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https://git.code.sf.net/p/quake/quakeforge
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db7f8a461e
While the libraries are probably getting a little out of hand, the separation into its own directory is probably a good thing as an ECS should not be tied to scenes. This should make the ECS more generally useful.
346 lines
10 KiB
C
346 lines
10 KiB
C
/*
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vulkan_sprite.c
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Vulkan sprite model pipeline
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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: 2021/12/14
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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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "qfalloca.h"
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#include "QF/cvar.h"
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#include "QF/darray.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/scene/entity.h"
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#include "QF/Vulkan/qf_matrices.h"
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#include "QF/Vulkan/qf_renderpass.h"
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#include "QF/Vulkan/qf_sprite.h"
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#include "QF/Vulkan/qf_texture.h"
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#include "QF/Vulkan/buffer.h"
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#include "QF/Vulkan/command.h"
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#include "QF/Vulkan/debug.h"
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#include "QF/Vulkan/descriptor.h"
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#include "QF/Vulkan/device.h"
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#include "QF/Vulkan/instance.h"
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#include "r_internal.h"
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#include "vid_vulkan.h"
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static const char * __attribute__((used)) sprite_pass_names[] = {
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"depth",
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"g-buffer",
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"translucent",
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};
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static QFV_Subpass subpass_map[] = {
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QFV_passDepth, // QFV_spriteDepth
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QFV_passGBuffer, // QFV_spriteGBuffer
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QFV_passTranslucent, // QFV_spriteTranslucent
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};
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static void
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emit_commands (VkCommandBuffer cmd, qfv_sprite_t *sprite,
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int numPC, qfv_push_constants_t *constants,
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qfv_renderframe_t *rFrame, entity_t ent)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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Vulkan_BeginEntityLabel (ctx, cmd, ent);
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QFV_PushConstants (device, cmd, sctx->layout, numPC, constants);
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VkDescriptorSet sets[] = {
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sprite->descriptors,
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};
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dfunc->vkCmdBindDescriptorSets (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
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sctx->layout, 1, 1, sets, 0, 0);
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dfunc->vkCmdDraw (cmd, 4, 1, 0, 0);
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QFV_CmdEndLabel (device, cmd);
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}
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void
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Vulkan_DrawSprite (entity_t ent, qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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spritectx_t *sctx = ctx->sprite_context;
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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model_t *model = renderer->model;
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msprite_t *sprite = model->cache.data;
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mat4f_t mat = {};
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uint32_t frame;
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qfv_push_constants_t push_constants[] = {
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{ VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof (mat), mat },
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{ VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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64, sizeof (frame), &frame },
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};
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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ent.reg);
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frame = (ptrdiff_t) R_GetSpriteFrame (sprite, animation);
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transform_t transform = Entity_Transform (ent);
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mat[3] = Transform_GetWorldPosition (transform);
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vec4f_t cameravec = r_refdef.frame.position - mat[3];
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R_BillboardFrame (transform, sprite->type, cameravec,
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&mat[2], &mat[1], &mat[0]);
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mat[0] = -mat[0];
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emit_commands (sframe->cmdSet.a[QFV_spriteDepth],
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(qfv_sprite_t *) ((byte *) sprite + sprite->data),
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2, push_constants, rFrame, ent);
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emit_commands (sframe->cmdSet.a[QFV_spriteGBuffer],
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(qfv_sprite_t *) ((byte *) sprite + sprite->data),
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2, push_constants, rFrame, ent);
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}
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static void
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sprite_begin_subpass (QFV_SpriteSubpass subpass, VkPipeline pipeline,
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qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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__auto_type cframe = &ctx->frames.a[ctx->curFrame];
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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VkCommandBuffer cmd = sframe->cmdSet.a[subpass];
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dfunc->vkResetCommandBuffer (cmd, 0);
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VkCommandBufferInheritanceInfo inherit = {
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VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO, 0,
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rFrame->renderpass->renderpass, subpass_map[subpass],
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cframe->framebuffer,
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0, 0, 0,
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};
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VkCommandBufferBeginInfo beginInfo = {
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VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, 0,
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VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
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| VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT, &inherit,
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};
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dfunc->vkBeginCommandBuffer (cmd, &beginInfo);
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QFV_duCmdBeginLabel (device, cmd, va (ctx->va_ctx, "sprite:%s",
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sprite_pass_names[subpass]),
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{ 0.6, 0.5, 0, 1});
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dfunc->vkCmdBindPipeline (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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VkDescriptorSet sets[] = {
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Vulkan_Matrix_Descriptors (ctx, ctx->curFrame),
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};
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dfunc->vkCmdBindDescriptorSets (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
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sctx->layout, 0, 1, sets, 0, 0);
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dfunc->vkCmdSetViewport (cmd, 0, 1, &rFrame->renderpass->viewport);
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dfunc->vkCmdSetScissor (cmd, 0, 1, &rFrame->renderpass->scissor);
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//XXX glsl_Fog_GetColor (fog);
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//XXX fog[3] = glsl_Fog_GetDensity () / 64.0;
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}
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static void
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sprite_end_subpass (VkCommandBuffer cmd, vulkan_ctx_t *ctx)
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{
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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QFV_duCmdEndLabel (device, cmd);
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dfunc->vkEndCommandBuffer (cmd);
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}
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void
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Vulkan_SpriteBegin (qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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spritectx_t *sctx = ctx->sprite_context;
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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//XXX quat_t fog;
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DARRAY_APPEND (&rFrame->subpassCmdSets[QFV_passDepth],
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sframe->cmdSet.a[QFV_spriteDepth]);
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DARRAY_APPEND (&rFrame->subpassCmdSets[QFV_passGBuffer],
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sframe->cmdSet.a[QFV_spriteGBuffer]);
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sprite_begin_subpass (QFV_spriteDepth, sctx->depth, rFrame);
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sprite_begin_subpass (QFV_spriteGBuffer, sctx->gbuf, rFrame);
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}
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void
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Vulkan_SpriteEnd (qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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spritectx_t *sctx = ctx->sprite_context;
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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sprite_end_subpass (sframe->cmdSet.a[QFV_spriteDepth], ctx);
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sprite_end_subpass (sframe->cmdSet.a[QFV_spriteGBuffer], ctx);
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}
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static VkDescriptorBufferInfo base_buffer_info = {
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.range = VK_WHOLE_SIZE,
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};
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static VkDescriptorImageInfo base_image_info = {
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.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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};
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static VkWriteDescriptorSet base_buffer_write = {
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstBinding = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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};
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static VkWriteDescriptorSet base_image_write = {
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstBinding = 1,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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};
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void
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Vulkan_Sprite_DescriptorSet (vulkan_ctx_t *ctx, qfv_sprite_t *sprite)
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{
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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//FIXME kinda dumb
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__auto_type layouts = QFV_AllocDescriptorSetLayoutSet (1, alloca);
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for (size_t i = 0; i < layouts->size; i++) {
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layouts->a[i] = sctx->setLayout;
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}
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__auto_type sets = QFV_AllocateDescriptorSet (device, sctx->pool, layouts);
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sprite->descriptors = sets->a[0];
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free (sets);
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VkDescriptorBufferInfo bufferInfo[1];
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bufferInfo[0] = base_buffer_info;
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bufferInfo[0].buffer = sprite->verts;
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VkDescriptorImageInfo imageInfo[1];
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imageInfo[0] = base_image_info;
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imageInfo[0].sampler = sctx->sampler;
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imageInfo[0].imageView = sprite->view;
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VkWriteDescriptorSet write[2];
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write[0] = base_buffer_write;
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write[0].dstSet = sprite->descriptors;
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write[0].pBufferInfo = bufferInfo;
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write[1] = base_image_write;
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write[1].dstSet = sprite->descriptors;
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write[1].pImageInfo = imageInfo;
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dfunc->vkUpdateDescriptorSets (device->dev, 2, write, 0, 0);
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}
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void
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Vulkan_Sprint_FreeDescriptors (vulkan_ctx_t *ctx, qfv_sprite_t *sprite)
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{
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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dfunc->vkFreeDescriptorSets (device->dev, sctx->pool, 1,
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&sprite->descriptors);
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}
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void
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Vulkan_Sprite_Init (vulkan_ctx_t *ctx)
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{
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qfv_device_t *device = ctx->device;
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qfvPushDebug (ctx, "sprite init");
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spritectx_t *sctx = calloc (1, sizeof (spritectx_t));
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ctx->sprite_context = sctx;
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size_t frames = ctx->frames.size;
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DARRAY_INIT (&sctx->frames, frames);
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DARRAY_RESIZE (&sctx->frames, frames);
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sctx->frames.grow = 0;
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sctx->depth = Vulkan_CreateGraphicsPipeline (ctx, "sprite_depth");
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sctx->gbuf = Vulkan_CreateGraphicsPipeline (ctx, "sprite_gbuf");
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sctx->layout = Vulkan_CreatePipelineLayout (ctx, "sprite_layout");
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sctx->sampler = Vulkan_CreateSampler (ctx, "sprite_sampler");
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sctx->pool = Vulkan_CreateDescriptorPool (ctx, "sprite_pool");
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sctx->setLayout = Vulkan_CreateDescriptorSetLayout (ctx, "sprite_set");
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for (size_t i = 0; i < frames; i++) {
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__auto_type sframe = &sctx->frames.a[i];
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DARRAY_INIT (&sframe->cmdSet, QFV_spriteNumPasses);
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DARRAY_RESIZE (&sframe->cmdSet, QFV_spriteNumPasses);
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sframe->cmdSet.grow = 0;
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QFV_AllocateCommandBuffers (device, ctx->cmdpool, 1, &sframe->cmdSet);
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for (int j = 0; j < QFV_spriteNumPasses; j++) {
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QFV_duSetObjectName (device, VK_OBJECT_TYPE_COMMAND_BUFFER,
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sframe->cmdSet.a[j],
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va (ctx->va_ctx, "cmd:sprite:%zd:%s", i,
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sprite_pass_names[j]));
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}
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}
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qfvPopDebug (ctx);
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}
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void
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Vulkan_Sprite_Shutdown (vulkan_ctx_t *ctx)
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{
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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for (size_t i = 0; i < sctx->frames.size; i++) {
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__auto_type sframe = &sctx->frames.a[i];
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free (sframe->cmdSet.a);
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}
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dfunc->vkDestroyPipeline (device->dev, sctx->depth, 0);
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dfunc->vkDestroyPipeline (device->dev, sctx->gbuf, 0);
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free (sctx->frames.a);
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free (sctx);
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}
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