mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-24 04:31:35 +00:00
[vulkan] Add bsp debug rendering to forward
Knowing where face edges are helps no end for lightmap debugging.
This commit is contained in:
parent
559c5a51ed
commit
cdca28bb10
1 changed files with 56 additions and 0 deletions
|
@ -107,6 +107,15 @@ properties = {
|
|||
depthBiasEnable = false;
|
||||
lineWidth = 1;
|
||||
};
|
||||
debug_poly_lines = {
|
||||
depthClampEnable = false;
|
||||
rasterizerDiscardEnable = false;
|
||||
polygonMode = line;
|
||||
cullMode = none;
|
||||
frontFace = clockwise;
|
||||
depthBiasEnable = false;
|
||||
lineWidth = 1;
|
||||
};
|
||||
cw_cull_back = {
|
||||
depthClampEnable = false;
|
||||
rasterizerDiscardEnable = false;
|
||||
|
@ -235,6 +244,11 @@ properties = {
|
|||
name = main;
|
||||
module = $builtin/bsp_gbuf.vert;
|
||||
};
|
||||
depth_vertex = {
|
||||
stage = vertex;
|
||||
name = main;
|
||||
module = $builtin/bsp_depth.vert;
|
||||
};
|
||||
geometry = {
|
||||
stage = geometry;
|
||||
name = main;
|
||||
|
@ -245,6 +259,11 @@ properties = {
|
|||
name = main;
|
||||
module = $builtin/quakebsp.frag;
|
||||
};
|
||||
debug_fragment = {
|
||||
stage = fragment;
|
||||
name = main;
|
||||
module = $builtin/debug.frag;
|
||||
};
|
||||
quake_vertex = {
|
||||
stage = vertex;
|
||||
name = main;
|
||||
|
@ -1284,6 +1303,43 @@ renderpasses = {
|
|||
);
|
||||
layout = $compose.layout;
|
||||
};
|
||||
debug_bsp = {
|
||||
@inherit = $compose_base;
|
||||
disabled = true;
|
||||
|
||||
color = $color.bsp;
|
||||
tasks = (
|
||||
{ func = bsp_visit_world;
|
||||
params = (debug); },
|
||||
{ func = bsp_draw_queue;
|
||||
params = (debug, solid, 0); },
|
||||
{ func = bsp_draw_queue;
|
||||
params = (debug, sky, 0); },
|
||||
{ func = bsp_draw_queue;
|
||||
params = (debug, translucent, 0); },
|
||||
{ func = bsp_draw_queue;
|
||||
params = (debug, turbulent, 0); },
|
||||
);
|
||||
|
||||
stages = (
|
||||
$brush.shader.depth_vertex,
|
||||
$brush.shader.debug_fragment,
|
||||
);
|
||||
vertexInput = {
|
||||
bindings = (
|
||||
"$brush.vertexInput.bindings[0]",
|
||||
"$brush.vertexInput.bindings[1]",
|
||||
);
|
||||
attributes = (
|
||||
"$brush.vertexInput.attributes[0]",
|
||||
"$brush.vertexInput.attributes[2]",
|
||||
);
|
||||
};
|
||||
inputAssembly = $brush.inputAssembly;
|
||||
layout = $brush.layout;
|
||||
rasterization = $debug_poly_lines;
|
||||
depthStencil = $depth_disable;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue