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fs2open.github.com/code/graphics/vulkan/VulkanDrawAPI.cpp
T
Fabian WoltermannandClaude Opus 5.5 7f3e5fae60 Softer shadows in raytracing and RTAO (#7695)
* Add RTAO and unify raytraced/shadow-mapped shadow softness on sun angular 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]>

* Add shadow contact hardening via PCSS blocker search

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.

* Apply review feedback on softer shadows

- Bind the GL raw-depth sampler on unit 11 in the deferred pass and
  unbind it after the pass.
- Enable RTAO only when shadows are on, and remove the RTAO option when
  ray tracing is not supported.
- Use every second Poisson tap in the PCSS blocker search.
- Use TLAS-relative ray origins for RTAO.
- Gate +AngularSize: at version 27.0.
- Measure an .eff sun from its first frame, and skip the measurement
  when shadows are off.
- Guard the GL 3.3 sampler check for GLES builds.
- Restore the lab session overrides when the lab closes.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>

* apply review suggestions

* Fix review findings and build the ray-tracing structure once per frame

Build the ray-tracing TLAS one time in each frame, in
vulkan_scene_texture_begin(), where no render pass is open. Remove the
TLAS build from the shadow pass and the second build in
vulkan_deferred_lighting_finish(). Remove gr_build_shadow_tlas.

Move the RTAO inputs and the deferred ray inputs (ray origin, cull mask,
bias) into globalDeferredData. Write them in each frame with
shadows_fill_deferred_global_data(). RTAO now works with shadows off and
in frames with no sun.

Other fixes from the review:
- Add the sampler2DArray precision to the OpenGL ES shader blocks.
- Declare shadowCascadeParams one time, in shadow_cascade_params.sdr.
- Use one ray function for traceShadowRay() and traceShadowRayCone().
- Restore the shadow method and the raytraced light limits when the lab
  closes.
- Limit the sun angular size to 90 degrees in stars.tbl and in missions.
- Make the OpenGL sampler part of the texture unit binding, and name the
  raw shadow map unit SHADOW_MAP_RAW_TEXTURE_UNIT.
- Measure the sun disc when the sun bitmap loads, not in the draw path.
- Use starfield_copy_entry_to_instance() in stars_set_data().
- Share the sun quad radius as SUN_QUAD_RADIUS.
- Correct the sun size tooltips and comments: the size affects both
  shadow methods.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

---------

Co-authored-by: Claude Opus 5 <[email protected]>
2026-11-12 21:05:22 +01:00

846 lines
29 KiB
C++

#include "VulkanDraw.h"
#include <algorithm>
#include <array>
#include "VulkanState.h"
#include "VulkanBarrier.h"
#include "VulkanBuffer.h"
#include "VulkanPipeline.h"
#include "VulkanShader.h"
#include "VulkanTexture.h"
#include "VulkanRenderer.h"
#include "VulkanPostProcessing.h"
#include "VulkanDeferred.h"
#include "VulkanDescriptorManager.h"
#include "VulkanDeletionQueue.h"
#include "VulkanMemory.h"
#include "VulkanConstants.h"
#include "gr_vulkan.h"
#include "VulkanVertexFormat.h"
#include "bmpman/bmpman.h"
#include "ddsutils/ddsutils.h"
#include "graphics/grinternal.h"
#include "graphics/material.h"
#include "graphics/matrix.h"
#include "graphics/util/primitives.h"
#include "graphics/util/uniform_structs.h"
#include "graphics/shadows.h"
#include "lighting/lighting.h"
#include "graphics/util/UniformBuffer.h"
#define MODEL_SDR_FLAG_MODE_CPP
#include "def_files/data/effects/model_shader_flags.h"
// PostProcessing_override is defined in globalincs/systemvars.cpp
namespace graphics::vulkan {
// ========== gr_screen function pointer implementations ==========
// These free functions are assigned to gr_screen.gf_* in gr_vulkan.cpp.
namespace {
// Helper to set up GenericData uniform for default material shader
// Similar to opengl_shader_set_default_material() in gropenglshader.cpp
void vulkan_set_default_material_uniforms(material* material_info)
{
if (!material_info) {
return;
}
// Get uniform buffer for GenericData
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1, sizeof(genericData_default_material_v_sdr));
auto* data = buffer.aligner().addTypedElement<genericData_default_material_v_sdr>();
// Get base map from material
int base_map = material_info->get_texture_map(TM_BASE_TYPE);
bool textured = (base_map >= 0);
bool alpha = (material_info->get_texture_type() == TCACHE_TYPE_AABITMAP);
// Texturing flags
if (textured) {
data->noTexturing = 0;
// Get array index for animated texture arrays
auto* texSlot = getTextureManager()->getTextureSlot(base_map);
data->baseMapIndex = texSlot ? static_cast<int>(texSlot->arrayIndex) : 0;
} else {
data->noTexturing = 1;
data->baseMapIndex = 0;
}
// Alpha texture flag
data->alphaTexture = alpha ? 1 : 0;
// HDR / intensity settings
data->srgb = High_dynamic_range ? 1 : 0;
data->intensity = material_info->get_color_scale();
// Alpha threshold
data->alphaThreshold = getStateTracker()->getAlphaThreshold();
// Color from material
vec4 clr = material_info->get_color();
data->color.a1d[0] = clr.xyzw.x;
data->color.a1d[1] = clr.xyzw.y;
data->color.a1d[2] = clr.xyzw.z;
data->color.a1d[3] = clr.xyzw.w;
// Clip plane
const auto& clip_plane = material_info->get_clip_plane();
if (clip_plane.enabled) {
data->clipEnabled = 1;
data->clipEquation.a1d[0] = clip_plane.normal.xyz.x;
data->clipEquation.a1d[1] = clip_plane.normal.xyz.y;
data->clipEquation.a1d[2] = clip_plane.normal.xyz.z;
// Calculate 'd' value: d = -dot(normal, position)
data->clipEquation.a1d[3] = -((clip_plane.normal.xyz.x * clip_plane.position.xyz.x) +
(clip_plane.normal.xyz.y * clip_plane.position.xyz.y) +
(clip_plane.normal.xyz.z * clip_plane.position.xyz.z));
data->modelMatrix = gr_model_matrix_stack.get_transform();
} else {
data->clipEnabled = 0;
vm_matrix4_set_identity(&data->modelMatrix);
data->clipEquation.a1d[0] = 0.0f;
data->clipEquation.a1d[1] = 0.0f;
data->clipEquation.a1d[2] = 0.0f;
data->clipEquation.a1d[3] = 0.0f;
}
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(genericData_default_material_v_sdr), buffer.bufferHandle());
}
} // anonymous namespace
int vulkan_zbuffer_get()
{
auto* drawManager = getDrawManager();
return drawManager->zbufferGet();
}
int vulkan_zbuffer_set(int mode)
{
auto* drawManager = getDrawManager();
return drawManager->zbufferSet(mode);
}
void vulkan_zbuffer_clear(int mode)
{
auto* drawManager = getDrawManager();
drawManager->zbufferClear(mode);
}
int vulkan_stencil_set(int mode)
{
auto* drawManager = getDrawManager();
return drawManager->stencilSet(mode);
}
void vulkan_stencil_clear()
{
auto* drawManager = getDrawManager();
drawManager->stencilClear();
}
void vulkan_set_fill_mode(int mode)
{
auto* drawManager = getDrawManager();
// GR_FILL_MODE_WIRE = 1, GR_FILL_MODE_SOLID = 2
drawManager->setFillMode(mode);
}
void vulkan_clear()
{
auto* drawManager = getDrawManager();
drawManager->clear();
}
void vulkan_reset_clip()
{
auto* drawManager = getDrawManager();
drawManager->resetClip();
}
void vulkan_set_clear_color(int r, int g, int b)
{
graphics::vulkan::VulkanDrawManager::setClearColor(r, g, b);
}
void vulkan_set_clip(int x, int y, int w, int h, int resize_mode)
{
auto* drawManager = getDrawManager();
drawManager->setClip(x, y, w, h, resize_mode);
}
int vulkan_set_cull(int cull)
{
auto* drawManager = getDrawManager();
return drawManager->setCull(cull);
}
int vulkan_set_color_buffer(int mode)
{
auto* drawManager = getDrawManager();
return drawManager->setColorBuffer(mode);
}
void vulkan_set_texture_addressing(int mode)
{
auto* drawManager = getDrawManager();
drawManager->setTextureAddressing(mode);
}
void vulkan_set_line_width(float width)
{
auto* stateTracker = getStateTracker();
if (width <= 1.0f) {
stateTracker->setLineWidth(width);
}
gr_screen.line_width = width;
}
void vulkan_clear_states()
{
auto* drawManager = getDrawManager();
drawManager->clearStates();
}
void vulkan_scene_texture_begin()
{
GR_DEBUG_SCOPE("Begin scene texture");
auto* renderer = getRendererInstance();
// Switch to HDR scene render pass when post-processing is enabled
auto* pp = getPostProcessor();
const bool useSceneTarget = pp && pp->isInitialized() && Gr_post_processing_enabled && !PostProcessing_override;
// Build the ray-tracing TLAS for this frame here, one time, before the scene draws start.
// The camera and the objects are final at this point. A TLAS build must be outside a render
// pass. The scene pass starts below, so the build adds no pass break to that path.
if (vulkan_frame_tlas_pending() && !renderer->isSceneRendering()) {
renderer->endCurrentRenderPass();
vulkan_build_frame_tlas();
if (!useSceneTarget) {
// No scene pass follows, so resume the pass that the build interrupted.
auto* texMgr = getTextureManager();
const int rtHandle = (renderer->isRenderTargetActive() && texMgr) ? texMgr->getCurrentRenderTarget() : -1;
auto* rtSlot = rtHandle >= 0 ? texMgr->getTextureSlot(rtHandle) : nullptr;
if (rtSlot != nullptr) {
renderer->resumeRenderTargetPass(rtSlot);
} else {
renderer->resumeSwapChainPass();
}
vulkan_restore_scene_viewport();
}
}
if (useSceneTarget) {
renderer->beginSceneRendering();
High_dynamic_range = true;
} else {
// Fallback: just clear within the current swap chain pass
auto* stateTracker = getStateTracker();
auto cmdBuffer = stateTracker->getCommandBuffer();
std::array<vk::ClearAttachment, 2> clearAttachments;
clearAttachments[0].aspectMask = vk::ImageAspectFlagBits::eColor;
clearAttachments[0].colorAttachment = 0;
clearAttachments[0].clearValue.color.setFloat32({0.0f, 0.0f, 0.0f, 1.0f});
clearAttachments[1].aspectMask = vk::ImageAspectFlagBits::eDepth;
clearAttachments[1].clearValue.depthStencil = vk::ClearDepthStencilValue(1.0f, 0);
vk::ClearRect clearRect;
clearRect.rect.offset = vk::Offset2D(0, 0);
clearRect.rect.extent = vk::Extent2D(static_cast<uint32_t>(gr_screen.max_w),
static_cast<uint32_t>(gr_screen.max_h));
clearRect.rect = stateTracker->clampToRenderArea(clearRect.rect);
clearRect.baseArrayLayer = 0;
clearRect.layerCount = 1;
if (clearRect.rect.extent.width > 0 && clearRect.rect.extent.height > 0) {
cmdBuffer.clearAttachments(clearAttachments, clearRect);
}
}
}
void vulkan_scene_texture_end()
{
GR_DEBUG_SCOPE("End scene texture");
auto* renderer = getRendererInstance();
// If we were rendering to the HDR scene target, switch back to swap chain
if (renderer->isSceneRendering()) {
renderer->endSceneRendering();
}
High_dynamic_range = false;
}
void vulkan_copy_effect_texture()
{
GR_DEBUG_SCOPE("Copy effect texture");
auto* renderer = getRendererInstance();
// Only copy if we're actively rendering the HDR scene
if (!renderer->isSceneRendering()) {
return;
}
renderer->copyEffectTexture();
}
void vulkan_draw_sphere(material* material_def, float /*rad*/)
{
// Set up uniform buffers before rendering (like OpenGL does)
gr_matrix_set_uniforms();
vulkan_set_default_material_uniforms(material_def);
auto* drawManager = getDrawManager();
drawManager->drawSphere(material_def);
}
void vulkan_render_shield_impact(shield_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
gr_buffer_handle buffer_handle,
int n_verts)
{
auto* drawManager = getDrawManager();
// Compute impact projection matrices
float radius = material_info->get_impact_radius();
vec3d min_v, max_v;
min_v.xyz.x = min_v.xyz.y = min_v.xyz.z = -radius;
max_v.xyz.x = max_v.xyz.y = max_v.xyz.z = radius;
matrix4 impact_projection;
vm_matrix4_set_orthographic(&impact_projection, &max_v, &min_v);
matrix impact_orient = material_info->get_impact_orient();
vec3d impact_pos = material_info->get_impact_pos();
matrix4 impact_transform;
vm_matrix4_set_inverse_transform(&impact_transform, &impact_orient, &impact_pos);
// Set shield impact uniform data (GenericData UBO)
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::shield_impact_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::shield_impact_data>();
data->hitNormal = impact_orient.vec.fvec;
data->shieldProjMatrix = impact_projection;
data->shieldModelViewMatrix = impact_transform;
// Get array index for the animated shield hit texture, same as the default material path.
int shield_map = material_info->get_texture_map(TM_BASE_TYPE);
auto* texSlot = getTextureManager()->getTextureSlot(shield_map);
data->shieldMapIndex = texSlot ? static_cast<int>(texSlot->arrayIndex) : 0;
data->srgb = High_dynamic_range ? 1 : 0;
data->color = material_info->get_color();
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::shield_impact_data), buffer.bufferHandle());
// Set matrix uniforms
gr_matrix_set_uniforms();
// Draw the shield mesh
drawManager->renderPrimitives(material_info, prim_type, layout, 0, n_verts, buffer_handle, 0);
}
void vulkan_render_model(model_material* material_info,
indexed_vertex_source* vert_source,
vertex_buffer* bufferp,
size_t texi)
{
// ModelData UBO (matrices, lights, material params) is already bound by the model
// rendering pipeline (model_draw_list::render_buffer) before this function is called.
// Do NOT call vulkan_set_default_material_uniforms here - that would set GenericData
// uniforms for SDR_TYPE_DEFAULT_MATERIAL, but models use SDR_TYPE_MODEL with ModelData.
auto* drawManager = getDrawManager();
drawManager->renderModel(material_info, vert_source, bufferp, texi);
}
void vulkan_render_shadow_draw(gr_buffer_handle ubo_handle, size_t ubo_offset, size_t ubo_size,
vertex_buffer* buffer, indexed_vertex_source* vert_src, size_t texi)
{
auto* drawManager = getDrawManager();
drawManager->renderShadowDraw(ubo_handle, ubo_offset, ubo_size, buffer, vert_src, texi);
}
void vulkan_render_primitives(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset)
{
// Set up uniform buffers before rendering (like OpenGL does)
gr_matrix_set_uniforms();
vulkan_set_default_material_uniforms(material_info);
auto* drawManager = getDrawManager();
drawManager->renderPrimitives(material_info, prim_type, layout, offset, n_verts, buffer_handle, buffer_offset);
}
void vulkan_render_primitives_particle(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
auto* renderer = getRendererInstance();
auto* drawManager = getDrawManager();
auto* pp = getPostProcessor();
// In deferred mode, once the G-buffer pass has ended the position texture
// (view-space XYZ) is in eShaderReadOnlyOptimal and free to sample.
bool usePosTexture = light_deferred_enabled()
&& !renderer->isUsingGbufRenderPass()
&& pp && pp->deferred().isInitialized();
if (!usePosTexture) {
// Non-deferred path: copy hardware depth buffer
renderer->copySceneDepthForParticles();
}
// Set up matrices
gr_matrix_set_uniforms();
// Set effect_data GenericData UBO (matching OpenGL's opengl_tnl_set_material_particle)
{
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::effect_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::effect_data>();
data->window_width = static_cast<float>(gr_screen.max_w);
data->window_height = static_cast<float>(gr_screen.max_h);
data->nearZ = Min_draw_distance;
data->farZ = Max_draw_distance;
data->srgb = High_dynamic_range ? 1 : 0;
data->blend_alpha = material_info->get_blend_mode() != ALPHA_BLEND_ADDITIVE ? 1 : 0;
// In deferred mode, bind the G-buffer position texture (view-space XYZ)
// so linear_depth=1 reads .z directly (matches OpenGL behavior).
// Otherwise use the NDC conversion path with the hardware depth copy.
data->linear_depth = usePosTexture ? 1 : 0;
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::effect_data), buffer.bufferHandle());
}
// Set depth texture override
if (usePosTexture) {
// Deferred path: bind G-buffer position texture directly
auto* texMgr = getTextureManager();
auto nearestSampler = texMgr->getSampler(vk::Filter::eNearest, vk::Filter::eNearest,
vk::SamplerAddressMode::eClampToEdge, false, 0.0f, false);
drawManager->setDepthTextureOverride(
{nearestSampler, pp->deferred().positionView(), vk::ImageLayout::eShaderReadOnlyOptimal});
} else if (renderer->isSceneDepthCopied() && pp) {
// Non-deferred path: bind the hardware depth copy
auto* texMgr = getTextureManager();
auto nearestSampler = texMgr->getSampler(vk::Filter::eNearest, vk::Filter::eNearest,
vk::SamplerAddressMode::eClampToEdge, false, 0.0f, false);
drawManager->setDepthTextureOverride(
{nearestSampler, pp->getSceneDepthCopyView(), vk::ImageLayout::eShaderReadOnlyOptimal});
}
drawManager->renderPrimitivesParticle(material_info, prim_type, layout, offset, n_verts, buffer_handle);
// Clear the override
drawManager->clearDepthTextureOverride();
}
void vulkan_render_primitives_distortion(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
auto* drawManager = getDrawManager();
auto* pp = getPostProcessor();
// Set up matrices
gr_matrix_set_uniforms();
// Set effect_distort_data GenericData UBO (16 bytes)
{
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::effect_distort_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::effect_distort_data>();
data->window_width = static_cast<float>(gr_screen.max_w);
data->window_height = static_cast<float>(gr_screen.max_h);
data->use_offset = material_info->get_thruster_rendering() ? 1.0f : 0.0f;
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::effect_distort_data), buffer.bufferHandle());
}
// Set scene color override (binding 5) — snapshot of scene color for distortion sampling
if (pp) drawManager->setSceneColorOverride(pp->getSceneEffectTextureInfo());
// Set distortion map override (binding 6) — ping-pong noise texture for thrusters
if (material_info->get_thruster_rendering() && pp)
drawManager->setDistMapOverride(pp->getDistortionTextureInfo());
drawManager->renderPrimitivesDistortion(material_info, prim_type, layout, offset, n_verts, buffer_handle);
// Clear overrides so subsequent draws use fallback textures
drawManager->clearDistortionOverrides();
}
void vulkan_render_movie(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer,
size_t buffer_offset)
{
gr_matrix_set_uniforms();
vulkan_set_default_material_uniforms(material_info);
// Movie shader reads alpha from the MovieData UBO (set 2, binding 4), not from
// GenericData - matches opengl_tnl_set_material_movie in gropengltnl.cpp.
auto uniform_buffer = gr_get_uniform_buffer(uniform_block_type::MovieData, 1);
auto& aligner = uniform_buffer.aligner();
auto movie_data = aligner.addTypedElement<movie_uniforms>();
movie_data->alpha = material_info->get_color().xyzw.w;
uniform_buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::MovieData,
uniform_buffer.getBufferOffset(0),
sizeof(movie_uniforms),
uniform_buffer.bufferHandle());
auto* drawManager = getDrawManager();
drawManager->renderMovie(material_info, prim_type, layout, n_verts, buffer, buffer_offset);
}
void vulkan_render_nanovg(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
// NanoVG shader reads from NanoVGData UBO (set 2 binding 2), not GenericData.
// The NanoVGRenderer binds NanoVGData before calling gr_render_nanovg().
// NanoVG uses its own software scissor (scissorMat/scissorExt in the fragment shader).
// Disable hardware scissor to match nanovg_gl.h which calls glDisable(GL_SCISSOR_TEST).
// Without this, NanoVG draws get clipped by gr_set_clip's hardware scissor.
auto* stateTracker = getStateTracker();
bool savedScissorEnabled = stateTracker->isScissorEnabled();
stateTracker->setScissorEnabled(false);
auto* drawManager = getDrawManager();
drawManager->renderNanoVG(material_info, prim_type, layout, offset, n_verts, buffer_handle);
// Restore scissor state
stateTracker->setScissorEnabled(savedScissorEnabled);
}
void vulkan_render_primitives_batched(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle)
{
gr_matrix_set_uniforms();
// Set batched_data GenericData UBO (matching OpenGL's opengl_tnl_set_material_batched)
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::batched_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::batched_data>();
data->intensity = material_info->get_color_scale();
data->color = material_info->get_color();
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::batched_data), buffer.bufferHandle());
auto* drawManager = getDrawManager();
drawManager->renderPrimitivesBatched(material_info, prim_type, layout, offset, n_verts, buffer_handle);
}
void vulkan_render_rocket_primitives(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer)
{
// Set up 2D orthographic projection (matches OpenGL's gr_opengl_render_rocket_primitives)
gr_set_2d_matrix();
// Fill GenericData UBO with rocketui_data layout (NOT default material layout).
// The rocketui shader reads projMatrix, offset, textured, baseMapIndex, and
// horizontalSwipeOffset from GenericData — a completely different layout than
// the default material shader's genericData.
{
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1,
sizeof(graphics::generic_data::rocketui_data));
auto* data = buffer.aligner().addTypedElement<graphics::generic_data::rocketui_data>();
data->projMatrix = gr_projection_matrix;
const vec2d& offset = material_info->get_offset();
data->offset = offset;
data->textured = material_info->is_textured() ? 1 : 0;
data->baseMapIndex = 0; // Vulkan texture array: always layer 0
data->horizontalSwipeOffset = material_info->get_horizontal_swipe();
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0),
sizeof(graphics::generic_data::rocketui_data), buffer.bufferHandle());
}
// Matrices UBO is still needed for descriptor set completeness
gr_matrix_set_uniforms();
auto* drawManager = getDrawManager();
drawManager->renderRocketPrimitives(material_info, prim_type, layout, n_indices, vertex_buffer, index_buffer);
gr_end_2d_matrix();
}
void vulkan_calculate_irrmap()
{
if (ENVMAP < 0 || gr_screen.irrmap_render_target < 0) {
return;
}
auto* renderer = getRendererInstance();
auto* stateTracker = getStateTracker();
auto* texManager = getTextureManager();
auto* descManager = getDescriptorManager();
auto* bufferManager = getBufferManager();
auto* pipelineManager = getPipelineManager();
if (!renderer || !stateTracker || !texManager || !descManager || !bufferManager || !pipelineManager) {
return;
}
// Get envmap cubemap view
if (!texManager->ensureCubemapUploaded(ENVMAP)) {
return;
}
auto* envSlot = bm_get_slot(ENVMAP, true);
if (!envSlot || !envSlot->gr_info) {
return;
}
auto* envTs = static_cast<tcache_slot_vulkan*>(envSlot->gr_info);
// Both the render-target and static-file cubemap upload paths store the
// cube-sampling view in imageView, so that's what must be used here regardless
// of isCubemap.
vk::ImageView envmapView = envTs->imageView;
if (!envmapView) {
return;
}
// Get irrmap render target (cubemap with per-face framebuffers)
auto* irrSlot = bm_get_slot(gr_screen.irrmap_render_target, true);
if (!irrSlot || !irrSlot->gr_info) {
return;
}
auto* irrTs = static_cast<tcache_slot_vulkan*>(irrSlot->gr_info);
if (!irrTs->isCubemap || !irrTs->renderPass) {
return;
}
vk::CommandBuffer cmd = stateTracker->getCommandBuffer();
// Create pipeline for irradiance map generation
PipelineConfig config;
config.shaderType = SDR_TYPE_IRRADIANCE_MAP_GEN;
config.vertexLayoutHash = 0;
config.primitiveType = PRIM_TYPE_TRIS;
config.depthMode = ZBUFFER_TYPE_NONE;
config.blendMode = ALPHA_BLEND_NONE;
config.cullEnabled = false;
config.depthWriteEnabled = false;
config.renderPass = irrTs->renderPass;
vertex_layout emptyLayout;
vk::Pipeline pipeline = pipelineManager->getPipeline(config, emptyLayout);
if (!pipeline) {
nprintf(("vulkan", "vulkan_calculate_irrmap: Failed to get pipeline!\n"));
return;
}
vk::PipelineLayout pipelineLayout = pipelineManager->getPipelineLayout();
// Create a small host-visible UBO for the 6 face indices
// minUniformBufferOffsetAlignment is typically 256 bytes
const uint32_t UBO_SLOT_SIZE = 256; // Safe alignment for all GPUs
const uint32_t UBO_TOTAL_SIZE = 6 * UBO_SLOT_SIZE;
vk::Device device = bufferManager->getDevice();
auto* memManager = getMemoryManager();
vk::BufferCreateInfo uboBufInfo;
uboBufInfo.size = UBO_TOTAL_SIZE;
uboBufInfo.usage = vk::BufferUsageFlagBits::eUniformBuffer;
uboBufInfo.sharingMode = vk::SharingMode::eExclusive;
vk::Buffer faceUBO;
VulkanAllocation faceUBOAlloc;
try {
faceUBO = device.createBuffer(uboBufInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "vulkan_calculate_irrmap: Failed to create face UBO: %s\n", e.what()));
return;
}
if (!memManager->allocateBufferMemory(faceUBO, MemoryUsage::CpuToGpu, faceUBOAlloc)) {
device.destroyBuffer(faceUBO);
return;
}
// Map and write face indices
auto* mapped = static_cast<uint8_t*>(memManager->mapMemory(faceUBOAlloc));
if (!mapped) {
device.destroyBuffer(faceUBO);
memManager->freeAllocation(faceUBOAlloc);
return;
}
memset(mapped, 0, UBO_TOTAL_SIZE);
for (int i = 0; i < 6; i++) {
*reinterpret_cast<int*>(mapped + (i * UBO_SLOT_SIZE)) = i;
}
// Flush before unmap — CpuToGpu memory is not guaranteed coherent, so without
// this the GPU could sample stale face indices. (No-op on coherent memory.)
memManager->flushMemory(faceUBOAlloc, 0, UBO_TOTAL_SIZE);
memManager->unmapMemory(faceUBOAlloc);
// This buffer is recreated per call (and queued for deletion at the end).
// vulkan_calculate_irrmap runs only on env-map (re)generation, not per frame,
// so the cold allocation isn't worth caching as renderer-lifetime state — and a
// function-lifetime static VkBuffer would dangle past device destruction.
vk::Extent2D irrExtent(irrTs->width, irrTs->height);
// End the swap chain pass only after the early returns above, which never resume it
cmd.endRenderPass();
for (size_t face = 0; face < irrTs->cubeFaceFramebuffers.size(); face++) {
vk::Framebuffer fb = irrTs->cubeFaceFramebuffers[face];
if (!fb) {
continue;
}
// Begin render pass for this face (loadOp=eClear, finalLayout=eShaderReadOnlyOptimal)
vk::RenderPassBeginInfo rpBegin;
rpBegin.renderPass = irrTs->renderPass;
rpBegin.framebuffer = fb;
rpBegin.renderArea.offset = vk::Offset2D(0, 0);
rpBegin.renderArea.extent = irrExtent;
vk::ClearValue clearValue;
clearValue.color.setFloat32({0.0f, 0.0f, 0.0f, 1.0f});
rpBegin.clearValueCount = 1;
rpBegin.pClearValues = &clearValue;
cmd.beginRenderPass(rpBegin, vk::SubpassContents::eInline);
cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline);
// Set viewport and scissor
vk::Viewport viewport;
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = static_cast<float>(irrExtent.width);
viewport.height = static_cast<float>(irrExtent.height);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
cmd.setViewport(0, viewport);
vk::Rect2D scissor;
scissor.offset = vk::Offset2D(0, 0);
scissor.extent = irrExtent;
cmd.setScissor(0, scissor);
DescriptorWriter writer;
writer.reset(device, descManager->getFallbacks());
// Set 0: Global (all fallback)
vk::DescriptorSet globalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(globalSet);
writer.writeSet(DescriptorSetIndex::Global, globalSet);
// Set 1: Material (envmap cubemap at element 0 of texture array)
vk::DescriptorSet materialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(DescriptorSetIndex::Material, materialSet);
{
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> texImages;
// irrmap-f.sdr declares this binding as samplerCube, so every element needs a cube view
texImages.fill(descManager->getFallbacks().textureCube);
texImages[0].imageView = envmapView;
writer.setImageArray(MaterialBinding::TextureArray, texImages);
}
// Set 2: PerDraw (face UBO at binding 0)
vk::DescriptorSet perDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
writer.setBuffer(PerDrawBinding::GenericData, {faceUBO,
static_cast<vk::DeviceSize>(face) * UBO_SLOT_SIZE, UBO_SLOT_SIZE});
writer.flush();
// Bind all descriptor sets
const vk::DescriptorSet sets[] = {globalSet, materialSet, perDrawSet};
writer.bindSets(cmd, pipelineLayout, DescriptorSetIndex::Global, sets);
// Draw fullscreen triangle
cmd.draw(3, 1, 0, 0);
cmd.endRenderPass();
}
// Queue UBO for deferred destruction (safe to destroy after frame submission)
getDeletionQueue()->queueBuffer(faceUBO, faceUBOAlloc);
// This path renders each face directly rather than going through
// bm_set_render_target()/endRenderTarget(), so the mip chain that
// deferred-f.sdr's implicit-LOD `texture(sIrrmap, ...)` can reach
// (high-frequency normals/silhouettes push the derivative-based LOD up)
// would otherwise be left uninitialized above mip 0.
if (irrTs->mipLevels > 1) {
ImageBarrier2 barrier;
barrier.image = irrTs->image;
barrier.levelCount = 1;
barrier.layerCount = 6;
barrier.oldLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
barrier.newLayout = vk::ImageLayout::eTransferSrcOptimal;
barrier.srcStage = vk::PipelineStageFlagBits2::eColorAttachmentOutput;
barrier.srcAccess = vk::AccessFlagBits2::eColorAttachmentWrite;
barrier.dstStage = vk::PipelineStageFlagBits2::eBlit;
barrier.dstAccess = vk::AccessFlagBits2::eTransferRead;
cmdImageBarrier(cmd, barrier);
vulkan_generate_mipmap_chain(cmd, irrTs->image, irrTs->width, irrTs->height, irrTs->mipLevels, 6);
}
// Resume the swap chain pass (irrmap is always called before scene rendering begins)
renderer->resumeSwapChainPass();
nprintf(("vulkan", "vulkan_calculate_irrmap: Generated irradiance cubemap (%ux%u)\n", irrTs->width, irrTs->height));
}
} // namespace graphics::vulkan