mirror of
https://git.code.sf.net/p/quake/quakeforge
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524c1e27c4
The models are broken up into N sub-(sub-)models, one for each texture, but all faces using the same texture are drawn as an instance, making for both reduced draw calls and reduced index buffer use (and thus, hopefully, reduced bandwidth). While texture animations are broken, this does mark a significant milestone towards implementing shadows as it should now be possible to use multiple threads (with multiple index and entid buffers) to render the depth buffers for all the lights.
154 lines
3.6 KiB
C
154 lines
3.6 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/scene/scene.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_scene.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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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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#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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/* 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
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|| !r_drawentities
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|| !ent->renderer.model)
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return;
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EntQueue_AddEntity (r_ent_queue, ent, 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 (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_Bsp_Flush (ctx);
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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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