quakeforge/libs/video/renderer/vulkan/vulkan_main.c
Bill Currie c05476f94b [renderer] Move most of the scene rendering into r_screen
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
2022-03-17 17:57:50 +09:00

176 lines
4 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_vid.h"
#include "QF/Vulkan/qf_alias.h"
#include "QF/Vulkan/qf_bsp.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_particles.h"
#include "QF/Vulkan/qf_sprite.h"
//#include "QF/Vulkan/qf_textures.h"
#include "QF/Vulkan/renderpass.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->int_val)
return;
#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; \
} \
/* hack the depth range to prevent view model */\
/* from poking into walls */\
if (ent == vr_data.view_model) { \
Vulkan_AliasDepthRange (rFrame, 0, 0.3); \
} \
Vulkan_Draw##Type (ent, rFrame); \
/* unhack in case the view_model is not the last */\
if (ent == vr_data.view_model) { \
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 (vr_data.inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| !r_drawentities->int_val
|| !ent->renderer.model)
return;
EntQueue_AddEntity (r_ent_queue, ent, 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);
Vulkan_DrawViewModel (ctx);
Vulkan_DrawWaterSurfaces (rFrame);
Vulkan_Bsp_Flush (ctx);
}
void
Vulkan_NewMap (model_t *worldmodel, struct model_s **models, int num_models,
vulkan_ctx_t *ctx)
{
int i;
for (i = 0; i < 256; i++) {
d_lightstylevalue[i] = 264; // normal light value
}
r_refdef.worldmodel = worldmodel;
// Force a vis update
r_refdef.viewleaf = NULL;
R_MarkLeaves ();
R_ClearParticles ();
Vulkan_RegisterTextures (models, num_models, ctx);
//Vulkan_BuildLightmaps (models, num_models, ctx);
Vulkan_BuildDisplayLists (models, num_models, ctx);
Vulkan_LoadLights (worldmodel, worldmodel->brush.entities, ctx);
}
/*void
glsl_R_LineGraph (int x, int y, int *h_vals, int count)
{
}*/
/*void
glsl_R_TimeRefresh_f (void)
{
double start, stop, time;
int i;
glsl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
Vulkan_RenderView (ctx);
glsl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
}*/