quakeforge/libs/video/renderer/vulkan/vulkan_main.c
Bill Currie fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00

247 lines
5.6 KiB
C

/*
vulkan_main.c
Vulkan rendering
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/1/19
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include "string.h"
#endif
#ifdef HAVE_STRINGS_H
# include "strings.h"
#endif
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sys.h"
#include "QF/Vulkan/qf_vid.h"
#include "QF/Vulkan/qf_alias.h"
#include "QF/Vulkan/qf_bsp.h"
//#include "QF/Vulkan/qf_iqm.h"
#include "QF/Vulkan/qf_lighting.h"
#include "QF/Vulkan/qf_lightmap.h"
#include "QF/Vulkan/qf_main.h"
#include "QF/Vulkan/qf_particles.h"
//#include "QF/Vulkan/qf_textures.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_vulkan.h"
static void
setup_frame (vulkan_ctx_t *ctx)
{
R_AnimateLight ();
R_ClearEnts ();
r_framecount++;
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
R_SetFrustum ();
r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.renderer.model);
}
static void
setup_view (vulkan_ctx_t *ctx)
{
mat4_t mat;
float *view = ctx->matrices.view_3d;
static mat4_t z_up = {
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1,
};
/*x = r_refdef.vrect.x;
y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
w = r_refdef.vrect.width;
h = r_refdef.vrect.height;
qfeglViewport (x, y, w, h);*/
Mat4Zero (mat);
VectorCopy (vpn, mat + 0);
VectorNegate (vright, mat + 4); // we want vleft
VectorCopy (vup, mat + 8);
mat[15] = 1;
Mat4Transpose (mat, mat);//AngleVectors gives the transpose of what we want
Mat4Mult (z_up, mat, view);
Mat4Identity (mat);
VectorNegate (r_refdef.vieworg, mat + 12);
Mat4Mult (view, mat, view);
}
static void
R_RenderEntities (vulkan_ctx_t *ctx)
{
if (!r_drawentities->int_val)
return;
#define RE_LOOP(type_name, Type) \
do { \
entity_t *ent; \
int begun = 0; \
for (ent = r_ent_queue; ent; ent = ent->next) { \
if (ent->renderer.model->type != mod_##type_name) \
continue; \
if (!begun) { \
Vulkan_##Type##Begin (ctx); \
begun = 1; \
} \
Vulkan_Draw##Type (ent, ctx); \
} \
if (begun) \
Vulkan_##Type##End (ctx); \
} while (0)
RE_LOOP (alias, Alias);
//RE_LOOP (iqm, IQM);
//RE_LOOP (sprite, Sprite);
}
static void
R_DrawViewModel (void)
{
currententity = vr_data.view_model;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| !r_drawentities->int_val
|| !currententity->renderer.model)
return;
// hack the depth range to prevent view model from poking into walls
//qfeglDepthRangef (0, 0.3);
//glsl_R_AliasBegin ();
//glsl_R_DrawAlias ();
//glsl_R_AliasEnd ();
//qfeglDepthRangef (0, 1);
}
void
Vulkan_RenderView (vulkan_ctx_t *ctx)
{
double t[10] = {};
int speeds = r_speeds->int_val;
if (speeds)
t[0] = Sys_DoubleTime ();
setup_frame (ctx);
setup_view (ctx);
if (speeds)
t[1] = Sys_DoubleTime ();
R_MarkLeaves ();
if (speeds)
t[2] = Sys_DoubleTime ();
R_PushDlights (vec3_origin);
if (speeds)
t[3] = Sys_DoubleTime ();
Vulkan_DrawWorld (ctx);
if (speeds)
t[4] = Sys_DoubleTime ();
Vulkan_DrawSky (ctx);
if (speeds)
t[5] = Sys_DoubleTime ();
R_RenderEntities (ctx);
if (speeds)
t[6] = Sys_DoubleTime ();
Vulkan_DrawWaterSurfaces (ctx);
if (speeds)
t[7] = Sys_DoubleTime ();
Vulkan_DrawParticles (ctx);
if (speeds)
t[8] = Sys_DoubleTime ();
R_DrawViewModel ();
if (speeds)
t[9] = Sys_DoubleTime ();
if (speeds) {
Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g,"
" sky: %g, ents: %g, water: %g, part: %g, view: %g\n",
(t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000,
(t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000,
(t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000,
(t[6] - t[5]) * 1000, (t[7] - t[6]) * 1000,
(t[8] - t[7]) * 1000, (t[9] - t[8]) * 1000);
}
}
void
Vulkan_NewMap (model_t *worldmodel, struct model_s **models, int num_models,
vulkan_ctx_t *ctx)
{
int i;
for (i = 0; i < 256; i++) {
d_lightstylevalue[i] = 264; // normal light value
}
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.renderer.model = worldmodel;
// Force a vis update
r_viewleaf = NULL;
R_MarkLeaves ();
R_FreeAllEntities ();
Vulkan_ClearParticles (ctx);
Vulkan_RegisterTextures (models, num_models, ctx);
Vulkan_BuildLightmaps (models, num_models, ctx);
Vulkan_BuildDisplayLists (models, num_models, ctx);
Vulkan_LoadLights (worldmodel->brush.entities, ctx);
}
/*void
glsl_R_LineGraph (int x, int y, int *h_vals, int count)
{
}*/
/*void
glsl_R_TimeRefresh_f (void)
{
double start, stop, time;
int i;
glsl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
Vulkan_RenderView (ctx);
glsl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
}*/