Add code that should draw the mesh

This commit is contained in:
Magnus Norddahl 2023-10-14 23:10:02 +02:00
commit fc65d43ae8
20 changed files with 395 additions and 171 deletions

View file

@ -73,6 +73,7 @@ enum FTextureFormat : uint32_t;
class FModelRenderer;
struct SamplerUniform;
struct FVertexBufferAttribute;
struct HWViewpointUniforms;
//
// VIDEO
@ -225,7 +226,7 @@ public:
virtual void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) { if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D(); }
virtual void DrawLevelMesh(const FVector3& pos, const VSMatrix& proj) { }
virtual void DrawLevelMesh(const HWViewpointUniforms& viewpoint) { }
void ScaleCoordsFromWindow(int16_t &x, int16_t &y);

View file

@ -89,6 +89,11 @@ void VkRaytrace::BeginFrame()
}
}
int VkRaytrace::GetIndexCount()
{
return Mesh->StaticMesh->MeshElements.Size();
}
void VkRaytrace::UploadMeshes(bool dynamicOnly)
{
TArray<SubmeshBufferLocation> locations(2);
@ -202,7 +207,7 @@ void VkRaytrace::UploadMeshes(bool dynamicOnly)
SurfaceVertex* vertices = (SurfaceVertex*)(data + datapos);
for (int j = 0, count = submesh->MeshVertices.Size(); j < count; ++j)
*(vertices++) = { { submesh->MeshVertices[j], 1.0f }, submesh->MeshVertexUVs[j], float(j), j + 10000.0f };
*(vertices++) = { { submesh->MeshVertices[j], 1.0f }, submesh->MeshVertexUVs[j], float(j), j + 10000.0f, FVector3(0.0f, 0.0f, -1.0f), 0.0f};
size_t copysize = submesh->MeshVertices.Size() * sizeof(SurfaceVertex);
if (copysize > 0)

View file

@ -42,6 +42,8 @@ struct SurfaceVertex
FVector4 pos;
FVector2 uv;
float Padding1, Padding2;
FVector3 lightmap;
float Padding3;
};
struct PortalInfo
@ -80,6 +82,8 @@ public:
VulkanBuffer* GetSurfaceBuffer() { return SurfaceBuffer.get(); }
VulkanBuffer* GetPortalBuffer() { return PortalBuffer.get(); }
int GetIndexCount();
private:
struct BLAS
{

View file

@ -56,8 +56,8 @@ VkRSBuffers::VkRSBuffers(VulkanRenderDevice* fb)
.DebugName("Flatbuffer.IndexBuffer")
.Create(fb->GetDevice());
MatrixBuffer = std::make_unique<VkStreamBuffer>(fb, sizeof(MatricesUBO), 50000);
StreamBuffer = std::make_unique<VkStreamBuffer>(fb, sizeof(StreamUBO), 300);
MatrixBuffer = std::make_unique<VkMatrixBufferWriter>(fb);
StreamBuffer = std::make_unique<VkStreamBufferWriter>(fb);
Viewpoint.BlockAlign = (sizeof(HWViewpointUniforms) + fb->uniformblockalignment - 1) / fb->uniformblockalignment * fb->uniformblockalignment;
@ -149,9 +149,11 @@ uint32_t VkStreamBuffer::NextStreamDataBlock()
return mStreamDataOffset;
}
VkStreamBufferWriter::VkStreamBufferWriter(VkRSBuffers* rsbuffers)
/////////////////////////////////////////////////////////////////////////////
VkStreamBufferWriter::VkStreamBufferWriter(VulkanRenderDevice* fb)
{
mBuffer = rsbuffers->StreamBuffer.get();
mBuffer = std::make_unique<VkStreamBuffer>(fb, sizeof(StreamUBO), 300);
}
bool VkStreamBufferWriter::Write(const StreamData& data)
@ -178,9 +180,9 @@ void VkStreamBufferWriter::Reset()
/////////////////////////////////////////////////////////////////////////////
VkMatrixBufferWriter::VkMatrixBufferWriter(VkRSBuffers* rsbuffers)
VkMatrixBufferWriter::VkMatrixBufferWriter(VulkanRenderDevice* fb)
{
mBuffer = rsbuffers->MatrixBuffer.get();
mBuffer = std::make_unique<VkStreamBuffer>(fb, sizeof(MatricesUBO), 50000);
}
bool VkMatrixBufferWriter::Write(const MatricesUBO& matrices)

View file

@ -4,7 +4,8 @@
#include "vulkan/buffers/vk_hwbuffer.h"
#include "vulkan/shaders/vk_shader.h"
class VkStreamBuffer;
class VkMatrixBufferWriter;
class VkStreamBufferWriter;
struct FFlatVertex;
class VkRSBuffers
@ -50,8 +51,8 @@ public:
void* Data = nullptr;
} Bonebuffer;
std::unique_ptr<VkStreamBuffer> MatrixBuffer;
std::unique_ptr<VkStreamBuffer> StreamBuffer;
std::unique_ptr<VkMatrixBufferWriter> MatrixBuffer;
std::unique_ptr<VkStreamBufferWriter> StreamBuffer;
};
class VkStreamBuffer
@ -74,16 +75,18 @@ private:
class VkStreamBufferWriter
{
public:
VkStreamBufferWriter(VkRSBuffers* rsbuffers);
VkStreamBufferWriter(VulkanRenderDevice* fb);
bool Write(const StreamData& data);
void Reset();
uint32_t DataIndex() const { return mDataIndex; }
uint32_t StreamDataOffset() const { return mStreamDataOffset; }
uint32_t Offset() const { return mStreamDataOffset; }
VulkanBuffer* UBO() const { return mBuffer->UBO.get(); }
private:
VkStreamBuffer* mBuffer;
std::unique_ptr<VkStreamBuffer> mBuffer;
uint32_t mDataIndex = MAX_STREAM_DATA - 1;
uint32_t mStreamDataOffset = 0;
};
@ -91,14 +94,16 @@ private:
class VkMatrixBufferWriter
{
public:
VkMatrixBufferWriter(VkRSBuffers* rsbuffers);
VkMatrixBufferWriter(VulkanRenderDevice* fb);
bool Write(const MatricesUBO& matrices);
void Reset();
uint32_t Offset() const { return mOffset; }
VulkanBuffer* UBO() const { return mBuffer->UBO.get(); }
private:
VkStreamBuffer* mBuffer;
std::unique_ptr<VkStreamBuffer> mBuffer;
uint32_t mOffset = 0;
};

View file

@ -62,8 +62,8 @@ void VkDescriptorSetManager::Init()
WriteDescriptors()
.AddBuffer(rsbufferset.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, rsbuffers->Viewpoint.UBO.get(), 0, sizeof(HWViewpointUniforms))
.AddBuffer(rsbufferset.get(), 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, rsbuffers->MatrixBuffer->UBO.get(), 0, sizeof(MatricesUBO))
.AddBuffer(rsbufferset.get(), 2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, rsbuffers->StreamBuffer->UBO.get(), 0, sizeof(StreamUBO))
.AddBuffer(rsbufferset.get(), 1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, rsbuffers->MatrixBuffer->UBO(), 0, sizeof(MatricesUBO))
.AddBuffer(rsbufferset.get(), 2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, rsbuffers->StreamBuffer->UBO(), 0, sizeof(StreamUBO))
.AddBuffer(rsbufferset.get(), 3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, rsbuffers->Lightbuffer.UBO.get(), 0, sizeof(LightBufferUBO))
.AddBuffer(rsbufferset.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, rsbuffers->Bonebuffer.SSO.get())
.Execute(fb->GetDevice());

View file

@ -183,6 +183,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
if (key.UseRaytrace) definesBlock << "#define USE_RAYTRACE\n";
if (key.UseShadowmap) definesBlock << "#define USE_SHADOWMAP\n";
if (key.UseLevelMesh) definesBlock << "#define USE_LEVELMESH\n";
switch (key.TextureMode)
{

View file

@ -63,7 +63,7 @@ public:
uint64_t Detailmap : 1; // uTextureMode & TEXF_Detailmap
uint64_t Glowmap : 1; // uTextureMode & TEXF_Glowmap
uint64_t GBufferPass : 1; // GBUFFER_PASS
uint64_t UseShadowmap : 1; // USE_SHADOWMAPS
uint64_t UseShadowmap : 1; // USE_SHADOWMAP
uint64_t UseRaytrace : 1; // USE_RAYTRACE
uint64_t FogBeforeLights : 1; // FOG_BEFORE_LIGHTS
uint64_t FogAfterLights : 1; // FOG_AFTER_LIGHTS
@ -71,7 +71,8 @@ public:
uint64_t SWLightRadial : 1; // SWLIGHT_RADIAL
uint64_t SWLightBanded : 1; // SWLIGHT_BANDED
uint64_t LightMode : 2; // LIGHTMODE_DEFAULT, LIGHTMODE_SOFTWARE, LIGHTMODE_VANILLA, LIGHTMODE_BUILD
uint64_t Unused : 45;
uint64_t UseLevelMesh : 1; // USE_LEVELMESH
uint64_t Unused : 44;
};
uint64_t AsQWORD = 0;
};

View file

@ -85,6 +85,27 @@ void VkRenderBuffers::BeginFrame(int width, int height, int sceneWidth, int scen
mSceneHeight = sceneHeight;
}
VulkanFramebuffer* VkRenderBuffers::GetFramebuffer(const VkRenderPassKey& key)
{
auto& framebuffer = SceneColor.RSFramebuffers[key];
if (framebuffer)
return framebuffer.get();
FramebufferBuilder builder;
builder.RenderPass(fb->GetRenderPassManager()->GetRenderPass(key)->GetRenderPass(0));
builder.Size(GetWidth(), GetHeight());
builder.AddAttachment(SceneColor.View.get());
if (key.DrawBuffers > 1)
builder.AddAttachment(SceneFog.View.get());
if (key.DrawBuffers > 2)
builder.AddAttachment(SceneNormal.View.get());
if (key.DepthStencil)
builder.AddAttachment(SceneDepthStencil.View.get());
builder.DebugName("VkRenderPassSetup.Framebuffer");
framebuffer = builder.Create(fb->GetDevice());
return framebuffer.get();
}
void VkRenderBuffers::CreatePipelineDepthStencil(int width, int height)
{
ImageBuilder builder;

View file

@ -28,6 +28,8 @@ public:
int GetSceneHeight() const { return mSceneHeight; }
VkSampleCountFlagBits GetSceneSamples() const { return mSamples; }
VulkanFramebuffer* GetFramebuffer(const VkRenderPassKey& key);
VkTextureImage SceneColor;
VkTextureImage SceneDepthStencil;
VkTextureImage SceneNormal;

View file

@ -607,6 +607,150 @@ int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmo
return static_cast<VkMaterial*>(material)->GetBindlessIndex(materialState);
}
void VulkanRenderDevice::DrawLevelMesh(const FVector3& pos, const VSMatrix& proj)
void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
{
auto cmdbuffer = GetCommands()->GetDrawCommands();
auto buffers = GetBuffers();
auto descriptors = GetDescriptorSetManager();
VkRenderPassKey key = {};
key.DrawBufferFormat = VK_FORMAT_R16G16B16A16_SFLOAT;
key.Samples = buffers->GetSceneSamples();
key.DrawBuffers = 1; // 3 if ssao is enabled
key.DepthStencil = true;
auto passSetup = GetRenderPassManager()->GetRenderPass(key);
RenderPassBegin beginInfo;
beginInfo.RenderPass(passSetup->GetRenderPass(CT_Depth | CT_Stencil));
beginInfo.RenderArea(0, 0, buffers->GetWidth(), buffers->GetHeight());
beginInfo.Framebuffer(buffers->GetFramebuffer(key));
beginInfo.AddClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
if (key.DrawBuffers > 1)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
if (key.DrawBuffers > 2)
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
beginInfo.AddClearDepthStencil(1.0f, 0);
beginInfo.Execute(cmdbuffer);
VkViewport viewport = {};
viewport.x = (float)mSceneViewport.left;
viewport.y = (float)mSceneViewport.top;
viewport.width = (float)mSceneViewport.width;
viewport.height = (float)mSceneViewport.height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
cmdbuffer->setViewport(0, 1, &viewport);
VkRect2D scissor = {};
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = mSceneViewport.width;
scissor.extent.height = mSceneViewport.height;
cmdbuffer->setScissor(0, 1, &scissor);
cmdbuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, 0);
cmdbuffer->setDepthBias(0.0f, 0.0f, 0.0f);
static const FVertexBufferAttribute format[] =
{
{ 0, VATTR_VERTEX, VFmt_Float4, (int)myoffsetof(SurfaceVertex, pos.X) },
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(SurfaceVertex, uv.X) },
{ 0, VATTR_LIGHTMAP, VFmt_Float3, (int)myoffsetof(SurfaceVertex, lightmap.X) },
};
int vertexFormatIndex = GetRenderPassManager()->GetVertexFormat(1, 3, sizeof(SurfaceVertex), format);
VkBuffer vertexBuffers[2] = { GetRaytrace()->GetVertexBuffer()->buffer, GetRaytrace()->GetVertexBuffer()->buffer };
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
cmdbuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
cmdbuffer->bindIndexBuffer(GetRaytrace()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
VkPipelineKey pipelineKey;
pipelineKey.DrawType = DT_Triangles;
pipelineKey.VertexFormat = vertexFormatIndex;
pipelineKey.RenderStyle = DefaultRenderStyle();
pipelineKey.DepthTest = false;
pipelineKey.DepthWrite = false;
pipelineKey.DepthFunc = 0;
pipelineKey.DepthClamp = false;
pipelineKey.DepthBias = false;
pipelineKey.StencilTest = false;
pipelineKey.StencilPassOp = 0;
pipelineKey.ColorMask = 15;
pipelineKey.CullMode = 0;
pipelineKey.NumTextureLayers = 0;
pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
pipelineKey.ShaderKey.AlphaTest = false;
pipelineKey.ShaderKey.SWLightRadial = true;
pipelineKey.ShaderKey.LightMode = 1; // Software
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadowmap;
pipelineKey.ShaderKey.UseRaytrace = gl_light_raytrace;
pipelineKey.ShaderKey.GBufferPass = key.DrawBuffers > 1;
pipelineKey.ShaderKey.UseLevelMesh = true;
VulkanPipelineLayout* layout = GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
auto rsbuffers = GetBufferManager()->GetRSBuffers();
memcpy(((char*)rsbuffers->Viewpoint.Data) + rsbuffers->Viewpoint.UploadIndex * rsbuffers->Viewpoint.BlockAlign, &viewpoint, sizeof(HWViewpointUniforms));
int viewpointIndex = rsbuffers->Viewpoint.UploadIndex++;
StreamData streamdata = {};
streamdata.uFogColor = 0xffffffff;
streamdata.uDesaturationFactor = 0.0f;
streamdata.uAlphaThreshold = 0.5f;
streamdata.uAddColor = 0;
streamdata.uObjectColor = 0xffffffff;
streamdata.uObjectColor2 = 0;
streamdata.uTextureBlendColor = 0;
streamdata.uTextureAddColor = 0;
streamdata.uTextureModulateColor = 0;
streamdata.uLightDist = 0.0f;
streamdata.uLightFactor = 0.0f;
streamdata.uFogDensity = 0.0f;
streamdata.uLightLevel = 255.0f;// -1.0f;
streamdata.uInterpolationFactor = 0;
streamdata.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
streamdata.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uGlowTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uGlowBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uGradientTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uGradientBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
streamdata.uDynLightColor = { 0.0f, 0.0f, 0.0f, 1.0f };
streamdata.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
#ifdef NPOT_EMULATION
streamdata.uNpotEmulation = { 0,0,0,0 };
#endif
rsbuffers->StreamBuffer->Write(streamdata);
MatricesUBO matrices = {};
matrices.ModelMatrix.loadIdentity();
matrices.NormalModelMatrix.loadIdentity();
matrices.TextureMatrix.loadIdentity();
rsbuffers->MatrixBuffer->Write(matrices);
uint32_t viewpointOffset = viewpointIndex * rsbuffers->Viewpoint.BlockAlign;
uint32_t matrixOffset = rsbuffers->MatrixBuffer->Offset();
uint32_t streamDataOffset = rsbuffers->StreamBuffer->Offset();
uint32_t lightsOffset = 0;
uint32_t offsets[4] = { viewpointOffset, matrixOffset, streamDataOffset, lightsOffset };
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedDescriptorSet());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetRSBufferDescriptorSet(), 4, offsets);
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetNullTextureDescriptorSet());
PushConstants pushConstants = {};
pushConstants.uDataIndex = rsbuffers->StreamBuffer->DataIndex();
pushConstants.uLightIndex = -1;
pushConstants.uBoneIndexBase = -1;
cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
cmdbuffer->drawIndexed(GetRaytrace()->GetIndexCount(), 1, 0, 0, 0);
cmdbuffer->endRenderPass();
}

View file

@ -89,7 +89,7 @@ public:
int GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation) override;
void DrawLevelMesh(const FVector3& pos, const VSMatrix& proj) override;
void DrawLevelMesh(const HWViewpointUniforms& viewpoint) override;
private:
void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;

View file

@ -40,7 +40,7 @@
CVAR(Int, vk_submit_size, 1000, 0);
EXTERN_CVAR(Bool, r_skipmats)
VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mRSBuffers(fb->GetBufferManager()->GetRSBuffers()), mStreamBufferWriter(mRSBuffers), mMatrixBufferWriter(mRSBuffers)
VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mRSBuffers(fb->GetBufferManager()->GetRSBuffers())
{
mMatrices.ModelMatrix.loadIdentity();
mMatrices.NormalModelMatrix.loadIdentity();
@ -408,16 +408,16 @@ void VkRenderState::ApplyStreamData()
mStreamData.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
}
if (!mStreamBufferWriter.Write(mStreamData))
if (!mRSBuffers->StreamBuffer->Write(mStreamData))
{
WaitForStreamBuffers();
mStreamBufferWriter.Write(mStreamData);
mRSBuffers->StreamBuffer->Write(mStreamData);
}
}
void VkRenderState::ApplyPushConstants()
{
mPushConstants.uDataIndex = mStreamBufferWriter.DataIndex();
mPushConstants.uDataIndex = mRSBuffers->StreamBuffer->DataIndex();
mPushConstants.uLightIndex = mLightIndex >= 0 ? (mLightIndex % MAX_LIGHT_DATA) : -1;
mPushConstants.uBoneIndexBase = mBoneIndexBase;
@ -428,10 +428,10 @@ void VkRenderState::ApplyMatrices()
{
if (mMatricesChanged)
{
if (!mMatrixBufferWriter.Write(mMatrices))
if (!mRSBuffers->MatrixBuffer->Write(mMatrices))
{
WaitForStreamBuffers();
mMatrixBufferWriter.Write(mMatrices);
mRSBuffers->MatrixBuffer->Write(mMatrices);
}
mMatricesChanged = false;
}
@ -497,8 +497,8 @@ void VkRenderState::ApplyMaterial()
void VkRenderState::ApplyBufferSets()
{
uint32_t matrixOffset = mMatrixBufferWriter.Offset();
uint32_t streamDataOffset = mStreamBufferWriter.StreamDataOffset();
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
uint32_t streamDataOffset = mRSBuffers->StreamBuffer->Offset();
uint32_t lightsOffset = mLightIndex >= 0 ? (uint32_t)(mLightIndex / MAX_LIGHT_DATA) * sizeof(LightBufferUBO) : mLastLightsOffset;
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || streamDataOffset != mLastStreamDataOffset || lightsOffset != mLastLightsOffset)
{
@ -520,8 +520,8 @@ void VkRenderState::WaitForStreamBuffers()
{
fb->WaitForCommands(false);
mApplyCount = 0;
mStreamBufferWriter.Reset();
mMatrixBufferWriter.Reset();
mRSBuffers->StreamBuffer->Reset();
mRSBuffers->MatrixBuffer->Reset();
}
int VkRenderState::SetViewpoint(const HWViewpointUniforms& vp)
@ -723,8 +723,8 @@ void VkRenderState::EndRenderPass()
void VkRenderState::EndFrame()
{
mMatrixBufferWriter.Reset();
mStreamBufferWriter.Reset();
mRSBuffers->MatrixBuffer->Reset();
mRSBuffers->StreamBuffer->Reset();
}
void VkRenderState::EnableDrawBuffers(int count, bool apply)

View file

@ -116,9 +116,6 @@ protected:
uint32_t mLastLightsOffset = 0;
uint32_t mViewpointOffset = 0;
VkStreamBufferWriter mStreamBufferWriter;
VkMatrixBufferWriter mMatrixBufferWriter;
int mLastVertexOffsets[2] = { 0, 0 };
IBuffer* mLastVertexBuffer = nullptr;
IBuffer* mLastIndexBuffer = nullptr;

View file

@ -52,6 +52,9 @@
#include "hw_vrmodes.h"
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Float, r_visibility)
EXTERN_CVAR(Bool, gl_bandedswlight)
extern bool NoInterpolateView;
CVAR(Bool, gl_levelmesh, true, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
@ -141,7 +144,34 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
const auto& eye = vrmode->mEyes[0];
vp.Pos += eye.GetViewShift(vp.HWAngles.Yaw.Degrees());
screen->DrawLevelMesh(FVector3((float)vp.Pos.X, (float)vp.Pos.Y, (float)vp.Pos.Z), eye.GetProjection(fov, ratio, fovratio));
vp.SetViewAngle(r_viewwindow);
auto lightmode = camera->Level->info->lightmode;
if (lightmode == ELightMode::NotSet)
lightmode = ELightMode::ZDoomSoftware;
bool mirror = false;
bool planemirror = false;
float mult = mirror ? -1.f : 1.f;
float planemult = planemirror ? -camera->Level->info->pixelstretch : camera->Level->info->pixelstretch;
HWViewpointUniforms VPUniforms = {};
VPUniforms.mProjectionMatrix = eye.GetProjection(fov, ratio, fovratio);
VPUniforms.mViewMatrix.loadIdentity();
VPUniforms.mViewMatrix.rotate(vp.HWAngles.Roll.Degrees(), 0.0f, 0.0f, 1.0f);
VPUniforms.mViewMatrix.rotate(vp.HWAngles.Pitch.Degrees(), 1.0f, 0.0f, 0.0f);
VPUniforms.mViewMatrix.rotate(vp.HWAngles.Yaw.Degrees(), 0.0f, mult, 0.0f);
VPUniforms.mViewMatrix.translate(vp.Pos.X * mult, -vp.Pos.Z * planemult, -vp.Pos.Y);
VPUniforms.mViewMatrix.scale(-mult, planemult, 1);
VPUniforms.mNormalViewMatrix.loadIdentity();
VPUniforms.mViewHeight = viewheight;
VPUniforms.mGlobVis = (float)R_GetGlobVis(r_viewwindow, r_visibility) / 32.f;
VPUniforms.mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
VPUniforms.mClipLine.X = -10000000.0f;
VPUniforms.mShadowmapFilter = static_cast<int>(gl_shadowmap_filter);
VPUniforms.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0);
VPUniforms.mCameraPos = FVector4(vp.Pos.X, vp.Pos.Z, vp.Pos.Y, 0.0f);
screen->DrawLevelMesh(VPUniforms);
PostProcess.Clock();
//if (toscreen) di->EndDrawScene(mainvp.sector, RenderState); // do not call this for camera textures.

View file

@ -0,0 +1,31 @@
layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
#if defined(USE_RAYTRACE)
#if defined(SUPPORTS_RAYQUERY)
layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
#else
struct CollisionNode
{
vec3 center;
float padding1;
vec3 extents;
float padding2;
int left;
int right;
int element_index;
int padding3;
};
layout(std430, set = 0, binding = 2) buffer NodeBuffer
{
int nodesRoot;
int nodebufferPadding1;
int nodebufferPadding2;
int nodebufferPadding3;
CollisionNode nodes[];
};
layout(std430, set = 0, binding = 3) buffer VertexBuffer { vec4 vertices[]; };
layout(std430, set = 0, binding = 4) buffer ElementBuffer { int elements[]; };
#endif
#endif

View file

@ -0,0 +1,90 @@
// This must match the HWViewpointUniforms struct
layout(set = 1, binding = 0, std140) uniform ViewpointUBO
{
mat4 ProjectionMatrix;
mat4 ViewMatrix;
mat4 NormalViewMatrix;
vec4 uCameraPos;
vec4 uClipLine;
float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
int uPalLightLevels;
int uViewHeight; // Software fuzz scaling
float uClipHeight;
float uClipHeightDirection;
int uShadowmapFilter;
int uLightBlendMode;
};
layout(set = 1, binding = 1, std140) uniform MatricesUBO
{
mat4 ModelMatrix;
mat4 NormalModelMatrix;
mat4 TextureMatrix;
};
// This must match the StreamData struct
struct StreamData
{
vec4 uObjectColor;
vec4 uObjectColor2;
vec4 uDynLightColor;
vec4 uAddColor;
vec4 uTextureAddColor;
vec4 uTextureModulateColor;
vec4 uTextureBlendColor;
vec4 uFogColor;
float uDesaturationFactor;
float uInterpolationFactor;
float timer; // timer data for material shaders
int useVertexData;
vec4 uVertexColor;
vec4 uVertexNormal;
vec4 uGlowTopPlane;
vec4 uGlowTopColor;
vec4 uGlowBottomPlane;
vec4 uGlowBottomColor;
vec4 uGradientTopPlane;
vec4 uGradientBottomPlane;
vec4 uSplitTopPlane;
vec4 uSplitBottomPlane;
vec4 uDetailParms;
vec4 uNpotEmulation;
vec2 uClipSplit;
vec2 uSpecularMaterial;
float uLightLevel;
float uFogDensity;
float uLightFactor;
float uLightDist;
float uAlphaThreshold;
float padding1;
float padding2;
float padding3;
};
layout(set = 1, binding = 2, std140) uniform StreamUBO
{
StreamData data[MAX_STREAM_DATA];
};
// light buffers
layout(set = 1, binding = 3, std140) uniform LightBufferUBO
{
vec4 lights[MAX_LIGHT_DATA];
};
// bone matrix buffers
layout(set = 1, binding = 4, std430) buffer BoneBufferSSO
{
mat4 bones[];
};

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@ -0,0 +1,13 @@
// textures
layout(set = 2, binding = 0) uniform sampler2D tex;
layout(set = 2, binding = 1) uniform sampler2D texture2;
layout(set = 2, binding = 2) uniform sampler2D texture3;
layout(set = 2, binding = 3) uniform sampler2D texture4;
layout(set = 2, binding = 4) uniform sampler2D texture5;
layout(set = 2, binding = 5) uniform sampler2D texture6;
layout(set = 2, binding = 6) uniform sampler2D texture7;
layout(set = 2, binding = 7) uniform sampler2D texture8;
layout(set = 2, binding = 8) uniform sampler2D texture9;
layout(set = 2, binding = 9) uniform sampler2D texture10;
layout(set = 2, binding = 10) uniform sampler2D texture11;

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@ -1,6 +1,10 @@
void main()
{
#ifdef USE_LEVELMESH
FragColor = vec4(fract(gl_FragCoord.x / 500), fract(gl_FragCoord.x / 500), 1.0, 1.0);
#else
#ifdef NO_CLIPDISTANCE_SUPPORT
if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard;
#endif
@ -17,4 +21,6 @@ void main()
FragFog = vec4(AmbientOcclusionColor(), 1.0);
FragNormal = vec4(vEyeNormal.xyz * 0.5 + 0.5, 1.0);
#endif
#endif
}

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@ -1,136 +1,7 @@
layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
#if defined(USE_RAYTRACE)
#if defined(SUPPORTS_RAYQUERY)
layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
#else
struct CollisionNode
{
vec3 center;
float padding1;
vec3 extents;
float padding2;
int left;
int right;
int element_index;
int padding3;
};
layout(std430, set = 0, binding = 2) buffer NodeBuffer
{
int nodesRoot;
int nodebufferPadding1;
int nodebufferPadding2;
int nodebufferPadding3;
CollisionNode nodes[];
};
layout(std430, set = 0, binding = 3) buffer VertexBuffer { vec4 vertices[]; };
layout(std430, set = 0, binding = 4) buffer ElementBuffer { int elements[]; };
#endif
#endif
// This must match the HWViewpointUniforms struct
layout(set = 1, binding = 0, std140) uniform ViewpointUBO
{
mat4 ProjectionMatrix;
mat4 ViewMatrix;
mat4 NormalViewMatrix;
vec4 uCameraPos;
vec4 uClipLine;
float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
int uPalLightLevels;
int uViewHeight; // Software fuzz scaling
float uClipHeight;
float uClipHeightDirection;
int uShadowmapFilter;
int uLightBlendMode;
};
layout(set = 1, binding = 1, std140) uniform MatricesUBO
{
mat4 ModelMatrix;
mat4 NormalModelMatrix;
mat4 TextureMatrix;
};
// This must match the StreamData struct
struct StreamData
{
vec4 uObjectColor;
vec4 uObjectColor2;
vec4 uDynLightColor;
vec4 uAddColor;
vec4 uTextureAddColor;
vec4 uTextureModulateColor;
vec4 uTextureBlendColor;
vec4 uFogColor;
float uDesaturationFactor;
float uInterpolationFactor;
float timer; // timer data for material shaders
int useVertexData;
vec4 uVertexColor;
vec4 uVertexNormal;
vec4 uGlowTopPlane;
vec4 uGlowTopColor;
vec4 uGlowBottomPlane;
vec4 uGlowBottomColor;
vec4 uGradientTopPlane;
vec4 uGradientBottomPlane;
vec4 uSplitTopPlane;
vec4 uSplitBottomPlane;
vec4 uDetailParms;
vec4 uNpotEmulation;
vec2 uClipSplit;
vec2 uSpecularMaterial;
float uLightLevel;
float uFogDensity;
float uLightFactor;
float uLightDist;
float uAlphaThreshold;
float padding1;
float padding2;
float padding3;
};
layout(set = 1, binding = 2, std140) uniform StreamUBO
{
StreamData data[MAX_STREAM_DATA];
};
// light buffers
layout(set = 1, binding = 3, std140) uniform LightBufferUBO
{
vec4 lights[MAX_LIGHT_DATA];
};
// bone matrix buffers
layout(set = 1, binding = 4, std430) buffer BoneBufferSSO
{
mat4 bones[];
};
// textures
layout(set = 2, binding = 0) uniform sampler2D tex;
layout(set = 2, binding = 1) uniform sampler2D texture2;
layout(set = 2, binding = 2) uniform sampler2D texture3;
layout(set = 2, binding = 3) uniform sampler2D texture4;
layout(set = 2, binding = 4) uniform sampler2D texture5;
layout(set = 2, binding = 5) uniform sampler2D texture6;
layout(set = 2, binding = 6) uniform sampler2D texture7;
layout(set = 2, binding = 7) uniform sampler2D texture8;
layout(set = 2, binding = 8) uniform sampler2D texture9;
layout(set = 2, binding = 9) uniform sampler2D texture10;
layout(set = 2, binding = 10) uniform sampler2D texture11;
#include "shaders/scene/binding_fixed.glsl"
#include "shaders/scene/binding_rsbuffers.glsl"
#include "shaders/scene/binding_textures.glsl"
// This must match the PushConstants struct
layout(push_constant) uniform PushConstants