quakeforge/include/QF/Vulkan/qf_scene.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

81 lines
2.2 KiB
C

/*
qf_scene.h
Vulkan specific scene stuff
Copyright (C) 2022 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2022/5/24
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_scene_h
#define __QF_Vulkan_qf_scene_h
#ifndef VK_NO_PROTOTYPES
#define VK_NO_PROTOTYPES
#endif
#include <vulkan/vulkan.h>
#include "QF/darray.h"
#include "QF/simd/types.h"
typedef struct entdata_s {
// transpose of entity transform matrix without row 4
vec4f_t xform[3];
vec4f_t color;
} entdata_t;
typedef struct entdataset_s
DARRAY_TYPE (entdata_t) entdataset_t;
typedef struct scnframe_s {
// used to check if the entity has been pooled this frame (cleared
// every frame)
struct set_s *pooled_entities;
// data for entities pooled this frame (cleared every frame). transfered
// to gpu
entdataset_t entity_pool;
VkDescriptorSet descriptors;
} scnframe_t;
typedef struct scnframeset_s
DARRAY_TYPE (scnframe_t) scnframeset_t;
typedef struct scenectx_s {
struct qfv_resource_s *entities;
scnframeset_t frames;
VkDescriptorPool pool;
VkDescriptorSetLayout setLayout;
int max_entities;
} scenectx_t;
struct vulkan_ctx_s;
struct entity_s;
void Vulkan_Scene_Init (struct vulkan_ctx_s *ctx);
void Vulkan_Scene_Shutdown (struct vulkan_ctx_s *ctx);
int Vulkan_Scene_MaxEntities (struct vulkan_ctx_s *ctx) __attribute__((pure));
VkDescriptorSet Vulkan_Scene_Descriptors (struct vulkan_ctx_s *ctx) __attribute__((pure));
int Vulkan_Scene_AddEntity (struct vulkan_ctx_s *ctx, struct entity_s entity);
void Vulkan_Scene_Flush (struct vulkan_ctx_s *ctx);
#endif//__QF_Vulkan_qf_scene_h