quakeforge/include/QF/Vulkan/qf_iqm.h
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00

121 lines
3.1 KiB
C

/*
qf_iqm.h
Vulkan specific iqm model stuff
Copyright (C) 2022 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2022/5/3
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
*/
#ifndef __QF_Vulkan_qf_iqm_h
#define __QF_Vulkan_qf_iqm_h
#include "QF/darray.h"
#include "QF/model.h"
#include "QF/modelgen.h"
#include "QF/Vulkan/qf_vid.h"
#include "QF/Vulkan/command.h"
// geometry attributes
typedef struct iqmgvert_s {
float vertex[3];
byte bones[4]; // uint
byte weights[4]; // unorm
} iqmgvert_t;
// rendering attributes
typedef struct iqmrvert_s {
float uv[2];
float normal[3];
float tangent[4];
byte color[4]; // unorm
} iqmrvert_t;
typedef struct qfv_iqm_skin_s {
VkImageView view;
byte colora[4];
byte colorb[4];
VkDescriptorSet descriptor;
} qfv_iqm_skin_t;
typedef struct qfv_iqm_s {
VkBuffer geom_buffer;
VkBuffer rend_buffer;
VkBuffer index_buffer;
qfv_iqm_skin_t *skins;
struct qfv_resource_s *mesh;
struct qfv_resource_s *bones;
VkBuffer bones_buffer;
VkDescriptorSet *bones_descriptors; // one per frame FIXME per instance!!!
} qfv_iqm_t;
typedef enum {
QFV_iqmDepth,
QFV_iqmGBuffer,
QFV_iqmTranslucent,
QFV_iqmNumPasses
} QFV_IQMSubpass;
typedef struct iqm_frame_s {
qfv_cmdbufferset_t cmdSet;
} iqm_frame_t;
typedef struct iqm_frameset_s
DARRAY_TYPE (iqm_frame_t) iqm_frameset_t;
typedef struct iqmindset_s
DARRAY_TYPE (unsigned) iqmindset_t;
typedef struct iqmctx_s {
iqm_frameset_t frames;
VkPipeline depth;
VkPipeline gbuf;
VkPipelineLayout layout;
VkSampler sampler;
VkDescriptorPool bones_pool;
VkDescriptorSetLayout bones_setLayout;
} iqmctx_t;
struct vulkan_ctx_s;
struct qfv_renderframe_s;
struct entity_s;
struct mod_iqm_ctx_s;
struct iqm_s;
void Vulkan_Mod_IQMFinish (struct model_s *mod, struct vulkan_ctx_s *ctx);
void Vulkan_IQMAddBones (struct vulkan_ctx_s *ctx, struct iqm_s *iqm);
void Vulkan_IQMRemoveBones (struct vulkan_ctx_s *ctx, struct iqm_s *iqm);
void Vulkan_IQMAddSkin (struct vulkan_ctx_s *ctx, qfv_iqm_skin_t *skin);
void Vulkan_IQMRemoveSkin (struct vulkan_ctx_s *ctx, qfv_iqm_skin_t *skin);
void Vulkan_IQMBegin (struct qfv_renderframe_s *rFrame);
void Vulkan_DrawIQM (struct entity_s ent, struct qfv_renderframe_s *rFrame);
void Vulkan_IQMEnd (struct qfv_renderframe_s *rFrame);
void Vulkan_IQM_Init (struct vulkan_ctx_s *ctx);
void Vulkan_IQM_Shutdown (struct vulkan_ctx_s *ctx);
#endif//__QF_Vulkan_qf_iqm_h