2021-02-08 10:57:27 -08:00
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#pragma once
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#include "vk_common.h"
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#include "vk_const.h"
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#include "vk_core.h"
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qboolean VK_RenderInit( void );
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void VK_RenderShutdown( void );
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2021-02-20 12:00:31 -08:00
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// Set UBO state for next VK_RenderScheduleDraw calls
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// Why? Xash Ref code is organized in a way where we can't reliably pass this info with
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// ScheduleDraw itself, so we need to either set up per-submodule global state, or
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// centralize this global state in here
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void VK_RenderStateSetColor( float r, float g, float b, float a );
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// TODO void VK_RenderStateGetColor( vec4_t color );
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2021-08-04 18:36:53 -07:00
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void VK_RenderStateSetMatrixProjection(const matrix4x4 proj, float fov_angle_y);
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void VK_RenderStateSetMatrixView(const matrix4x4 view);
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void VK_RenderStateSetMatrixModel(const matrix4x4 model);
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2021-02-13 17:19:59 -08:00
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2021-08-26 09:18:20 -07:00
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// Quirk for passing surface type to the renderer
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// xash3d does not really have a notion of materials. Instead there are custom code paths
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// for different things. There's also render_mode for entities which determine blending mode
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// and stuff.
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// For ray tracing we do need to assing a material to each rendered surface, so we need to
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// figure out what it is given heuristics like render_mode, texture name, etc.
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// For some things we don't even have that. E.g. water and sky surfaces are weird.
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// Lets just assigne water and sky materials to those geometries (and probably completely
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// disregard render_mode, as it should be irrelevant).
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2021-10-27 10:21:06 -07:00
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// FIXME these should be bits, not enums
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typedef enum {
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kXVkMaterialRegular = 0,
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kXVkMaterialWater,
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kXVkMaterialSky,
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kXVkMaterialEmissive,
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kXVkMaterialConveyor,
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kXVkMaterialChrome,
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} XVkMaterialType;
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typedef struct vk_render_geometry_s {
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int index_offset, vertex_offset;
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// Animated textures will be dynamic and change between frames
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int texture;
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// If this geometry is special, it will have a material type override
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XVkMaterialType material;
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uint32_t element_count;
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// Maximum index of vertex used for this geometry; needed for ray tracing BLAS building
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uint32_t max_vertex;
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// Non-null only for brush models
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// Used for:
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// - updating animated textures for brush models
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// - updating dynamic lights (TODO: can decouple from surface/brush models by providing texture_id and aabb directly here)
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const struct msurface_s *surf;
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// for kXVkMaterialEmissive
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vec3_t emissive;
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} vk_render_geometry_t;
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struct vk_ray_model_s;
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#define MAX_MODEL_NAME_LENGTH 64
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struct rt_light_add_polygon_s;
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typedef struct vk_render_model_s {
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char debug_name[MAX_MODEL_NAME_LENGTH];
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int render_mode;
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int num_geometries;
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vk_render_geometry_t *geometries;
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// This model will be one-frame only, its buffers are not preserved between frames
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qboolean dynamic;
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// FIXME ...
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qboolean static_map;
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// Non-NULL only for ray tracing
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struct vk_ray_model_s *ray_model;
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struct rt_light_add_polygon_s *polylights;
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int polylights_count;
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} vk_render_model_t;
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qboolean VK_RenderModelInit( vk_render_model_t* model );
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void VK_RenderModelDestroy( vk_render_model_t* model );
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void VK_RenderModelDraw( const cl_entity_t *ent, vk_render_model_t* model );
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void VK_RenderModelDynamicBegin( int render_mode, const char *debug_name_fmt, ... );
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void VK_RenderModelDynamicAddGeometry( const vk_render_geometry_t *geom );
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void VK_RenderModelDynamicCommit( void );
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void VK_RenderDebugLabelBegin( const char *label );
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void VK_RenderDebugLabelEnd( void );
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void VK_RenderBegin( qboolean ray_tracing );
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void VK_RenderEnd( VkCommandBuffer cmdbuf );
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void VK_RenderEndRTX( VkCommandBuffer cmdbuf, VkImageView img_dst_view, VkImage img_dst, uint32_t w, uint32_t h );
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void VK_Render_FIXME_Barrier( VkCommandBuffer cmdbuf );
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