2021-12-14 01:02:35 +00:00
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/*
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qf_sprite.h
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Vulkan specific sprite model stuff
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/7
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Date: 2021/1/18
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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_sprite_h
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#define __QF_Vulkan_qf_sprite_h
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#include "QF/darray.h"
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#include "QF/model.h"
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#include "QF/modelgen.h"
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#include "QF/Vulkan/qf_vid.h"
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#include "QF/Vulkan/command.h"
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typedef struct spritevrt_s {
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float x, y, u, v;
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} spritevrt_t;
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typedef struct qfv_sprite_s {
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VkDeviceMemory memory;
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VkBuffer verts;
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VkImage image;
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VkImageView view;
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2021-12-14 16:22:05 +00:00
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VkDescriptorSet descriptors;
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2021-12-14 01:02:35 +00:00
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} qfv_sprite_t;
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typedef enum {
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QFV_spriteDepth,
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QFV_spriteGBuffer,
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QFV_spriteTranslucent,
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QFV_spriteNumPasses
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} QFV_SpriteSubpass;
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typedef struct spriteframe_s {
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qfv_cmdbufferset_t cmdSet;
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} spriteframe_t;
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typedef struct spriteframeset_s
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DARRAY_TYPE (spriteframe_t) spriteframeset_t;
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typedef struct spritectx_s {
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spriteframeset_t frames;
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2021-12-16 14:04:19 +00:00
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VkPipeline depth;
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VkPipeline gbuf;
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VkDescriptorPool pool;
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VkDescriptorSetLayout setLayout;
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VkPipelineLayout layout;
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2021-12-16 14:04:19 +00:00
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unsigned maxImages;
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VkSampler sampler;
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} spritectx_t;
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struct vulkan_ctx_s;
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struct qfv_renderframe_s;
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struct entity_s;
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struct mod_sprite_ctx_s;
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2022-05-10 16:39:33 +00:00
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void Vulkan_Sprint_FreeDescriptors (struct vulkan_ctx_s *ctx,
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qfv_sprite_t *sprite);
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void Vulkan_Sprite_DescriptorSet (struct vulkan_ctx_s *ctx,
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qfv_sprite_t *sprite);
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void Vulkan_Mod_SpriteLoadFrames (struct mod_sprite_ctx_s *sprite_ctx,
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struct vulkan_ctx_s *ctx);
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void Vulkan_SpriteBegin (struct qfv_renderframe_s *rFrame);
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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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void Vulkan_DrawSprite (struct entity_s ent, struct qfv_renderframe_s *rFrame);
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void Vulkan_SpriteEnd (struct qfv_renderframe_s *rFrame);
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void Vulkan_Sprite_Init (struct vulkan_ctx_s *ctx);
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void Vulkan_Sprite_Shutdown (struct vulkan_ctx_s *ctx);
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#endif//__QF_Vulkan_qf_sprite_h
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