's comments on the original PR

* update prebuilt version hash to 62c89ef6

* refactor: standardize graphics API handling and document Vulkan limitations in qtFRED

- Updated `AboutDialogModel.cpp` to use `GraphicsAPI` enum for better clarity.
- Ensured qtFRED falls back to OpenGL when Vulkan is requested.
- Added detailed documentation in `qtfred/README.md` regarding Vulkan backend limitations and requirements.

* chore: include cmdline library in main and mission management modules

* docs: add known issue for blank render viewport under Wayland in README.md

* fix CI issues

* chore: add `GR_DEBUG_SCOPE` markers across Vulkan post-processing and rendering paths for improved debugging

* feat: improve Vulkan HDR pipeline with separate encode paths for SDR and HDR10

- Added an HDR10-specific output encode pass in `VulkanRenderer` and `VulkanPostProcessor` that applies PQ/BT.2020 transfer.
- Introduced an optimized SDR fallback path with direct blit support for devices that can skip shader draws.
- Updated `m_sceneLdrCompressed` to provide [0,1]-clamped proxies for HDR edge detection.
- Refactored `copyImageToImage` and added `blitImageToImage` to allow format conversions and optimized transfers.
- Replaced `hdr_mode` with explicit HDR10 flags and data structures for clearer state handling.

* refactor: encapsulate SMAA processing and refactor VulkanPostProcessor

- Moved SMAA-specific logic into `VulkanSMAA` class for better separation of concerns.
- Simplified `initSMAA`, `shutdownSMAA`, and `executeSMAA` logic by leveraging `VulkanLDR` and `PostProcessContext` abstractions.
- Improved initialization and cleanup code with clearer resource lifecycle management.
- Updated debug markers and messages to reference `VulkanSMAA`.
- Enhanced flexibility of fullscreen triangle rendering API with additional parameters (`sampleCount`, `bindGlobalSet`).

* Update Vulkan porting credits in AboutDialogModel

* fix CI issues again

* fix: correct Y-flip in viewport setup for Vulkan light volumes

- Adjusted viewport height to negative value to account for G-buffer render pass's negative Y-axis convention.
- Ensured proper alignment of point and tube light volumes with actual light positions.

* feat: add user-adjustable gamma correction to SDR and HDR10 output paths

- Added gamma correction to HDR10 path, applying user settings before PQ/BT.2020 encode.
- Replaced the SDR blit-only path with an encode pass that applies gamma correction, ensuring consistent behavior across devices.
- Refactored VulkanPostProcessor and associated shaders to support gamma slider adjustments for both SDR and HDR output.

* fix: ensure proper uniform and cull mode setup for Vulkan sphere rendering

- Added uniform buffer setup and default material uniforms in `vulkan_draw_sphere`.
- Disabled face culling in material definition for sphere rendering to align behavior with OpenGL.

* Ensure memory flushes after UBO updates and add explicit pipeline barrier for MoltenVK compatibility.

* fix: add clear pass for SMAA edge detection to prevent persistent artifacts

* feat: add Vulkan debug-utils messenger, opt-in sync validation, frame diagnostics

Groundwork for the renderer-review fix series (.agents/plans/
vulkan-renderer-review-fixes.md, Phase 0):

- Register a VK_EXT_debug_utils messenger (preferred) instead of only the
  deprecated VK_EXT_debug_report callback, which is kept as a fallback for
  loaders without debug-utils. The messenger config is also chained into
  instance creation so vkCreateInstance-time messages are captured.
  Validation errors/warnings now go to the main log via mprintf.
- New -gr_sync_validation cmdline flag (implies -gr_debug): chains
  VkValidationFeaturesEXT with synchronization validation into instance
  creation when VK_LAYER_KHRONOS_validation is available. This is the
  regression net for the synchronization fixes in the following commits.
- Frame stats now report descriptor sets/writes allocated per frame and the
  total pipeline count (descriptor-manager counters; DescriptorWriter::flush
  moved out-of-line to report into the manager).

Co-Authored-By: Claude Fable 5 <[email protected]>

* refactor: unify Vulkan render-pass begins, clamp in-pass clears, add per-frame UBO ring

Phase 1 of the renderer-review fix series: shared helpers that the
correctness fixes build on.

- New VulkanRenderer::beginTrackedRenderPass(PassBeginDesc): every render-pass
  begin on the frame command buffer now records vkCmdBeginRenderPass and
  updates the state tracker (pass, color attachment count, sample count,
  render area, viewport) in one place. Converted: setupFrame,
  beginSceneRendering (both branches), resumeSceneRendering,
  endSceneRendering, beginRenderTarget (viewport kept for gr_set_viewport),
  resumeSwapChainPass, plus new resumeScenePassAfterCopy() shared by
  copyEffectTexture/copySceneDepthForParticles and
  rebeginSwapChainPassAfterReadback() shared by both readbackFramebuffer
  exits (~200 lines of duplicated begin/clear/viewport blocks removed).
- The state tracker records the active render area; all four
  vkCmdClearAttachments sites clamp their rects against it and skip empty
  results. Previously gr_screen-sized clear rects could exceed a smaller
  off-screen render target's render area, which is invalid API usage.
- New PerFrameUboRing utility (VulkanPerFrameUbo.h/.cpp): a persistently
  mapped uniform buffer with one slot region per frame in flight and a
  self-flushing alloc(). Used by the next commit to fix the cross-frame
  UBO races.

Deliberate behavior deltas (all safe-direction): the helper always sets
colorAttachmentCount/sampleCount (some sites previously inherited stale
values), and resumeSwapChainPass/resumeSceneRendering now also reset the
standard flipped viewport instead of leaving the previous one.

Co-Authored-By: Claude Fable 5 <[email protected]>

* fix: eliminate Vulkan cross-frame UBO/buffer races, make gr_sync honest

Phase 2 of the renderer-review fix series: with two frames in flight, several
host-visible resources were rewritten by the CPU while the previous frame's
GPU work could still be reading them.

- The post-processing scratch UBO is now a PerFrameUboRing (per-frame-in-
  flight slot regions, persistently mapped, self-flushing alloc). All the
  per-pass map/unmap/cursor bookkeeping in bloom/LDR/fog/SMAA is deleted;
  the cursor resets exactly once per frame via the new
  VulkanPostProcessor::beginFrame() hook in setupFrame.
  This also fixes two latent bugs: (a) fog consumed scratch slots mid-scene
  and bloom's later same-frame cursor reset overwrote them before submission
  whenever fog+bloom were both active; (b) volumetric_fog_data (288 bytes)
  overflowed the 256-byte slots - the memcpy spilled into the neighboring
  slot and the shader's bound range ended before the aspect/fov/noise
  fields. Slots are now 512 bytes (static_assert at the fog call site) and
  the per-frame budget is 32 slots.
- The dedicated tonemap, output-encode, and MSAA-resolve UBOs (each a single
  instance rewritten per frame, i.e. racy; the MSAA one also never flushed)
  are deleted entirely - those passes build their structs on the stack and
  allocate from the scratch ring.
- Static-buffer rewrites orphan instead of racing: getVkBuffer() stamps a
  last-used frame number, and a full-content updateBufferData() on a Static
  buffer used within the last MAX_FRAMES_IN_FLIGHT frames defers the old
  VkBuffer to the deletion queue and writes a fresh one. Offset writes
  (GPU-heap appends to fresh regions) and PersistentMapping buffers (the
  engine holds their mapped pointer and syncs via gr_sync) are exempt.
- gr_sync_wait now honors its contract: VulkanRenderFrame::waitForFinish
  takes a timeout and reports expiry without consuming the fence;
  VulkanRenderer::waitForFrame returns false for fences taken during the
  still-recording frame (previously it waited on a stale or idle slot and
  reported success) and resolves the frame->slot mapping correctly. This
  makes UniformBufferManager's segment-fence throttling actually protective
  on Vulkan for the first time.

Co-Authored-By: Claude Fable 5 <[email protected]>

* Refactor framebuffer and target lifecycle: centralized creation/resizing logic, improved resource management across Vulkan post-processing subsystems.

* Improve Vulkan cross-frame sync with explicit access masks and validation updates

- Unified Vulkan validation flag handling in setup, separating engine debug output from synchronization validation.
- Specified access masks and stage flags to address cross-frame WRITE_AFTER_WRITE vulnerabilities, notably in G-buffer, post-processing, and MSAA resolve paths.
- Adjusted subpass dependencies and image layout transitions to prevent read-after-write and write-after-write hazards, detected using `-gr_sync_validation`.
- Fixed uniform buffer and barrier transitions to ensure proper ordering in render passes across frames.

* Refactor Vulkan render-pass dependencies and sync stages for clarity and future testing

- Clarified dependency logic for cross-pass and cross-frame synchronization, ensuring explicit stage and access flag comments match observed behavior.
- Adjusted subpass dependencies to decouple render-pass compatibility definitions from dependency assumptions.
- Highlighted MoltenVK-specific issues and retained workarounds with notes for re-testing on macOS hardware.
- Updated synchronization barriers and validation notes to address historical inconsistencies across platforms.

* Remove transfer queue support; consolidate all operations into the graphics queue

- Removed transfer queue handling, simplifying buffer and queue logic to use the graphics queue for all transfer operations.
- Updated buffer sharing modes and removed related code paths and parameters for transfer queue families.
- Introduced exclusive buffer access, noting async transfer and queue ownership transfers are future work.
- Limited enabled device features to only those actively used by the renderer, reducing unnecessary feature requests (e.g., robustBufferAccess).

* Refactor frame advancement and descriptor management in VulkanRenderer

- Removed `endFrame()` from `VulkanDescriptorManager`, replacing it with `setCurrentFrame(frameIndex)` for explicit frame synchronization.
- Centralized frame index advancement within `VulkanRenderer` to ensure consistency across components.
- Invalidated cached descriptor set bindings at render-pass boundaries to handle raw recorder staleness correctly.
- Optimized pipeline descriptor rebind logic by removing redundant clears during pipeline changes.

* Refactor `PipelineConfig::hash` and Global descriptor set management for improved hashing and memoization efficiency

- Replaced inefficient shift-based hashing in `PipelineConfig::hash` with a robust `hashCombine` strategy to minimize bucket collisions.
- Introduced `maskBits` helper to streamline bitmask creation for boolean fields.
- Implemented memoization for Global (Set 0) descriptor sets, reducing redundant rebuilds across frames and improving performance.
- Added dirty state tracking (`m_globalSetDirty`) and invalidation logic for Global set updates following relevant input changes (e.g., TLAS or UBO modifications).

* Refactor Vulkan post-processing output logic: extracted shared `encodeToSwapChainPass` method to streamline HDR and SDR output paths.

* Optimize Vulkan descriptor set management with per-frame memoization

- Added memoization for Material (Set 1) and PerDraw (Set 2) descriptor sets to reuse cached sets across frames if inputs remain unchanged.
- Implemented precise input tracking for Material and PerDraw descriptor sets to detect and rebuild only when necessary.
- Reduced redundant Vulkan descriptor allocations and writes, improving performance on repeated or batched draw calls.

* Fix Vulkan access masks for G-buffer and scene pass transitions

- Added `eColorAttachmentRead` to access masks in multiple barriers to ensure proper synchronization for load operations (e.g., `loadOp=eLoad`) across render passes.
- Prevented `READ_AFTER_WRITE` synchronization validation issues in deferred and multi-pass rendering scenarios.
- Updated comments to clarify the reasoning behind the access mask changes and load dependencies.

* Refactor Vulkan resource management and indexed draw logic

- Consolidated destruction queue methods in `VulkanDeletionQueue` using a shared `queueHandle` template to reduce redundancy.
- Introduced `ModelDrawParams` structure and `computeModelDrawParams` function to unify indexed draw parameters for models and shadows.
- Simplified draw logic by eliminating repeated calculation of indexed draw parameters and improving code reuse.

* Add `releaseAnimationSlotRef` for ref-count handling of shared animation texture arrays

- Introduced `releaseAnimationSlotRef` to manage reference counting for shared animation texture-array slots, preventing premature destruction of shared resources.
- Updated `flushTextures` and related methods to integrate `releaseAnimationSlotRef` for shared slot cleanup.
- Refactored staging buffer creation into `createStagingBuffer` for 3D texture uploads and shared path consistency.
- Enhanced texture upload logic with improved tracking and logging for re-upload cases, aiding preloading gap analysis.
- Added instrumentation for on-demand mid-frame texture uploads in `FrameStats`.

* Refactor Vulkan resource and texture management, extend debug logging

- Updated smart pointer usage for consistency across Vulkan resource managers (`std::make_unique`).
- Removed redundant `cubeImageView` member and related cleanup logic; unified sampling view management.
- Added per-instance debug log counters (avoiding static state) for Vulkan texture uploads and bindings, improving visibility during initialization and run-time.
- Optimized `VulkanRenderer` property/feature getters by caching physical device properties and features during device creation.
- Improved memory region flushing logic for out-of-date offsets, aligning with Vulkan Memory Allocator behavior.
- Refactored render pass state tracking to reapply dynamic state reliably after mid-frame render passes.
- Enhanced validation and error handling for mismatched update texture formats.

* fix CI build warning

* Fix on-demand YUV texture locking and set alpha uniform for movie rendering in Vulkan

- Corrected bitmap lock type from `BMP_TEX_OTHER` to `BMP_AABITMAP` for YUV textures during on-demand loading.
- Updated movie rendering to bind alpha from the `MovieData` UBO (set 2, binding 4) for Vulkan, aligning behavior with OpenGL implementation.

* revert inadvertent changes introduced by a squash commit

* address ci issues

* remove wip stuff from code comments that make no sense to people who aren't me

* Remove unused LD_LIBRARY_PATH export and fix shader shadow map sampling.

* Refactor batched rendering uniform setup in Vulkan

- Removed unused fields from `genericData` uniform block, simplifying shader definitions.
- Updated Vulkan material uniform handling to align with OpenGL's batched rendering logic.
- Introduced `batched_data` struct for streamlined UBO updates, improving maintainability and clarity.

* Add `-hdr` command-line option for HDR nits configuration

- Introduced `-hdr` parameter to set paper white and peak luminance in nits, overriding in-game HDR settings.
- Added input validation with error feedback for incorrect format.

* Remove unused `MODEL_SDR_FLAG_SHADOW_MAP` macro from shader flags

* clean up unrelated changes

* Invalidate Vulkan state tracker bindings after external command buffer modifications

- Added `invalidateExternalBindings()` to `VulkanStateTracker` to handle stale pipelines, descriptors, and dynamic states caused by external Vulkan commands (e.g., ImGui renders mid-pass).
- Updated ImGui rendering flow to call `invalidateExternalBindings()` post-draw, ensuring consistent pipeline state for subsequent engine renders.
- Adjusted image usage flags to account for `eTransferSrc` in texture readbacks.
- Fixed barrier `dstAccessMask` and pipeline stage flags to ensure proper synchronization for image transitions.

* Add a few more generically useful lines to the log

* Simplify Qt deployment logic and improve handling for system-installed Qt on Linux

* add cmdline headers to make qtFred compile

* use VK_KHR_synchronization2 for sync and barrier purposes

* Simplify and clean up Qt deployment logic in CMake for qtfred

* update get_bitmap_from_texture to match the new API

* Enhance `-hdr` command-line option to force HDR output and support optional nits configuration with improved input validation and overrides.

* Improve Vulkan robustness, add device feature checks, and refine memory/logging.

- Added depth clamping support gated by device feature checks, with fallback where unsupported.
- Improved deferred lighting UBO overflow handling with user-accessible warnings and buffer size adjustments.
- Enhanced Vulkan logging for validation, allocation, and debugging:
  - Automatic logging for descriptor pool exhaustion/fragmentation.
  - Vertex format and resource destruction checks.
  - Notifications for generic layout transitions and volumetric texture uploads.
- Consolidated shader logic to ensure Vulkan and OpenGL parity.

* Remove HDR10 encode shader and consolidate gamma correction logic for SDR and HDR10. Replace `Verify` assertions with `Assert`

* Add braces to conditional in object lighting logic for clarity

* Refine Vulkan memory allocation checks with `Verification` for improved error handling and messaging.

* Refine VulkanBuffer resize logic to preserve contents with CPU-side copy and add safeguards for non-coherent memory scenarios.

* Add detailed comments explaining descriptor array capacity constants in VulkanDescriptorManager

* Gate shadow support on depth clamp feature availability and clarify its necessity with improved comments.

---------

Co-authored-by: BMagnu <[email protected]>
Co-authored-by: Mara van der Laan <[email protected]>
Co-authored-by: Claude <[email protected]>
2026-07-21 16:58:21 +00:00
Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* avoid undefined behavior from UNREACHABLE on reachable code paths

UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.

Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.

A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.

Where the converted site was a simple guard of the form
    if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
    Assertion(!x, ...);
    if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>

* addendum

After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible.  UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error".  Also fix a few other sites and change a couple to Warnings.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00
BMagnu 25eebd96de Shadow Overhaul (#7529)
* Extract shadows into own shader and render pass

# Conflicts:
#	code/def_files/data/effects/main-g.sdr

* Consolidate render queue code

* More cleanup

* Fix missing clear of shadow buffer inter frame

* Request capability for viewport layer rendering

* instanced shadows

* Fix issues

* Switch to PCF+PCSS and proper textures for it

* Smooth PCSS toggle

* Fix for windows

* Fix OGL error

* Cleanup of old flag

* Expose shadow smoothness

* Fix missing uniform

* Make number of shadow cascades dynamic

* Progress on cockpit shadow integration

* Wrangle Cockpit and show-ship shadows into correct behaviour

* Cleanup

* make player ship shadow table options more intuitive

* Cleanup

* Only read from correct set of shadow maps, also stretch first main-scene map to 0

* Remove now non-necessary validation

* Make shadow cascade buffer more typesafe and less wasteful

* Don't allocate cockpit cascades if not used

* Cleanup

* Final fixes

* Fix Warnings

* clang tidy

* Fix missing fallback for shader precaching

* That weird FOV multiplier that always ruins your day

* Avoid shadow geometry artifacts by using hardware depth clamping

* Correctly handle shadow cascade overrides with hardcoded length

* GCC9 and its sad state of C++17 support.

* Address Feedback

# Conflicts:
#	code/graphics/shadows.cpp
2026-07-04 16:08:41 +02:00
BMagnu cc63bfa7c1 Gamma by Shader (#7484)
* Replace SDL gamma with a blit shader gamma

* Window_res comment

* Fixes

* Gamma command line flag
2026-07-04 15:28:52 +02:00
BMagnuandGoober5000 20c8417e8b Fullneb Revamp (#7352)
* change to new fog system

* Fix fog conversion issues

* remove unused old neb values

* Update scripting API

* temporary old-value round trip

* Rewrite nebula fog with four explicit parameters

Replace the legacy `+Fog Near Mult` / `+Fog Far Mult` model — which
depended on fixed engine constants — with four parameters that map
directly to renderer behavior:

  +Fog 1000m Visibility    fraction of light surviving 1000m of fog
  +Fog Near Distance       meters from camera where fog begins
  +Fog Skybox Clip Distance  max render distance for the skybox in fog
  +Fog Clip Distance       max render distance for the scene in fog

The deferred-lighting fog shader, material system, model renderer,
object sort, and the Lua mission API all consume the new parameters
directly. The legacy `Neb2_fog_near_mult` / `Neb2_fog_far_mult`
globals are removed.

Mission parsing accepts either the legacy keys or the modern keys.
Legacy values are converted to the modern set at parse time, and a
per-mission flag (`Neb2_fog_use_legacy_values`) records which keys to
write back on save. The flag is cleared only when something actually
changes, so opening and OK'ing an unmodified legacy mission preserves
its on-disk format. Saving uses `optional_string_fred` to preserve
user comments through edit cycles.

FRED2 and QtFRED background editors both expose the four parameters
in place of the old multipliers, with friendly labels and tooltips.
Both editors validate input (visibility clamped to [0, 1]; near
distance must be > 0; skybox and scene clip distances may be 0 to
disable fog at that range) and use a snapshot-and-compare at close
time so that a no-op open-then-OK never spuriously rewrites a legacy
mission in the modern format.

FRED2's background dialog is also reorganized so that "Display bg
bitmaps in nebula", "Override nebula fog palette", the RGB row, and
the four fog parameters all sit inside the Nebula group box; the
"Old Nebula" group box is restored below it with its Pattern, Color,
Pitch, Bank, and Heading controls back inside the frame. The dialog
now overrides PreTranslateMessage so that the new fog tooltips —
and the previously broken "Save sun/bitmap angles in correct format"
tooltip — actually fire.

QtFRED's BackgroundEditor.ui adds four QDoubleSpinBox controls in
the existing nebula form layout, with per-field decimals chosen to
avoid scientific notation, and per-field min/max declaring the
validation rules. The QtFRED help page is updated to describe the
new fields.

* fix tooltips

* restore forward-renderer fog

* Clang Tidy

* address feedback

* Refine nebula fog rewrite

- Rename Neb2_fog_use_legacy_values to Neb2_fog_save_legacy_values
  to reflect that the flag governs save format, not runtime
  behavior.
- Decide both the save flag and the legacy-to-modern conversion
  purely from whether the file contains modern fog keys, dropping
  the prior heuristic based on required_fso_version. A mission
  without modern keys (legacy- or retail-format) converts on load
  and saves back in legacy format; missions with modern keys are
  saved as modern.
- Snapshot the four fog values as floats at editor open and use
  fl_equal for the no-change comparison in both FRED2 and QtFRED,
  replacing the FRED2 CString comparison and the QtFRED strict
  inequality.
- Document the on-disk invariant in missionsave: when not saving
  legacy keys, the four modern keys must always be written (never
  gated on "only if non-default"), since the parser uses their
  presence to decide whether to run the conversion on next load.

---------

Co-authored-by: Goober5000 <[email protected]>
2026-05-28 14:43:48 +09:00
BMagnu 9b82daeefc Proper Ambient Light (#6849)
* Remove ambient handling from amin / decal pass

* Add ambient light to deferred pass

* Make decals work and fix double insignia rendering

* Fix decal vertex shader

* render insignias as decals

* Cleanup of old insignia stuff

* Move insignia post-processing to model load

* perform envmap lighting in deferred shader

* Remove Envmapping from main shader

* Fix MSVC warning

* exclude def_files from clang tidy
2025-07-22 00:17:22 +02:00
wookieejedi a224736543 Slots for custom post processing effects (#6827)
* Slots for custom post processing effects

Post processing effects such as tint or dithering have their uniforms hardcoded, which means the only want to create new post-process effects for a mod is to overwrite an existing effect.

Requested for DEM2, this PR creates 4 blank slots for mods to create new post processing effects--2 floats and 2 vec3. This approach to create blank slots for modders follows the successful strategy used for Custom_Controls 1-5.

Note, this PR also adds `tint` to the default `post_processing.tbl` which had it missing (even though tint is a valid effect with a valid uniform buffer already).

Happy to discuss more or edit however.

* fix ordering
2025-07-14 13:44:18 -04:00
BMagnu a52f31f748 Instanced Decals (#6813)
* prepare instancing

* Render single decal with instance-like buffer

* encode per-instance data in the instance matrix

* Actually render decals instanced

* Update todo commit

* actually add stubs

* Gate decal preparation behind GPU capability flag

* Fix MSVC warnigns

* remove explicit layout

* Fix MSVC warnigns 2

* Clang Tidy
2025-07-10 00:51:04 +02:00
BMagnu 7403f4a1c9 Improve Volumetrics Performance (#6159)
* properly trace volumetrics and explicitly set texture setting

* UDF-ify volumetrics

* Fix warning

* only apply lower bound when actually correct
2024-06-21 17:10:14 +02:00
Birk Magnussen da352c3eea Refactor gr_capability 2024-02-05 19:22:32 +01:00
BMagnu b3295e5a2d Fix near z planes for the cockpit rendering (#5654)
* Properly unify cockpit near planes

* Properly pass near plane to deferred shader
2023-10-18 08:08:22 -04:00
BMagnuandFabian Woltermann b0b05b35fd MSAA (#5400)
* Add MS buffers

* Implement basic MSAA with commandline

* Move MSAA init to deferred pipeline

* Fix shadows when MSAA is enabled

* Implement resolve shader

* Cleanup basic resolve shader

* Implement front-first depth-aware MSAA resolve

* Fix background resolve

* Allow setting MSAA level

* Ensure good MSAA level

* Code Median shader for different sample counts

* Cleanup

* Add MSAA options toggle

* Add MSAA sample count pre-parsing

* Add GL scope

Co-authored-by: Fabian Woltermann <[email protected]>

* Typo
2023-05-14 08:14:51 +00:00
Fabian Woltermann 1d52bc5876 make sure deferred_global_data follows the alignment rules (#5331) 2023-04-13 20:45:56 +00:00
BMagnu 7893f0e3c5 Remove superfluous comment 2023-03-06 00:15:59 +09:00
BMagnuandFabian Woltermann c2a61c7d86 Update volumetric fog uniform buffer
Co-authored-by: Fabian Woltermann <[email protected]>
2023-03-06 00:14:58 +09:00
Birk Magnussen 5b06f84771 Correct depth for FoV abberation 2023-03-04 23:24:34 +01:00
BMagnu db8292be03 Add noise color intensity 2023-03-02 12:54:00 +01:00
Birk Magnussen 8f697dd03a Fix Noise, Fix Scale, Fix Pos 2023-02-24 23:50:50 +01:00
BMagnu 9cdbf4b5ed Load configurable noise 2023-02-24 11:59:21 +01:00
Birk Magnussen 88dd1f843b Disable noise 2023-02-23 00:14:26 +01:00
BMagnu 6e91356f47 Properly pass volumetric pso/size 2023-02-22 16:48:39 +01:00
BMagnu 9dbf5df152 Add Noise sampling to volumetric shader 2023-02-22 16:11:33 +01:00
BMagnu 68ad0c826b Merge branch 'master' into volumetric_nebulae 2023-02-22 09:31:41 +01:00
BMagnu 9220b48592 Fix Typo and test oversampling 2023-02-17 13:26:18 +01:00
BMagnu 4c3024e5fc Add Beer-Powder absorption for diffuse lighting 2023-02-16 16:03:47 +01:00
BMagnu a9a110e8fa Add Heyney Greenstein Scattering 2023-02-16 14:58:19 +01:00
BMagnu a71dbbab6a Tidy up shader and prepare for diffuse lighting 2023-02-16 13:29:43 +01:00
BMagnu 3e8be9c8a3 Fix emissive blur 2023-02-16 12:30:56 +01:00
Birk Magnussen 9ac262579d Document Emissive Attempts 2023-02-15 20:39:16 +01:00
Fabian Woltermann 076ad7770b remove main shader compile-time flags (#5055) 2023-02-15 15:20:11 +01:00
BMagnu 3c942fc409 Proper step calculation based on nebula parameters 2023-02-15 15:09:37 +01:00
BMagnu 5f48e55990 Proper alpha-considering ray marching 2023-02-15 14:26:48 +01:00
Birk Magnussen 9de6beb4c2 First working raycast 2023-02-14 21:03:18 +01:00
EatThePath 8e560a0ba4 More old dead shader override code that isn't hooked to anything anymore. (#4861) 2022-11-22 11:06:51 -05:00
Tyler Blount 0d78538a91 Update video shader and add alpha controls to VideoPresenter API 2022-09-17 15:53:04 -07:00
David Gibson 413e817733 Attached reasonabled defaults to the new source radius settings 2022-09-15 17:04:25 +01:00
David Gibson e37427a24b Adding configurable source radius to the lighting data and uniforms 2022-09-15 17:04:25 +01:00
Adam Leach 5e4d6cc5de Implement IBL based off envmaps
Fixed environment map rendering


shift fresnel term to match ordering of ComputeGGX, document shader code.


Envmaps: Use tangentMatrix to build local coordinate system 


Fixed geometry self-shading calcs to improve shading of rough surfaces.


Cite paper correctly


optimsed env sampling 


Put envmap face generation a loop to make it easier to read


Precalculate points on circle for even faster envmap sampling..


Guard against NaNs


Revert to simpler envmap calcs, significantly faster on slower GPUs.


typo


We don't need the sample points any more.


Diffuse IBL shading


Fix gamma issues in envmap rendering


AO term on envmaps.


fix lab crash with retail data


Always render envmaps - PBR shouldn't care if a shine/specmap exists.
2022-06-18 19:57:54 +01:00
David Gibson cfa7d1736b Removed specular light color as a separate value in the uniform buffers. 2022-06-03 13:27:06 -05:00
EatThePath dc0f394afd Moved the PPC tonemapper intermediate calculations to C-side to clean up shader compatibility with older versions of opengl (#3857) 2021-12-31 21:27:46 -05:00
EatThePath c5410c6381 Lt22 (#3801)
* New configuration table for HDR tonemapping and related data.

* lighting profiles conslidation and cleanup

* Appease CI

* Lighting profiles parser now parses all tonemapping options

* simplified light profile parsing logic further

* Refrences for tonemapping functions added

* cleaned unused function definition

* Extra documentation for lighting tables

* Fixed lighting profile value label error

* Converted current_piecewise_values to const reference
2021-12-03 04:50:45 +09:00
BMagnu 1da6f4a6a2 Simplistic Ship Transparency (#3436)
* Basic per-render-model + per-ship tools

* Tidy up settable transparency for standalone use

* Force Alpha Premultiplied on external Alphamult

* Fix sexp description.
2021-10-08 21:49:13 +09:00
asarium b6fe676072 Remove usage of deprecated CMake module
Also removed all checks for C++11 support since we only support
compilers that have this already.
2021-06-20 12:56:20 +02:00
Baezon 3c53b74e5e switch to exponential nebula fog 2021-03-04 23:02:24 -05:00
asarium 9da5cc17a3 Add type safe handle for graphics buffers
This converts the previous plain-int type for a buffer handle to an
instance of our ID class which provides type safety.
2020-10-25 12:16:05 +01:00
asarium 56dc373bb9 Add support for using Vulkan GLSL code with OpenGL
This is an effort to be able to use the same GLSL code for both Vulkan
and OpenGL. This is done by first compiling the Vulkan GLSL code to
SPIR-V and then using a custom tool (which uses SPIRV-Cross) to convert
that back into GLSL 1.50 compatible code.

The required tool will be downloaded by CMake when glslc is found in the
path. This is included in the Vulkan SDK. To avoid having a hard
dependency on this, the generated files are included in the VCS and are
only regenerated when glslc is found on the system.
2020-09-27 12:45:05 +02:00
asarium f12a8ff432 Add scrolling text element for libRocket
This emulates the "scrolling text" effect that is present in briefings.
It is not exactly the same since it just goes pixel wise and not by
character but it looks good enough.
2020-08-10 09:38:30 +02:00
asarium ae026f83ca Add generic uniform block for low frequency data
This elimiates all of the remaining "old style" uniforms from our
shaders. This might not be optimal for all situations but I have
confirmed that it is at least not worse at the moment.
2020-02-01 19:18:14 +01:00
asarium fe5dbeccaa Use uniform blocks for matrices
This is a generic way to get matrix data to shaders without using
(old-school) uniforms. This is another step towards more compatibility
with how new APIs (Vulkan) do things to increase the odds for a Vulkan
port at some point.
2020-01-28 18:20:47 +01:00