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https://git.code.sf.net/p/quake/quakeforge
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[vulkan] Implement BSP surface transparency
Surfaces marked with SURF_DRAWALPHA but not SURF_DRAWTURB are put in a separate queue for the water shader and run with a turb scale of 0. Also, entities with colormod alpha < 1 are marked to go in the same queue as SURF_DRAWALPHA surfaces (ie, no SURF_DRAWTURB unless the model's texture indicated such).
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a936336e84
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9 changed files with 51 additions and 16 deletions
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@ -110,6 +110,7 @@ typedef struct bsp_draw_s {
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typedef struct bsp_drawset_s
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DARRAY_TYPE (bsp_draw_t) bsp_drawset_t;
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#define INST_ALPHA (1u<<31)
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typedef struct instface_s {
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uint32_t inst_id;
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uint32_t face;
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@ -365,7 +365,7 @@
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{
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stageFlags = fragment;
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offset = 0;
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size = "4 * 4 + 4 + 4";
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size = "4 * 4 + 4 + 4 + 4";
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},
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);
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};
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@ -12,6 +12,7 @@ layout (location = 0) in vec4 tl_st;
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layout (location = 1) in vec3 direction;
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layout (location = 2) in vec3 normal;
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layout (location = 3) in vec4 position;
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layout (location = 4) in vec4 color;
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layout (location = 0) out vec4 frag_color;
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layout (location = 1) out vec4 frag_emission;
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@ -37,7 +38,7 @@ main (void)
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vec3 e_st = vec3 (tl_st.xy, 1);
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vec2 l_st = vec2 (tl_st.zw);
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c = texture (Texture, t_st);
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c = texture (Texture, t_st) * color;
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e = texture (Texture, e_st);
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frag_color = c;//fogBlend (c);
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frag_emission = e;
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@ -11,11 +11,13 @@ layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (location = 0) in vec4 v_tl_st[];
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layout (location = 1) in vec3 v_direction[];
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layout (location = 2) in vec4 v_color[];
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layout (location = 0) out vec4 tl_st;
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layout (location = 1) out vec3 direction;
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layout (location = 2) out vec3 normal;
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layout (location = 3) out vec4 position;
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layout (location = 4) out vec4 color;
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void
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main()
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@ -31,6 +33,7 @@ main()
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gl_Position = Projection3d * (View * (p));
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tl_st = v_tl_st[vert];
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direction = v_direction[vert];
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color = v_color[vert];
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normal = n;
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position = p;
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EmitVertex ();
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@ -20,6 +20,7 @@ layout (location = 2) in uint entid;
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layout (location = 0) out vec4 tl_st;
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layout (location = 1) out vec3 direction;
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layout (location = 2) out vec4 color;
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void
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main (void)
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@ -29,4 +30,5 @@ main (void)
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gl_Position = vec4 (vert, 1);
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direction = (Sky * vertex).xyz;
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tl_st = tl_uv;
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color = entities[entid].color;
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}
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@ -10,10 +10,12 @@ layout (push_constant) uniform PushConstants {
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vec4 fog;
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float time;
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float alpha;
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float turb_scale;
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};
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layout (location = 0) in vec4 tl_st;
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layout (location = 1) in vec3 direction;
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layout (location = 2) in vec4 color;
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layout (location = 0) out vec4 frag_color;
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@ -6,10 +6,12 @@ layout (push_constant) uniform PushConstants {
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vec4 fog;
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float time;
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float alpha;
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float turb_scale;
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};
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layout (location = 0) in vec4 tl_st;
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layout (location = 1) in vec3 direction;
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layout (location = 2) in vec4 color;
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layout (location = 0) out vec4 frag_color;
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@ -25,7 +27,7 @@ warp_st (vec2 st, float time)
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{
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vec2 angle = st.ts * CYCLE / 2.0;
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vec2 phase = vec2 (time, time) * SPEED;
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return st + (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
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return st + turb_scale * (sin ((angle + phase) * FACTOR) + BIAS) / SCALE;
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}
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vec4
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@ -48,7 +50,8 @@ main (void)
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c = texture (Texture, t_st);
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e = texture (Texture, e_st);
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float a = c.a * e.a * alpha;
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c += e;
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c.a = alpha;
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frag_color = c;//fogBlend (c);
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c.a = a;
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frag_color = c * color;//fogBlend (c);
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}
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@ -20,6 +20,7 @@ layout (location = 2) in uint entid;
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layout (location = 0) out vec4 tl_st;
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layout (location = 1) out vec3 direction;
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layout (location = 2) out vec4 color;
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void
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main (void)
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@ -28,4 +29,5 @@ main (void)
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gl_Position = Projection3d * (View * vec4 (vert, 1));
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direction = (Sky * vertex).xyz;
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tl_st = tl_uv;
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color = entities[entid].color;
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}
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@ -51,6 +51,7 @@
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/math/bitop.h"
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#include "QF/scene/entity.h"
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#include "QF/Vulkan/qf_bsp.h"
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@ -79,6 +80,7 @@ typedef struct bsp_push_constants_s {
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quat_t fog;
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float time;
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float alpha;
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float turb_scale;
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} bsp_push_constants_t;
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static const char * __attribute__((used)) bsp_pass_names[] = {
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@ -604,6 +606,7 @@ R_DrawBrushModel (entity_t *e, bsp_pass_t *pass, vulkan_ctx_t *ctx)
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pass->ent_frame = e->animation.frame & 1;
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pass->inst_id = model->render_id;
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pass->inst_id |= e->renderer.colormod[3] < 1 ? INST_ALPHA : 0;
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if (!pass->instances[model->render_id].entities.size) {
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bsp_model_t *m = &bctx->models[model->render_id];
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bsp_face_t *face = &bctx->faces[m->first_face];
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@ -767,8 +770,11 @@ push_fragconst (bsp_push_constants_t *constants, VkPipelineLayout layout,
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{ VK_SHADER_STAGE_FRAGMENT_BIT,
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field_offset (bsp_push_constants_t, alpha),
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sizeof (constants->alpha), &constants->alpha },
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{ VK_SHADER_STAGE_FRAGMENT_BIT,
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field_offset (bsp_push_constants_t, turb_scale),
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sizeof (constants->turb_scale), &constants->turb_scale },
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};
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QFV_PushConstants (device, cmd, layout, 3, push_constants);
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QFV_PushConstants (device, cmd, layout, 4, push_constants);
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}
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static void
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@ -956,6 +962,10 @@ queue_faces (bsp_pass_t *pass, bspctx_t *bctx, bspframe_t *bframe)
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__auto_type is = queue->a[j];
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__auto_type f = bctx->faces[is.face];
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f.flags |= ((is.inst_id & INST_ALPHA)
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>> (BITOP_LOG2(INST_ALPHA)
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- BITOP_LOG2(SURF_DRAWALPHA))) & SURF_DRAWALPHA;
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is.inst_id &= ~INST_ALPHA;
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if (pass->instances[is.inst_id].first_instance == -1) {
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uint32_t count = pass->instances[is.inst_id].entities.size;
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pass->instances[is.inst_id].first_instance = pass->entid_count;
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@ -966,12 +976,15 @@ queue_faces (bsp_pass_t *pass, bspctx_t *bctx, bspframe_t *bframe)
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}
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int dq = 0;
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if (bctx->faces[queue->a[0].face].flags & SURF_DRAWSKY) {
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if (f.flags & SURF_DRAWSKY) {
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dq = 1;
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}
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if (bctx->faces[queue->a[0].face].flags & SURF_DRAWTURB) {
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if (f.flags & SURF_DRAWALPHA) {
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dq = 2;
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}
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if (f.flags & SURF_DRAWTURB) {
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dq = 3;
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}
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size_t dq_size = pass->draw_queues[dq].size;
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bsp_draw_t *draw = &pass->draw_queues[dq].a[dq_size - 1];
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@ -1138,22 +1151,30 @@ Vulkan_DrawWaterSurfaces (qfv_renderframe_t *rFrame)
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bspctx_t *bctx = ctx->bsp_context;
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bspframe_t *bframe = &bctx->frames.a[ctx->curFrame];
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if (!bctx->main_pass.draw_queues[2].size)
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if (!bctx->main_pass.draw_queues[3].size)
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return;
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turb_begin (rFrame);
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bsp_push_constants_t frag_constants = {
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.time = vr_data.realtime,
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.alpha = r_wateralpha
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};
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push_fragconst (&frag_constants, bctx->layout, device,
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bframe->cmdSet.a[QFV_bspTurb]);
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VkPipelineLayout layout = bctx->layout;
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bsp_push_constants_t frag_constants = {
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.time = vr_data.realtime,
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.alpha = 1,
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.turb_scale = 0,
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};
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push_fragconst (&frag_constants, layout, device,
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bframe->cmdSet.a[QFV_bspTurb]);
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__auto_type pass = &bctx->main_pass;
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pass->textures = &bctx->registered_textures;
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draw_queue (pass, 2, layout, device, bframe->cmdSet.a[QFV_bspTurb]);
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frag_constants.alpha = r_wateralpha;
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frag_constants.turb_scale = 1;
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push_fragconst (&frag_constants, bctx->layout, device,
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bframe->cmdSet.a[QFV_bspTurb]);
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draw_queue (pass, 3, layout, device, bframe->cmdSet.a[QFV_bspTurb]);
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turb_end (ctx);
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}
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@ -1379,7 +1400,7 @@ Vulkan_Bsp_Init (vulkan_ctx_t *ctx)
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DARRAY_INIT (&bctx->registered_textures, 64);
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bctx->main_pass.num_queues = 3;//solid, sky, water
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bctx->main_pass.num_queues = 4;//solid, sky, water, transparent
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bctx->main_pass.draw_queues = malloc (bctx->main_pass.num_queues
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* sizeof (bsp_drawset_t));
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for (int i = 0; i < bctx->main_pass.num_queues; i++) {
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