#pragma once #include "vk_common.h" #include "vk_const.h" #include "vk_core.h" qboolean VK_RenderInit( void ); void VK_RenderShutdown( void ); struct ref_viewpass_s; void VK_RenderSetupCamera( const struct ref_viewpass_s *rvp ); // 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, surface flags, source entity type, etc. typedef enum { kXVkMaterialRegular = 0, // Set for SURF_DRAWSKY surfaces in vk_brush.c. // Used: for setting TEX_BASE_SKYBOX for skybox texture sampling and environment shadows. // Remove: pass it as a special texture/material index (e.g. -2). kXVkMaterialSky, // Set for chrome studio submodels. // Used: ray tracing sets gray roughness texture to get smooth surface look. // Remove: Have an explicit material for chrome surfaces. kXVkMaterialChrome, } XVkMaterialType; typedef struct vk_render_geometry_s { int index_offset, vertex_offset; 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 // Remove: have an explicit list of surfaces with animated textures const struct msurface_s *surf_deprecate; // 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; // for kXVkMaterialEmissive{,Glow} and others vec3_t emissive; } vk_render_geometry_t; typedef enum { kVkRenderTypeSolid, // no blending, depth RW // Mix alpha blending with depth test and write // Set by: // - brush: kRenderTransColor // - studio: kRenderTransColor, kRenderTransTexture, kRenderTransAlpha, kRenderGlow // - sprite: kRenderTransColor, kRenderTransTexture // - triapi: kRenderTransColor, kRenderTransTexture kVkRenderType_A_1mA_RW, // blend: src*a + dst*(1-a), depth: RW // Mix alpha blending with depth test only // Set by: // - brush: kRenderTransTexture, kRenderGlow // - sprite: kRenderTransAlpha // - triapi: kRenderTransAlpha kVkRenderType_A_1mA_R, // blend: src*a + dst*(1-a), depth test // Additive alpha blending, no depth // Set by: // - sprite: kRenderGlow kVkRenderType_A_1, // blend: src*a + dst, no depth test or write // Additive alpha blending with depth test // Set by: // - brush: kRenderTransAdd // - beams: all modes except kRenderNormal and beams going through triapi // - sprite: kRenderTransAdd // - triapi: kRenderTransAdd, kRenderGlow kVkRenderType_A_1_R, // blend: src*a + dst, depth test // No blend, alpha test, depth test and write // Set by: // - brush: kRenderTransAlpha kVkRenderType_AT, // no blend, depth RW, alpha test // Additive no alpha blend, depth test only // Set by: // - studio: kRenderTransAdd kVkRenderType_1_1_R, // blend: src + dst, depth test kVkRenderType_COUNT } vk_render_type_e; struct rt_light_add_polygon_s; struct vk_ray_model_s; typedef struct vk_render_model_s { #define MAX_MODEL_NAME_LENGTH 64 char debug_name[MAX_MODEL_NAME_LENGTH]; vk_render_type_e render_type; vec4_t color; int lightmap; // <= 0 if no lightmap int num_geometries; vk_render_geometry_t *geometries; int geometries_changed_count; int *geometries_changed; // This model will be one-frame only, its buffers are not preserved between frames qboolean dynamic; // Non-NULL only for ray tracing struct vk_ray_model_s *ray_model; // Polylights which need to be added per-frame dynamically // Used for non-worldmodel brush models which are not static struct rt_light_add_polygon_s *dynamic_polylights; int dynamic_polylights_count; matrix4x4 transform; // previous frame ObjectToWorld (model) matrix matrix4x4 prev_transform; } 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_RenderModelDynamicBegin( vk_render_type_e render_type, const vec4_t color, const matrix3x4 transform, const char *debug_name_fmt, ... ); void VK_RenderModelDynamicAddGeometry( const vk_render_geometry_t *geom ); void VK_RenderModelDynamicCommit( void ); void VK_RenderDebugLabelBegin( const char *label ); void VK_RenderDebugLabelEnd( void ); void VK_RenderBegin( qboolean ray_tracing ); void VK_RenderEnd( VkCommandBuffer cmdbuf ); struct vk_combuf_s; void VK_RenderEndRTX( struct vk_combuf_s* combuf, VkImageView img_dst_view, VkImage img_dst, uint32_t w, uint32_t h ); void VK_Render_FIXME_Barrier( VkCommandBuffer cmdbuf );