quakeforge/include/QF/Vulkan/qf_particles.h
Bill Currie b9bb841744 [vulkan] Use the descriptor set manager
This cleans up a lot of ugly code that I always thought was rather dumb.
2023-06-24 21:42:46 +09:00

64 lines
1.5 KiB
C

#ifndef __QF_Vulkan_qf_particles_h
#define __QF_Vulkan_qf_particles_h
#include "QF/darray.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/Vulkan/command.h"
typedef struct qfv_particle_s {
vec4f_t pos;
vec4f_t vel;
vec4f_t color;
float texture;
float ramp;
float scale;
float live;
} qfv_particle_t;
typedef struct qfv_parameters_s {
vec4f_t drag;
vec4f_t ramp;
} qfv_parameters_t;
// Doubles as VkDrawIndirectCommand
typedef struct qfv_particle_system_s {
uint32_t vertexCount; // always 1
uint32_t particleCount;
uint32_t firstVertex; // always 0
uint32_t firstInstance; // always 0
} qfv_particle_system_t;
typedef struct particleframe_s {
VkEvent physicsEvent;
VkEvent updateEvent;
VkBuffer states;
VkBuffer params;
VkBuffer system;
VkDescriptorSet curDescriptors;
VkDescriptorSet inDescriptors;
VkDescriptorSet newDescriptors;
} particleframe_t;
typedef struct particleframeset_s
DARRAY_TYPE (particleframe_t) particleframeset_t;
typedef struct particlectx_s {
particleframeset_t frames;
struct qfv_resource_s *resources;
struct qfv_stagebuf_s *stage;
psystem_t *psystem;
} particlectx_t;
struct vulkan_ctx_s;
struct psystem_s *Vulkan_ParticleSystem (struct vulkan_ctx_s *ctx);
void Vulkan_Particles_Init (struct vulkan_ctx_s *ctx);
void Vulkan_Particles_Setup (struct vulkan_ctx_s *ctx);
void Vulkan_Particles_Shutdown (struct vulkan_ctx_s *ctx);
#endif//__QF_Vulkan_qf_particles_h