mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 17:01:22 +00:00
8d2791752e
After yesterday's crazy marathon editing all the particles files, and starting to do another big change to them today, I realized that I really do need to merge them down. All the actual spawning is now in the client library (though particle insertion will need to be moved). GLSL particle rendering is semi-broken in that it now does only points (until I come up with a way to select between points and quads (probably a context object, which I need anyway for Vulkan)).
231 lines
5.4 KiB
C
231 lines
5.4 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/Vulkan/qf_vid.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_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_particles.h"
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#include "QF/Vulkan/qf_sprite.h"
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//#include "QF/Vulkan/qf_textures.h"
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#include "QF/Vulkan/renderpass.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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static void
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setup_frame (vulkan_ctx_t *ctx)
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{
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R_AnimateLight ();
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R_ClearEnts ();
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r_framecount++;
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VectorCopy (r_refdef.viewposition, r_origin);
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VectorCopy (qvmulf (r_refdef.viewrotation, (vec4f_t) { 1, 0, 0, 0 }), vpn);
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VectorCopy (qvmulf (r_refdef.viewrotation, (vec4f_t) { 0, -1, 0, 0 }), vright);
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VectorCopy (qvmulf (r_refdef.viewrotation, (vec4f_t) { 0, 0, 1, 0 }), vup);
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R_SetFrustum ();
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r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.renderer.model);
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}
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static void
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Vulkan_RenderEntities (qfv_renderframe_t *rFrame)
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{
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if (!r_drawentities->int_val)
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return;
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#define RE_LOOP(type_name, Type) \
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do { \
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entity_t *ent; \
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int begun = 0; \
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for (ent = r_ent_queue; ent; ent = ent->next) { \
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if (ent->renderer.model->type != mod_##type_name) \
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continue; \
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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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/* hack the depth range to prevent view model */\
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/* from poking into walls */\
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if (ent == vr_data.view_model) { \
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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 (ent == vr_data.view_model) { \
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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 (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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|| !r_drawentities->int_val
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|| !ent->renderer.model)
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return;
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R_EnqueueEntity (ent);
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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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double t[10] = {};
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int speeds = r_speeds->int_val;
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if (!r_worldentity.renderer.model) {
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return;
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}
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if (speeds)
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t[0] = Sys_DoubleTime ();
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setup_frame (ctx);
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if (speeds)
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t[1] = Sys_DoubleTime ();
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R_MarkLeaves ();
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if (speeds)
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t[2] = Sys_DoubleTime ();
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R_PushDlights (vec3_origin);
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if (speeds)
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t[3] = Sys_DoubleTime ();
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Vulkan_DrawWorld (rFrame);
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if (speeds)
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t[4] = Sys_DoubleTime ();
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Vulkan_DrawSky (rFrame);
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if (speeds)
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t[5] = Sys_DoubleTime ();
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Vulkan_DrawViewModel (ctx);
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Vulkan_RenderEntities (rFrame);
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if (speeds)
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t[6] = Sys_DoubleTime ();
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Vulkan_DrawWaterSurfaces (rFrame);
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if (speeds)
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t[7] = Sys_DoubleTime ();
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Vulkan_DrawParticles (ctx);
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if (speeds)
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t[8] = Sys_DoubleTime ();
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Vulkan_Bsp_Flush (ctx);
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if (speeds)
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t[9] = Sys_DoubleTime ();
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if (speeds) {
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double total = (t[9] - t[0]) * 1000;
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for (int i = 0; i < 9; i++) {
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t[i] = (t[i + 1] - t[i]) * 1000;
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}
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Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g,"
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" sky: %g, ents: %g, water: %g, flush: %g, part: %g\n",
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total,
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t[0], t[1], t[2], t[3], t[4], t[5], t[6], t[7], t[8]);
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}
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}
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void
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Vulkan_NewMap (model_t *worldmodel, struct model_s **models, int num_models,
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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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memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.renderer.model = worldmodel;
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// Force a vis update
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r_viewleaf = NULL;
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R_MarkLeaves ();
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R_FreeAllEntities ();
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R_ClearParticles ();
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Vulkan_RegisterTextures (models, num_models, ctx);
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//Vulkan_BuildLightmaps (models, num_models, ctx);
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Vulkan_BuildDisplayLists (models, num_models, ctx);
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Vulkan_LoadLights (worldmodel, worldmodel->brush.entities, ctx);
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}
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/*void
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glsl_R_LineGraph (int x, int y, int *h_vals, int count)
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{
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}*/
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/*void
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glsl_R_TimeRefresh_f (void)
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{
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double start, stop, time;
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int i;
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glsl_ctx->end_rendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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Vulkan_RenderView (ctx);
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glsl_ctx->end_rendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
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}*/
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