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https://git.code.sf.net/p/quake/quakeforge
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1d84d54509
Thanks to the 3d frame buffer output being separate from the swap chain, it's possible to have a different frame buffer size from the window size, allowing for a smaller buffer and thus my laptop can cope (mostly) with the vulkan renderer.
198 lines
4.9 KiB
C
198 lines
4.9 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_renderpass.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_RenderEntities (entqueue_t *queue, qfv_renderframe_t *rFrame)
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{
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if (!r_drawentities)
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return;
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//FIXME need a better way (components? but HasComponent isn't free)
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int vmod = Entity_Valid (vr_data.view_model);
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#define RE_LOOP(type_name, Type) \
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do { \
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int begun = 0; \
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for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
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i++) { \
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entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \
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if (!begun) { \
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Vulkan_##Type##Begin (rFrame); \
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begun = 1; \
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} \
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/* FIXME hack the depth range to prevent view model */\
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/* from poking into walls */\
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if (vmod && ent.id == vr_data.view_model.id) { \
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Vulkan_AliasDepthRange (rFrame, 0, 0.3); \
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} \
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Vulkan_Draw##Type (ent, rFrame); \
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/* unhack in case the view_model is not the last */\
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if (vmod && ent.id == vr_data.view_model.id) { \
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Vulkan_AliasDepthRange (rFrame, 0, 1); \
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} \
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} \
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if (begun) \
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Vulkan_##Type##End (rFrame); \
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} while (0)
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RE_LOOP (alias, Alias);
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RE_LOOP (iqm, IQM);
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RE_LOOP (sprite, Sprite);
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}
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static void
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Vulkan_DrawViewModel (vulkan_ctx_t *ctx)
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{
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entity_t ent = vr_data.view_model;
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if (!Entity_Valid (ent)) {
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return;
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}
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel
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|| !r_drawentities
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|| !renderer->model)
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return;
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EntQueue_AddEntity (r_ent_queue, ent, renderer->model->type);
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}
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void
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Vulkan_RenderView (qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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if (!r_refdef.worldmodel) {
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return;
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}
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Vulkan_DrawWorld (rFrame);
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Vulkan_DrawSky (rFrame);
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if (Entity_Valid (vr_data.view_model)) {
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Vulkan_DrawViewModel (ctx);
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}
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Vulkan_DrawWaterSurfaces (rFrame);
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Vulkan_DrawParticles (rFrame);
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Vulkan_Bsp_Flush (ctx);
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Vulkan_RenderEntities (r_ent_queue, rFrame);
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Vulkan_Scene_Flush (ctx);
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}
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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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// 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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static void
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main_draw (qfv_renderframe_t *rFrame)
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{
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Vulkan_Matrix_Draw (rFrame);
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Vulkan_RenderView (rFrame);
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Vulkan_Lighting_Draw (rFrame);
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Vulkan_Compose_Draw (rFrame);
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}
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void
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Vulkan_Main_CreateRenderPasses (vulkan_ctx_t *ctx)
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{
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__auto_type rp = QFV_RenderPass_New (ctx, "deferred", main_draw);
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rp->output = (qfv_output_t) {
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.extent = ctx->swapchain->extent,
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.frames = ctx->swapchain->numImages,
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};
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if (vulkan_frame_width > 0) {
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rp->output.extent.width = vulkan_frame_width;
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}
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if (vulkan_frame_height > 0) {
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rp->output.extent.height = vulkan_frame_height;
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}
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QFV_RenderPass_CreateAttachments (rp);
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QFV_RenderPass_CreateRenderPass (rp);
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QFV_RenderPass_CreateFramebuffer (rp);
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rp->order = QFV_rp_main;
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DARRAY_APPEND (&ctx->renderPasses, rp);
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Vulkan_Output_SetInput (ctx, rp->output.view);
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Vulkan_Translucent_CreateBuffers (ctx, rp->output.extent);
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}
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