2022-05-24 15:17:57 +00:00
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/*
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qf_scene.h
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Vulkan specific scene stuff
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/5/24
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_Vulkan_qf_scene_h
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#define __QF_Vulkan_qf_scene_h
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#ifndef VK_NO_PROTOTYPES
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#define VK_NO_PROTOTYPES
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#endif
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#include <vulkan/vulkan.h>
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#include "QF/darray.h"
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#include "QF/simd/types.h"
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typedef struct entdata_s {
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// transpose of entity transform matrix without row 4
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vec4f_t xform[3];
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vec4f_t color;
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} entdata_t;
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typedef struct entdataset_s
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DARRAY_TYPE (entdata_t) entdataset_t;
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typedef struct scnframe_s {
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// used to check if the entity has been pooled this frame (cleared
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// every frame)
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struct set_s *pooled_entities;
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// data for entities pooled this frame (cleared every frame). transfered
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// to gpu
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entdataset_t entity_pool;
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VkDescriptorSet descriptors;
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} scnframe_t;
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typedef struct scnframeset_s
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DARRAY_TYPE (scnframe_t) scnframeset_t;
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typedef struct scenectx_s {
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struct qfv_resource_s *entities;
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scnframeset_t frames;
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VkDescriptorPool pool;
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VkDescriptorSetLayout setLayout;
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int max_entities;
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} scenectx_t;
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struct vulkan_ctx_s;
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struct entity_s;
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void Vulkan_Scene_Init (struct vulkan_ctx_s *ctx);
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void Vulkan_Scene_Shutdown (struct vulkan_ctx_s *ctx);
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int Vulkan_Scene_MaxEntities (struct vulkan_ctx_s *ctx) __attribute__((pure));
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VkDescriptorSet Vulkan_Scene_Descriptors (struct vulkan_ctx_s *ctx) __attribute__((pure));
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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int Vulkan_Scene_AddEntity (struct vulkan_ctx_s *ctx, struct entity_s entity);
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2022-05-25 04:29:11 +00:00
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void Vulkan_Scene_Flush (struct vulkan_ctx_s *ctx);
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2022-05-24 15:17:57 +00:00
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#endif//__QF_Vulkan_qf_scene_h
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