#pragma once #include "vk_common.h" #include "vk_const.h" #include "vk_core.h" qboolean VK_RenderInit( void ); void VK_RenderShutdown( void ); // General buffer usage pattern // 1. alloc (allocates buffer mem, stores allocation data) // 2. (returns void* buf and handle) write to buf // 3. upload and lock (ensures that all this data is in gpu mem, e.g. uploads from staging) // 4. ... use it // 5. free (frame/map end) typedef struct { struct { uint32_t size; // single unit size in bytes uint32_t offset; // offset in units from start of vulkan buffer uint32_t count; // number of units in this allocation } unit; } xvk_render_buffer_t; typedef struct { void *ptr; xvk_render_buffer_t buffer; } xvk_render_buffer_allocation_t; xvk_render_buffer_allocation_t XVK_RenderBufferAllocAndLock( uint32_t unit_size, uint32_t count ); void XVK_RenderBufferUnlock( xvk_render_buffer_t handle ); void XVK_RenderBufferMapFreeze( void ); // Permanently freeze all allocations as map-permanent void XVK_RenderBufferMapClear( void ); // Free the entire buffer for a new map void XVK_RenderBufferFrameClear( /*int frame_id*/void ); // mark data for frame with given id as free (essentially, just forward the ring buffer) void XVK_RenderBufferPrintStats( void ); // Set UBO state for next VK_RenderScheduleDraw calls // Why? Xash Ref code is organized in a way where we can't reliably pass this info with // ScheduleDraw itself, so we need to either set up per-submodule global state, or // centralize this global state in here void VK_RenderStateSetColor( float r, float g, float b, float a ); // TODO void VK_RenderStateGetColor( vec4_t color ); void VK_RenderStateSetMatrixProjection(const matrix4x4 proj, float fov_angle_y); void VK_RenderStateSetMatrixView(const matrix4x4 view); void VK_RenderStateSetMatrixModel(const matrix4x4 model); // TODO is this a good place? typedef struct vk_vertex_s { // TODO padding needed for storage buffer reading, figure out how to fix in GLSL/SPV side vec3_t pos; float p0_; vec3_t normal; uint32_t flags; vec3_t tangent; uint32_t p1_; vec2_t gl_tc; //float p2_[2]; vec2_t lm_tc; //float p3_[2]; rgba_t color; // per-vertex (non-rt lighting) color, color[3] == 1(255) => use color, discard lightmap; color[3] == 0 => use lightmap, discard color float _padding[3]; } vk_vertex_t; // Quirk for passing surface type to the renderer // xash3d does not really have a notion of materials. Instead there are custom code paths // for different things. There's also render_mode for entities which determine blending mode // and stuff. // For ray tracing we do need to assing a material to each rendered surface, so we need to // figure out what it is given heuristics like render_mode, texture name, etc. // For some things we don't even have that. E.g. water and sky surfaces are weird. // Lets just assigne water and sky materials to those geometries (and probably completely // disregard render_mode, as it should be irrelevant). // FIXME these should be bits, not enums typedef enum { kXVkMaterialRegular = 0, kXVkMaterialWater, kXVkMaterialSky, kXVkMaterialEmissive, kXVkMaterialConveyor, kXVkMaterialChrome, } XVkMaterialType; typedef struct vk_render_geometry_s { int index_offset, vertex_offset; // Animated textures will be dynamic and change between frames int texture; // If this geometry is special, it will have a material type override XVkMaterialType material; uint32_t element_count; // Maximum index of vertex used for this geometry; needed for ray tracing BLAS building uint32_t max_vertex; // Non-null only for brush models // Used for: // - updating animated textures for brush models // - updating dynamic lights (TODO: can decouple from surface/brush models by providing texture_id and aabb directly here) const struct msurface_s *surf; // Index into kusochki buffer for current frame uint32_t kusok_index; // for kXVkMaterialEmissive vec3_t emissive; } vk_render_geometry_t; struct vk_ray_model_s; #define MAX_MODEL_NAME_LENGTH 64 typedef struct vk_render_model_s { char debug_name[MAX_MODEL_NAME_LENGTH]; int render_mode; int num_geometries; vk_render_geometry_t *geometries; // This model will be one-frame only, its buffers are not preserved between frames qboolean dynamic; // FIXME ... qboolean static_map; // Non-NULL only for ray tracing struct vk_ray_model_s *ray_model; } vk_render_model_t; qboolean VK_RenderModelInit( vk_render_model_t* model ); void VK_RenderModelDestroy( vk_render_model_t* model ); void VK_RenderModelDraw( const cl_entity_t *ent, vk_render_model_t* model ); void VK_RenderFrameBegin( void ); void VK_RenderModelDynamicBegin( int render_mode, const char *debug_name_fmt, ... ); void VK_RenderModelDynamicAddGeometry( const vk_render_geometry_t *geom ); void VK_RenderModelDynamicCommit( void ); void VK_RenderFrameEnd( VkCommandBuffer cmdbuf ); void VK_RenderFrameEndRTX( VkCommandBuffer cmdbuf, VkImageView img_dst_view, VkImage img_dst, uint32_t w, uint32_t h ); void VK_RenderDebugLabelBegin( const char *label ); void VK_RenderDebugLabelEnd( void ); void VK_RenderBegin( qboolean ray_tracing ); void VK_RenderEnd( VkCommandBuffer cmdbuf ); void VK_RenderEndRTX( VkCommandBuffer cmdbuf, VkImageView img_dst_view, VkImage img_dst, uint32_t w, uint32_t h );