mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-15 05:29:51 +01:00
3e2689b7f8
fixes most glaring sprite blending issues for ray tracing
55 lines
1.3 KiB
C
55 lines
1.3 KiB
C
#pragma once
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#include "vk_core.h"
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struct vk_render_model_s;
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struct vk_ray_model_s;
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struct model_s;
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typedef struct {
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struct vk_render_model_s *model;
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VkBuffer buffer; // TODO must be uniform for all models. Shall we read it directly from vk_render?
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} vk_ray_model_init_t;
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struct vk_ray_model_s *VK_RayModelCreate( vk_ray_model_init_t model_init );
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void VK_RayModelDestroy( struct vk_ray_model_s *model );
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void VK_RayFrameBegin( void );
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// TODO how to improve this render vs ray model storage/interaction?
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void VK_RayFrameAddModel(struct vk_ray_model_s *model, const struct vk_render_model_s *render_model, const matrix3x4 *transform_row);
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typedef struct {
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VkBuffer buffer;
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uint32_t offset;
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uint64_t size;
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} vk_buffer_region_t;
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typedef struct {
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VkCommandBuffer cmdbuf;
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struct {
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VkImageView image_view;
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VkImage image;
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uint32_t width, height;
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} dst;
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const matrix4x4 *projection, *view;
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// Buffer holding vertex and index data
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struct {
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VkBuffer buffer; // must be the same as in vk_ray_model_create_t TODO: validate or make impossible to specify incorrectly
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uint64_t size;
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} geometry_data;
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float fov_angle_y;
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} vk_ray_frame_render_args_t;
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void VK_RayFrameEnd(const vk_ray_frame_render_args_t* args);
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void VK_RayNewMap( void );
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void VK_RayMapLoadEnd( void );
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qboolean VK_RayInit( void );
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void VK_RayShutdown( void );
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