The shadow-mapped path's penumbra width was a fixed per-cascade value
(shadow_smoothness_scale()'s ceiling), so every occluder blurred its
shadow by the same amount regardless of how close it actually was to
the receiver -- unlike the raytraced path, which gets that for free
from traceShadowRayCone()'s real occluder distance. Close that gap
with PCSS: search nearby texels for occluders, then scale the filter
radius by how far away they were.
The blocker search (pcssBlockerSearch() in shadows.sdr) needs raw,
uncompared depth reads, which the existing PCF sampler can't do -- it's
bound with a compare mode for the hardware shadow-compare instructions
the filtered sampling itself relies on. So shadow maps now get a second
sampler, shadow_map_raw, bound to the same texture with compare mode
off; on OpenGL that needs a second sampler object and GL 3.3
(shadow_contact_hardening_supported()), Vulkan can always bind it.
Where the raw sampler isn't available, or the new Graphics.ShadowContactHardening
option is off, shadows_start_render() sets Shadow_penumbra_scale[cascade]
to -1 as a sentinel and pcssPenumbraRadius() (shadows.sdr) falls straight
back to the fixed radius, bit-identical to the pre-contact-hardening
behavior and skipping the extra texture reads.
When it is on, shadows_start_render() computes each cascade's penumbra
scale from its own frustum extents and the sun's tanθ; the shader turns
that plus the blocker search's average depth into a per-pixel radius,
clamped to [1 texel, the old fixed ceiling]. A blocker search that finds
nothing doesn't fall back to "no shadow" -- a sparse 8-tap search can
miss a thin occluder, so it instead runs the full filter at the hardest
(1-texel) radius, trading a touch of extra blur for not popping a real
shadow to nothing.
Drops RT_SHADOW_SUN_SIZE_CALIBRATION accordingly: that constant existed
only to fake a blocker-distance-driven penumbra on the shadow-mapped path
by pre-scaling the raytraced cone to match it, and the shadow-mapped path
now has a real blocker search of its own, so the raytraced cone goes back
to its physically correct size.
Raytraced shadow penumbras needed a hand-authored $SunAngularSize: in
stars.tbl, which no shipped content sets -- so in practice nothing ever
got a penumbra, and the shadow-mapped path's $Shadow Smoothness Factor:
had no relation to it at all. Derive a size from the sun bitmap instead
and drive both methods from the same number.
g3_render_rect_screen_aligned_2d() sizes the sun quad so its rad is the
tangent of the half-angle it subtends, making tan(angular radius) equal
to 0.05 * the mission's +Scale: * the emitting disc's fraction of the
bitmap. That fraction is the area of the pixels at or above 90% of the
brightest one, converted to an equivalent radius. Across 90 sun bitmaps
from retail, the MediaVPs, Blue Planet and BtA it lands at a median of
0.261 (retail's chunkier art at 0.487), and the threshold acts as a
constant factor rather than a per-bitmap judgement call -- Spearman rho
0.96 between a 90% and a 50% cutoff.
Taken literally that yields suns 3.9-8.5x Sol's apparent diameter once
+Scale: is folded in (median 1.55, up to 5.0 in retail's own missions),
so the measurement is scaled by 0.25 and clamped to 1.5 degrees, putting
typical content near Sol. Derivation is the default: $SunAngularSize: 0
asks for hard shadows, an explicit value still wins, and missions can
also set +AngularSize: on an individual sun to override both, with FRED
and QtFRED UI (validation and fallback included) to author it. Bitmaps
that can't be read -- and the deliberately blank sun bitmaps mods ship
to get a light source with no visible disc -- fall back to hard shadows
rather than to the widest possible penumbra.
That angular size now sizes the raytraced penumbra cone directly
(traceShadowRayCone() in shadows.sdr), with sample count following the
same Shadow_quality tier that picks the shadow map's resolution (1 ray
at Low, up to 16 at Ultra) rather than being a separate setting. The
shadow-mapped path's tabled smoothness values were tuned by eye against
Sol-sized retail/MediaVPs art, so shadow_smoothness_scale() in
shadows.cpp scales them by the active sun's size relative to Sol,
clamped to what the shadow map can represent (shadow_clamp_smoothness()).
The two methods still disagree about occluder distance -- the raytracer
uses the real one, the shadow map's tabled values stand in for a blocker
distance pinned to the cascade's own extent -- so RT_SHADOW_SUN_SIZE_CALIBRATION
in shadows.sdr is a constant factor that makes a given $SunAngularSize:
read as roughly the same softness either way; it's the number to revisit
if the shadow map ever grows a real blocker search.
Also adds RTAO (raytraced ambient occlusion) sharing the same TLAS as
the shadow rays, with lighting-profile-driven radius/strength, and lab
controls for RT shadow quality (Low/High), the local light cap, RT
shadow samples, RTAO, and an angular-size override for comparing both
shadow methods against the same sun. All are safe to change live: they
only gate which lights are picked as shadow casters or scale existing
uniforms while filling the per-frame light data.
Co-Authored-By: Claude Opus 5 <[email protected]>
* 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]>
* 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]>
* Add lab panning controls and align to pof tools
* pan based on camera view coords not world coords
* reset view option
* change scrolling to use mouse wheel
* Better ui for controls reference
* clang
1. Change `ai_profile_lookup` and `multi_xfer_lookup` to use `const char *`, since all the other lookup functions do
2. Remove several unneeded `const_cast`s, some of which are now made possible by the non-const `data()` overload in C++17
3. Change `campaign_link` to use `const char*`
4. Use better string management in `test::FSTestFixture::init_cmdline()`
* First draft of prop object type
* Add prop editor dialog in FRED
* prop sexps
* lua table prop support
* lab support
* lua mission access to props
* prop collision support
* use std::optional so the object->instance id is always valid
* allow props to block suns
* minor cleanup and remove arbitrary limit. Still limited to 500 objects.
* Sort props by category
* cleanup
* implement collision hooks
* parse prop flags and further ensure props are inited and closed correctly
* Add Cyborg's multi suggestions
* fix missing header
* add props to empty slots if available
* add multi signature
* fix rebase issues and match collisions to the new multithread style
* appease Clang the Conquerer
* save/parse mission prop classes by name
* Clean up comments and finish TODOs
* fix string errors
* clang wants this to be static now
* address feedback
* address feedback
* Use model num from prop info instead
* merge prop and ship collision group sexps together
* fix rebase bug
* address feedback
* fix name shadowing
* ship heavy submodel
* clang
---------
Co-authored-by: Asteroth <[email protected]>
* Fix some issues preventing various secondary types from firing in the lab
* Add ability to fire turrets from the lab
* const char*, mjn please
* more cleanup
* range-based for loop
* Update comment
* coverity - using `std::move` instead of copying, and change some parameters from value to reference
* coverity - fix or mark potential copy-paste mistakes
* coverity - various checking of parameter and return values
* coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
1. Add const qualifier where appropriate to API methods
2. Change `TonemapperAlgorithm` from enum to enum class, for type safety and token scope
3. Update saving of lighting profile in FRED
4. Add saving of lighting profile in qtFRED
5. Add lighting profile (and asteroid) initialization to qtFRED
* Add imgui
* migrate render options
* remove wmcgui
* Add subsystem selection and highlighting
* Add a syntactic sugar extension for imgui
* don't rebuild the mission list every frame
* Add imgui_sugar extension
* Move helper functions out of lab_ui, add function to display consolidated table text for object
* add button to export cubemap
* fix entering and exiting the lab
* refactor some of this for greater cleanness
* use techroom lighting when no mission background is set
* minor things
* add imguizmo
* add imguizmo
* Add imgui
* migrate render options
* remove wmcgui
* Add subsystem selection and highlighting
* Add a syntactic sugar extension for imgui
* don't rebuild the mission list every frame
* Move helper functions out of lab_ui, add function to display consolidated table text for object
* add button to export cubemap
* fix entering and exiting the lab
* refactor some of this for greater cleanness
* minor things
* add imguizmo
* add imguizmo
* Add button to reset changes made in the render dialog
* refactoring
* unfuck rebase
* fix issue with loose mission files
* use with_CollapsingHeader for greater uniformity
* add weapon selection functionality
* make primaries and secondaries fire again
* implement animation triggers
* avoid crash when switching back and forth between ships with and without team colors
* add control to set team color setting to renderer texture dialog
* make sure the table text updates when the ship class changes
* let rotating subsystems rotate
* do not add imgui.h to pstypes
* code cleanup
* add subsys highlighter from fred
* Highlight non-modelled subsystems as well
* add cmdline flag to show the imgui demo dialogue
* fix compiler warnings reported by CI
* fix error when building the subsystem list
* refactor variable/method naming
* code cleanup
* remove vestigial code
* update to imgui 1.89.1
* add credits entry for imgui
* use the imgui namespace
* Separate the background dialog out into its own window
* make sure the subsystem highlights are placed correctly
Co-authored-by: Fabian Woltermann <[email protected]>
* Add maximum self repair percentages for health and subsystems
Adds two new options to help with the automatic self repairs for hull and subsystems: `$Hull Self Repair Maximum:` and `$Subsystem Self Repair Maximum:`. These values allow mods to specify how much a ship's hull or subsystem can self repair to, which is very useful to have some auto repair but not enough to make the hull or subsystem 100%.
Also cleans up the `ship_auto_repair_frame` function with removing un-used define values, improving comments, and making formatting consistent. Also updates the parse sections of repair rate for hull and subsystems to print to the log if values are being clamped.
Probably easiest to review with hiding whitespace changes.
* update local names to be easier matches to surrounding code
* incorporate feedback
Add back in define, fix == 0 checks, and fix edge case logic bugs
* Applying directional brightness profile value, disconnected spec flags and made specular light always equal to diffuse light
* Switched over to new command line arguments
* Wire lab up to new lighting controls, and provide backwards-compatible defaults for emissive.
* cleanup unused new function
* make static some functions that can be static
* revise command-line and emissive handling
* handled specular sun depreciation and general removal of specular value handling
* Removed specular light color as a separate value in the uniform buffers.
* cleanup of leftover/post-rebase specular references
* further post-rebase repair of light flags command line and leftover specular
* move techroom/selection/breifing 'room' lights to a common function and
augment lighting setup for current rendering
* fixed some mishandling of lighting modifiers.
* Addressed code clarity and comments from review
* Add Animation Instance Flags
* Add SEXP barebones
* Unify and simplify animation parsing
* Clean up animation calling and use new animationlist api
* Add missing break