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https://git.code.sf.net/p/quake/quakeforge
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4932987b08
And with that, the vulkan renderer is fully back to where it was before this mini-project (and even a little ahead). Time for shadows (finally).
90 lines
2.2 KiB
C
90 lines
2.2 KiB
C
/*
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vulkan_main.c
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Vulkan rendering
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/1/19
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include "string.h"
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#endif
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#ifdef HAVE_STRINGS_H
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# include "strings.h"
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#endif
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/Vulkan/qf_alias.h"
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#include "QF/Vulkan/qf_bsp.h"
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#include "QF/Vulkan/qf_compose.h"
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#include "QF/Vulkan/qf_iqm.h"
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#include "QF/Vulkan/qf_lighting.h"
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#include "QF/Vulkan/qf_lightmap.h"
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#include "QF/Vulkan/qf_main.h"
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#include "QF/Vulkan/qf_matrices.h"
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#include "QF/Vulkan/qf_output.h"
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#include "QF/Vulkan/qf_particles.h"
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#include "QF/Vulkan/qf_scene.h"
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#include "QF/Vulkan/qf_sprite.h"
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#include "QF/Vulkan/qf_translucent.h"
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#include "QF/Vulkan/qf_vid.h"
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#include "QF/Vulkan/swapchain.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_vulkan.h"
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void
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Vulkan_NewScene (scene_t *scene, vulkan_ctx_t *ctx)
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{
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int i;
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for (i = 0; i < 256; i++) {
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d_lightstylevalue[i] = 264; // normal light value
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}
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r_refdef.worldmodel = scene->worldmodel;
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EntQueue_Clear (r_ent_queue);
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// Force a vis update
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R_MarkLeaves (0, 0, 0, 0);
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R_ClearParticles ();
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Vulkan_RegisterTextures (scene->models, scene->num_models, ctx);
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//Vulkan_BuildLightmaps (scene->models, scene->num_models, ctx);
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Vulkan_BuildDisplayLists (scene->models, scene->num_models, ctx);
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Vulkan_LoadLights (scene, ctx);
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}
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