xash3d-fwgs/ref_vk/vk_rtx.h

56 lines
1.4 KiB
C

#pragma once
#include "vk_core.h"
struct vk_render_model_s;
struct vk_ray_model_s;
struct model_s;
typedef struct {
struct vk_render_model_s *model;
VkBuffer buffer; // TODO must be uniform for all models. Shall we read it directly from vk_render?
} vk_ray_model_init_t;
struct vk_ray_model_s *VK_RayModelCreate( vk_ray_model_init_t model_init );
void VK_RayModelDestroy( struct vk_ray_model_s *model );
void VK_RayFrameBegin( void );
// TODO how to improve this render vs ray model storage/interaction?
void VK_RayFrameAddModel( struct vk_ray_model_s *model, const struct vk_render_model_s *render_model, const matrix3x4 *transform_row, const vec4_t color, color24 entcolor );
typedef struct {
VkBuffer buffer;
uint32_t offset;
uint32_t size;
} vk_buffer_region_t;
typedef struct {
VkCommandBuffer cmdbuf;
struct {
VkImageView image_view;
VkImage image;
uint32_t width, height;
} dst;
// TODO inv_view/proj matrices instead of UBO
vk_buffer_region_t ubo;
// Buffer holding vertex and index data
struct {
VkBuffer buffer; // must be the same as in vk_ray_model_create_t TODO: validate or make impossible to specify incorrectly
uint64_t size;
} geometry_data;
float fov_angle_y;
} vk_ray_frame_render_args_t;
void VK_RayFrameEnd(const vk_ray_frame_render_args_t* args);
void VK_RayNewMap( void );
void VK_RayMapLoadEnd( void );
qboolean VK_RayInit( void );
void VK_RayShutdown( void );