mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-17 23:09:40 +01:00
8d06058aa4
it's clearly suboptimal, but no worries, we'll iterate
138 lines
5.0 KiB
C
138 lines
5.0 KiB
C
#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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// General buffer usage pattern
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// 1. alloc (allocates buffer mem, stores allocation data)
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// 2. (returns void* buf and handle) write to buf
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// 3. upload and lock (ensures that all this data is in gpu mem, e.g. uploads from staging)
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// 4. ... use it
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// 5. free (frame/map end)
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typedef struct {
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struct {
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uint32_t size; // single unit size in bytes
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uint32_t offset; // offset in units from start of vulkan buffer
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uint32_t count; // number of units in this allocation
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} unit;
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} xvk_render_buffer_t;
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typedef struct {
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void *ptr;
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xvk_render_buffer_t buffer;
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} xvk_render_buffer_allocation_t;
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xvk_render_buffer_allocation_t XVK_RenderBufferAllocAndLock( uint32_t unit_size, uint32_t count );
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void XVK_RenderBufferUnlock( xvk_render_buffer_t handle );
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void XVK_RenderBufferMapFreeze( void ); // Permanently freeze all allocations as map-permanent
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void XVK_RenderBufferMapClear( void ); // Free the entire buffer for a new map
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void XVK_RenderBufferFrameClear( /*int frame_id*/void ); // mark data for frame with given id as free (essentially, just forward the ring buffer)
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void XVK_RenderBufferPrintStats( void );
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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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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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// TODO: radius, intensity, style, PVS bits, etc..
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void VK_RenderAddStaticLight(vec3_t origin, vec3_t color);
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// TODO is this a good place?
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typedef struct vk_vertex_s {
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// TODO padding needed for storage buffer reading, figure out how to fix in GLSL/SPV side
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vec3_t pos; float p0_;
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vec3_t normal; uint32_t flags;
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vec2_t gl_tc; //float p2_[2];
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vec2_t lm_tc; //float p3_[2];
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rgba_t color; // per-vertex (non-rt lighting) color, color[3] == 1(255) => use color, discard lightmap; color[3] == 0 => use lightmap, discard color
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float _padding[3];
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} vk_vertex_t;
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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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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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} 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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struct msurface_s *surf;
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// Index into kusochki buffer for current frame
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uint32_t kusok_index;
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} vk_render_geometry_t;
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struct vk_ray_model_s;
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typedef struct vk_render_model_s {
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const char *debug_name;
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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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// Non-NULL only for ray tracing
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struct vk_ray_model_s *ray_model;
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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( vk_render_model_t* model );
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void VK_RenderFrameBegin( void );
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void VK_RenderModelDynamicBegin( const char *debug_name, int render_mode );
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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_RenderFrameEnd( VkCommandBuffer cmdbuf );
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void VK_RenderFrameEndRTX( VkCommandBuffer cmdbuf, VkImageView img_dst_view, VkImage img_dst, uint32_t w, uint32_t h );
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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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