quakeforge/libs/video/renderer/vulkan/vulkan_main.c
Bill Currie 6deeed1829 [vulkan] Get the output step working for draw
It leaks command buffers (due to a misunderstanding of
vkResetCommandPool), but it seems 2d draw (sliced quads) is working
nicely.
2023-06-22 11:17:03 +09:00

188 lines
4.7 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/scene/entity.h"
#include "QF/Vulkan/qf_alias.h"
#include "QF/Vulkan/qf_bsp.h"
#include "QF/Vulkan/qf_compose.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_matrices.h"
#include "QF/Vulkan/qf_output.h"
#include "QF/Vulkan/qf_particles.h"
#include "QF/Vulkan/qf_renderpass.h"
#include "QF/Vulkan/qf_scene.h"
#include "QF/Vulkan/qf_sprite.h"
#include "QF/Vulkan/qf_translucent.h"
#include "QF/Vulkan/qf_vid.h"
#include "QF/Vulkan/swapchain.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "vid_vulkan.h"
void
Vulkan_RenderEntities (entqueue_t *queue, qfv_renderframe_t *rFrame)
{
if (!r_drawentities)
return;
//FIXME need a better way (components? but HasComponent isn't free)
int vmod = Entity_Valid (vr_data.view_model);
#define RE_LOOP(type_name, Type) \
do { \
int begun = 0; \
for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
i++) { \
entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \
if (!begun) { \
Vulkan_##Type##Begin (rFrame); \
begun = 1; \
} \
/* FIXME hack the depth range to prevent view model */\
/* from poking into walls */\
if (vmod && ent.id == vr_data.view_model.id) { \
Vulkan_AliasDepthRange (rFrame, 0, 0.3); \
} \
Vulkan_Draw##Type (ent, rFrame); \
/* unhack in case the view_model is not the last */\
if (vmod && ent.id == vr_data.view_model.id) { \
Vulkan_AliasDepthRange (rFrame, 0, 1); \
} \
} \
if (begun) \
Vulkan_##Type##End (rFrame); \
} while (0)
RE_LOOP (alias, Alias);
RE_LOOP (iqm, IQM);
RE_LOOP (sprite, Sprite);
}
static void
Vulkan_DrawViewModel (vulkan_ctx_t *ctx)
{
entity_t ent = vr_data.view_model;
if (!Entity_Valid (ent)) {
return;
}
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel
|| !r_drawentities
|| !renderer->model)
return;
EntQueue_AddEntity (r_ent_queue, ent, renderer->model->type);
}
void
Vulkan_RenderView (qfv_renderframe_t *rFrame)
{
vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
if (!r_refdef.worldmodel) {
return;
}
Vulkan_DrawWorld (rFrame);
Vulkan_DrawSky (rFrame);
if (Entity_Valid (vr_data.view_model)) {
Vulkan_DrawViewModel (ctx);
}
Vulkan_DrawWaterSurfaces (rFrame);
Vulkan_DrawParticles (rFrame);
Vulkan_Bsp_Flush (ctx);
Vulkan_RenderEntities (r_ent_queue, rFrame);
Vulkan_Scene_Flush (ctx);
}
void
Vulkan_NewScene (scene_t *scene, vulkan_ctx_t *ctx)
{
int i;
for (i = 0; i < 256; i++) {
d_lightstylevalue[i] = 264; // normal light value
}
r_refdef.worldmodel = scene->worldmodel;
// Force a vis update
R_MarkLeaves (0, 0, 0, 0);
R_ClearParticles ();
Vulkan_RegisterTextures (scene->models, scene->num_models, ctx);
//Vulkan_BuildLightmaps (scene->models, scene->num_models, ctx);
Vulkan_BuildDisplayLists (scene->models, scene->num_models, ctx);
Vulkan_LoadLights (scene, ctx);
}
static void
main_draw (qfv_renderframe_t *rFrame)
{
Vulkan_RenderView (rFrame);
Vulkan_Lighting_Draw (rFrame);
Vulkan_Compose_Draw (rFrame);
}
void
Vulkan_Main_CreateRenderPasses (vulkan_ctx_t *ctx)
{
__auto_type rp = QFV_RenderPass_New (ctx, "deferred", main_draw);
Vulkan_ConfigOutput (ctx, &rp->output);
QFV_RenderPass_CreateAttachments (rp);
QFV_RenderPass_CreateRenderPass (rp);
QFV_RenderPass_CreateFramebuffer (rp);
rp->order = QFV_rp_main;
DARRAY_APPEND (&ctx->renderPasses, rp);
Vulkan_Output_SetInput (ctx, rp->output.view);
Vulkan_Translucent_CreateBuffers (ctx, rp->output.extent);
}