quakeforge/include/QF/Vulkan/qf_bsp.h
Bill Currie 3bdc4adb4c [vulkan] Use per-pass entity queues
While there will be some GPU resources to sort out for multi-pass bsp
processing, I think this is the last piece required before shadow passes
can be implemented.
2023-06-28 17:57:41 +09:00

394 lines
14 KiB
C

/*
qf_bsp.h
Vulkan specific brush model stuff
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/1/7
Date: 2021/1/18
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_bsp_h
#define __QF_Vulkan_qf_bsp_h
#include "QF/darray.h"
#include "QF/model.h"
#include "QF/Vulkan/qf_vid.h"
#include "QF/Vulkan/command.h"
#include "QF/simd/types.h"
/** \defgroup vulkan_bsp Brush model rendering
\ingroup vulkan
*/
/** Represent a single face (polygon) of a brush model.
*
* There is one of these for each face in the bsp (brush) model, built at run
* time when the model is loaded (actually, after all models are loaded but
* before rendering begins).
*/
typedef struct bsp_face_s {
uint32_t first_index; ///< index of first index in poly_indices
uint32_t index_count; ///< includes primitive restart
uint32_t tex_id; ///< texture bound to this face (maybe animated)
uint32_t flags; ///< face drawing (alpha, side, sky, turb)
} bsp_face_t;
/** Represent a brush model, both main and sub-model.
*
* Used for rendering non-world models.
*/
typedef struct bsp_model_s {
uint32_t first_face;
uint32_t face_count;
} bsp_model_t;
#if 0
typedef struct texname_s {
char name[MIPTEXNAME];
} texname_t;
typedef struct texmip_s {
uint32_t width;
uint32_t height;
uint32_t offsets[MIPLEVELS];
} texmip_t;
#endif
/** \defgroup vulkan_bsp_texanim Animated Textures
* \ingroup vulkan_bsp
*
* Brush models support texture animations. For general details, see
* \ref bsp_texture_animation. These structures allow for quick lookup
* of the correct texture to use in an animation cycle, or even whether there
* is an animation cycle.
*/
///@{
/** Represent a texture's animation group.
*
* Every texture is in an animation group, even when not animated. When the
* texture is not animated, `count` is 1, otherwise `count` is the number of
* frames in the group, thus every texture has at least one frame.
*
* Each texture in a particular groupp shares the same `base` frame, with
* `offset` giving the texture's relative frame number within the group.
* The current frame is given by `base + (anim_index + offset) % count` where
* `anim_index` is the global time-based texture animation frame.
*/
typedef struct texanim_s {
uint16_t base; ///< first frame in group
byte offset; ///< relative frame in group
byte count; ///< number of frames in group
} texanim_t;
/** Holds texture animation data for brush models.
*
* Brush models support one or two texture animation groups, based on the
* entity's frame (0 or non-0). When the entity's frame is 0, group 0 is used,
* otherwise group 1 is used. If there is no alternate (group 1) animation
* data for the texture, then the texture's group 0 data is copied to group 1
* in order to avoid coplications in selecting which texture a face is to use.
*
* As all of a group's frames are together, `frame_map` is used to get the
* actual texture id for the frame.
*/
typedef struct texdata_s {
// texname_t *names;
// texmip_t **mips;
texanim_t *anim_main; ///< group 0 animations
texanim_t *anim_alt; ///< group 1 animations
uint16_t *frame_map; ///< map from texture frame to texture id
// int num_tex;
} texdata_t;
///@}
/** \defgroup vulkan_bsp_draw Brush model drawing
* \ingroup vulkan_bsp
*/
///@{
typedef struct vulktex_s {
struct qfv_tex_s *tex;
VkDescriptorSet descriptor;
int tex_id;
} vulktex_t;
typedef struct regtexset_s
DARRAY_TYPE (vulktex_t *) regtexset_t;
/** Represent a single draw call.
*
* For each texture that has faces to be rendered, one or more draw calls is
* made. Normally, only one call per texture is made, but if different models
* use the same texture, then a separate draw call is made for each model.
* When multiple entities use the same model, instanced rendering is used to
* draw all the faces sharing a texture for all the entities using that model.
* Thus when there are multiple draw calls for a single texture, they are
* grouped together so there is only one bind per texture.
*
* The index buffer is populated every frame with the vertex indices of the
* faces to be rendered for the current frame, grouped by texture and instance
* id (model render id).
*
* The model render id is assigned after models are loaded but before rendering
* begins and remains constant until the next time models are loaded (level
* change).
*
* The entid buffer is also populated every frame with the render id of the
* entities to be drawn that frame, It is used to map gl_InstanceIndex to
* entity id so as to look up the entity's transform and color (and any other
* data in the future).
*
* \dot
* digraph vulkan_bsp_draw_call {
* layout=dot; rankdir=LR; compound=true; nodesep=1.0;
* vertices [shape=none,label=< <table border="1" cellborder="1">
* <tr><td>vertex</td></tr>
* <tr><td>vertex</td></tr>
* <tr><td>...</td></tr>
* <tr><td port="p">vertex</td></tr>
* <tr><td>vertex</td></tr>
* </table> >];
* indices [shape=none,label=< <table border="1" cellborder="1">
* <tr><td>index</td></tr>
* <tr><td>index</td></tr>
* <tr><td>...</td></tr>
* <tr><td port="p">index</td></tr>
* <tr><td>index</td></tr>
* </table> >];
* entids [shape=none,label=< <table border="1" cellborder="1">
* <tr><td>entid</td></tr>
* <tr><td>...</td></tr>
* <tr><td port="p">entid</td></tr>
* <tr><td>entid</td></tr>
* <tr><td>...</td></tr>
* <tr><td>entid</td></tr>
* </table> >];
* entdata [shape=none,label=< <table border="1" cellborder="1">
* <tr><td>transform</td><td>color</td></tr>
* <tr><td>transform</td><td>color</td></tr>
* <tr><td colspan="2">...</td></tr>
* <tr><td port="p">transform</td><td>color</td></tr>
* <tr><td colspan="2">...</td></tr>
* <tr><td>transform</td><td>color</td></tr>
* </table> >];
* drawcall [shape=none,label=< <table border="1" cellborder="1">
* <tr><td port="tex" >tex_id</td></tr>
* <tr><td >inst_id</td></tr>
* <tr><td port="ind" >first_index</td></tr>
* <tr><td >index_count</td></tr>
* <tr><td port="inst">first_instance</td></tr>
* <tr><td >instance_count</td></tr>
* </table> >];
* textures [shape=none,label=< <table border="1" cellborder="1">
* <tr><td>texture</td></tr>
* <tr><td>texture</td></tr>
* <tr><td port="p">texture</td></tr>
* <tr><td>...</td></tr>
* <tr><td>texture</td></tr>
* </table> >];
* vertex [label="vertex shader"];
* fragment [label="fragment shader"];
* drawcall:tex -> textures:p;
* drawcall:ind -> indices:p;
* drawcall:inst -> entids:p;
* entids:p -> entdata:p;
* indices:p -> vertices:p;
* vertex -> entdata [label="storage buffer"];
* vertex -> entids [label="per instance"];
* vertex -> indices [label="index buffer"];
* vertex -> vertices [label="per vertex"];
* fragment -> textures [label="per call"];
* }
* \enddot
*/
///@{
typedef struct bsp_draw_s {
uint32_t tex_id; ///< texture to bind for this draw call
uint32_t inst_id; ///< model render id owning this draw call
uint32_t index_count; ///< number of indices for this draw call
uint32_t instance_count; ///< number of instances to draw
uint32_t first_index; ///< index into index buffer
uint32_t first_instance; ///< index into entid buffer
} bsp_draw_t;
typedef struct bsp_drawset_s
DARRAY_TYPE (bsp_draw_t) bsp_drawset_t;
///@}
/** Tag models that are to be queued for translucent drawing.
*/
#define INST_ALPHA (1u<<31)
/** Representation of a single face queued for drawing.
*/
///@{
typedef struct instface_s {
uint32_t inst_id; ///< model render id owning this face
uint32_t face; ///< index of face in context array
} instface_t;
typedef struct bsp_instfaceset_s
DARRAY_TYPE (instface_t) bsp_instfaceset_t;
///@}
/** Track entities using a model.
*/
///@{
typedef struct bsp_modelentset_s
DARRAY_TYPE (uint32_t) bsp_modelentset_t;
/** Represent a single model and the entities using it.
*/
typedef struct bsp_instance_s {
int first_instance; ///< index into entid buffer
bsp_modelentset_t entities; ///< list of entity render ids using this model
} bsp_instance_t;
///@}
typedef struct bsp_pass_s {
vec4f_t position; ///< view position
const struct mod_brush_s *brush;///< data for current model
struct bspctx_s *bsp_context; ///< owning bsp context
struct entqueue_s *entqueue; ///< entities to render this pass
/** \name GPU data
*
* The indices to be drawn and the entity ids associated with each draw
* instance are updated each frame. The pointers are to the per-frame
* mapped buffers for the respective data.
*/
///@{
uint32_t *indices; ///< polygon vertex indices
uint32_t index_count; ///< number of indices written to buffer
uint32_t *entid_data; ///< instance id to entity id map
uint32_t entid_count; ///< numer of entids written to buffer
///@}
/** \name Potentially Visible Sets
*
* For an object to be in the PVS, its frame id must match the current
* visibility frame id, thus clearing all sets is done by incrementing
* `vis_frame`, and adding an object to the PVS is done by setting its
* current frame id to the current visibility frame id.
*/
///@{
int vis_frame; ///< current visibility frame id
int *face_frames; ///< per-face visibility frame ids
int *leaf_frames; ///< per-leaf visibility frame ids
int *node_frames; ///< per-node visibility frame ids
///@}
bsp_instfaceset_t *face_queue; ///< per-texture face queues
regtexset_t *textures; ///< textures to bind when emitting calls
int num_queues; ///< number of pipeline queues
bsp_drawset_t *draw_queues; ///< per-pipeline draw queues
uint32_t inst_id; ///< render id of current model
bsp_instance_t *instances; ///< per-model entid lists
// FIXME There are several potential optimizations here:
// 1) ent_frame could be forced to be 0 or 1 and then used to index a
// two-element array of texanim pointers
// 2) ent_frame could be a pointer to the correct texanim array
// 3) could update a tex_id map each frame and unconditionally index that
//
// As the texture id is used for selecting the face queue, 3 could be used
// for mapping all textures to 1 or two queues for shadow rendering
int ent_frame; ///< animation frame of current entity
} bsp_pass_t;
///@}
/// \ingroup vulkan_bsp
///@{
typedef enum {
QFV_bspSolid,
QFV_bspSky,
QFV_bspTrans, // texture translucency
QFV_bspTurb, // also translucent via r_wateralpha
QFV_bspNumPasses
} QFV_BspQueue;
typedef struct bspframe_s {
uint32_t *index_data; // pointer into mega-buffer for this frame (c)
uint32_t index_offset; // offset of index_data within mega-buffer (c)
uint32_t index_count; // number if indices queued (d)
uint32_t *entid_data;
uint32_t entid_offset;
uint32_t entid_count;
qfv_cmdbufferset_t cmdSet;
} bspframe_t;
typedef struct bspframeset_s
DARRAY_TYPE (bspframe_t) bspframeset_t;
/** Main BSP context structure
*
* This holds all the state and resources needed for rendering brush models.
*/
typedef struct bspctx_s {
vulktex_t notexture; ///< replacement for invalid textures
struct scrap_s *light_scrap;
struct qfv_stagebuf_s *light_stage;
int num_models; ///< number of loaded brush models
bsp_model_t *models; ///< all loaded brush models
bsp_face_t *faces; ///< all faces from all loaded brush models
uint32_t *poly_indices; ///< face indices from all loaded brush models
regtexset_t registered_textures;///< textures for all loaded brush models
texdata_t texdata; ///< texture animation data
int anim_index; ///< texture animation frame (5fps)
struct qfv_tex_s *default_skysheet;
struct qfv_tex_s *skysheet_tex; ///< scrolling sky texture for current map
struct qfv_tex_s *default_skybox;
struct qfv_tex_s *skybox_tex; ///< sky box texture for current map
VkDescriptorSet skybox_descriptor;
bsp_pass_t main_pass; ///< camera view depth, gbuffer, etc
VkSampler sampler;
VkDeviceMemory texture_memory;
size_t vertex_buffer_size;
size_t index_buffer_size;
VkBuffer vertex_buffer;
VkDeviceMemory vertex_memory;
VkBuffer index_buffer;
VkDeviceMemory index_memory;
VkBuffer entid_buffer;
VkDeviceMemory entid_memory;
bspframeset_t frames;
} bspctx_t;
struct vulkan_ctx_s;
void Vulkan_LoadSkys (const char *sky, struct vulkan_ctx_s *ctx);
void Vulkan_RegisterTextures (model_t **models, int num_models,
struct vulkan_ctx_s *ctx);
void Vulkan_BuildDisplayLists (model_t **models, int num_models,
struct vulkan_ctx_s *ctx);
void Vulkan_Bsp_Init (struct vulkan_ctx_s *ctx);
void Vulkan_Bsp_Setup (struct vulkan_ctx_s *ctx);
void Vulkan_Bsp_Shutdown (struct vulkan_ctx_s *ctx);
///@}
#endif//__QF_Vulkan_qf_bsp_h