Raytracing backend now supports multiple worlds.

This commit is contained in:
Justin Marshall
2026-04-22 23:23:49 -07:00
parent a678dda40e
commit ef5b5f107d
18 changed files with 961 additions and 485 deletions
+1 -1
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@@ -2845,7 +2845,7 @@ void idSessionLocal::Init() {
// the same idRenderWorld will be used for all games
// and demos, insuring that level specific models
// will be freed
rw = renderSystem->AllocRenderWorld();
rw = renderSystem->AllocRenderWorld(dxrWorldId_t::DXR_WORLD_GAME);
sw = soundSystem->AllocSoundWorld( rw );
menuSoundWorld = soundSystem->AllocSoundWorld( rw );
File diff suppressed because it is too large Load Diff
+93 -50
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@@ -10441,10 +10441,18 @@ static void QD3D12_ResolveSceneToOutputAndEnterNativePhase(QD3D12Window& w)
QD3D12_BindTargetsForCurrentPhase(w);
}
void glLightScene(void)
void glLightScene(glRaytracingSceneHandle_t sceneHandle)
{
const int width = (int)g_currentWindow->renderWidth;
const int height = (int)g_currentWindow->renderHeight;
if (sceneHandle == 0)
return;
auto* window = g_currentWindow;
if (!window)
return;
const int width = (int)window->renderWidth;
const int height = (int)window->renderHeight;
const auto frameIndex = window->frameIndex;
if (width <= 0 || height <= 0)
return;
@@ -10458,48 +10466,54 @@ void glLightScene(void)
if (!lightingTex || !lightingTex->texture)
return;
glRaytracingBuildScene();
// Scene/TLAS ownership is now per render world. Querying the scene TLAS here
// also builds dirty shared BLAS resources and this scene's TLAS before we
// touch the window G-buffer state.
ID3D12Resource* tlas = glRaytracingGetTopLevelASForScene(sceneHandle);
if (!tlas)
return;
glRaytracingBuildSceneForHandle(sceneHandle);
QD3D12_FlushQueuedBatches();
QD3D12_ResolveGBufferForCurrentFrame(*g_currentWindow);
QD3D12_ResolveGBufferForCurrentFrame(*window);
ID3D12GraphicsCommandList* cl = g_gl.cmdList.Get();
ID3D12Resource* sceneColor = g_currentWindow->sceneColorBuffers[g_currentWindow->frameIndex].Get();
ID3D12Resource* sceneNormal = g_currentWindow->normalBuffers[g_currentWindow->frameIndex].Get();
ID3D12Resource* scenePosition = g_currentWindow->positionBuffers[g_currentWindow->frameIndex].Get();
ID3D12Resource* sceneDepth = g_currentWindow->depthBuffer.Get();
ID3D12Resource* tlas = glRaytracingGetTopLevelAS();
ID3D12Resource* sceneColor = window->sceneColorBuffers[frameIndex].Get();
ID3D12Resource* sceneNormal = window->normalBuffers[frameIndex].Get();
ID3D12Resource* scenePosition = window->positionBuffers[frameIndex].Get();
ID3D12Resource* sceneDepth = window->depthBuffer.Get();
if (!sceneColor || !sceneNormal || !scenePosition || !sceneDepth || !tlas)
if (!sceneColor || !sceneNormal || !scenePosition || !sceneDepth)
return;
QD3D12_TransitionResource(
cl,
sceneColor,
g_currentWindow->sceneColorState[g_currentWindow->frameIndex],
window->sceneColorState[frameIndex],
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
QD3D12_TransitionResource(
cl,
sceneNormal,
g_currentWindow->normalBufferState[g_currentWindow->frameIndex],
window->normalBufferState[frameIndex],
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
QD3D12_TransitionResource(
cl,
scenePosition,
g_currentWindow->positionBufferState[g_currentWindow->frameIndex],
window->positionBufferState[frameIndex],
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
QD3D12_TransitionResource(
cl,
sceneDepth,
g_currentWindow->depthState,
window->depthState,
D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE);
// The external DXR module records and executes its own command list. Because
// of that, the scene input transitions must be submitted on the main command
// list before we call into glRaytracingLightingExecute.
// list before we call into glRaytracingLightingExecuteForScene.
if (g_lightingTextureState != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
{
QD3D12_TransitionResource(
@@ -10507,9 +10521,11 @@ void glLightScene(void)
lightingTex->texture.Get(),
g_lightingTextureState,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
g_lightingTextureState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
}
QD3D12_ExecuteMainCommandListAndWait(*g_currentWindow);
QD3D12_ExecuteMainCommandListAndWait(*window);
cl = g_gl.cmdList.Get();
glRaytracingLightingPassDesc_t pass = {};
@@ -10528,44 +10544,43 @@ void glLightScene(void)
pass.outputTexture = lightingTex->texture.Get();
pass.outputFormat = lightingTex->dxgiFormat;
pass.topLevelAS = tlas;
pass.width = (uint32_t)width;
pass.height = (uint32_t)height;
if (!glRaytracingLightingExecute(&pass))
if (!glRaytracingLightingExecuteForScene(&pass, sceneHandle))
{
if (QD3D12_GBufferMsaaEnabled())
{
QD3D12_TransitionResource(cl, g_currentWindow->sceneColorMsaaBuffers[g_currentWindow->frameIndex].Get(), g_currentWindow->sceneColorMsaaState[g_currentWindow->frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, g_currentWindow->normalMsaaBuffers[g_currentWindow->frameIndex].Get(), g_currentWindow->normalMsaaState[g_currentWindow->frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, g_currentWindow->positionMsaaBuffers[g_currentWindow->frameIndex].Get(), g_currentWindow->positionMsaaState[g_currentWindow->frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, g_currentWindow->velocityMsaaBuffers[g_currentWindow->frameIndex].Get(), g_currentWindow->velocityMsaaState[g_currentWindow->frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, g_currentWindow->depthMsaaBuffer.Get(), g_currentWindow->depthMsaaState, D3D12_RESOURCE_STATE_DEPTH_WRITE);
QD3D12_TransitionResource(cl, window->sceneColorMsaaBuffers[frameIndex].Get(), window->sceneColorMsaaState[frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, window->normalMsaaBuffers[frameIndex].Get(), window->normalMsaaState[frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, window->positionMsaaBuffers[frameIndex].Get(), window->positionMsaaState[frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, window->velocityMsaaBuffers[frameIndex].Get(), window->velocityMsaaState[frameIndex], D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(cl, window->depthMsaaBuffer.Get(), window->depthMsaaState, D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
else
{
QD3D12_TransitionResource(
cl,
sceneColor,
g_currentWindow->sceneColorState[g_currentWindow->frameIndex],
window->sceneColorState[frameIndex],
D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(
cl,
sceneNormal,
g_currentWindow->normalBufferState[g_currentWindow->frameIndex],
window->normalBufferState[frameIndex],
D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(
cl,
scenePosition,
g_currentWindow->positionBufferState[g_currentWindow->frameIndex],
window->positionBufferState[frameIndex],
D3D12_RESOURCE_STATE_RENDER_TARGET);
QD3D12_TransitionResource(
cl,
sceneDepth,
g_currentWindow->depthState,
window->depthState,
D3D12_RESOURCE_STATE_DEPTH_WRITE);
}
@@ -10573,46 +10588,55 @@ void glLightScene(void)
return;
}
g_lightingTextureState = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
// The scene-handle DXR path leaves outputTexture in PIXEL_SHADER_RESOURCE.
g_lightingTextureState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
QD3D12_RunRayAIDenoiseIfEnabled(cl, *g_currentWindow, lightingTex->texture.Get());
QD3D12_RunRayAIDenoiseIfEnabled(cl, *window, lightingTex->texture.Get());
QD3D12_TransitionResource(
cl,
lightingTex->texture.Get(),
g_lightingTextureState,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
// If the denoiser changes the texture state and updates g_lightingTextureState,
// restore the texture to a shader-readable state for the post/upscale pass.
if (g_lightingTextureState != D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE)
{
QD3D12_TransitionResource(
cl,
lightingTex->texture.Get(),
g_lightingTextureState,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
g_lightingTextureState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
}
g_gl.raytracedLightingReadyThisFrame = true;
if (!QD3D12_UseLightingTextureAsUpscaleInput(*g_currentWindow))
if (!QD3D12_UseLightingTextureAsUpscaleInput(*window))
{
QD3D12_TransitionResource(
cl,
sceneColor,
g_currentWindow->sceneColorState[g_currentWindow->frameIndex],
window->sceneColorState[frameIndex],
D3D12_RESOURCE_STATE_RENDER_TARGET);
D3D12_VIEWPORT viewport{};
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = (float)g_currentWindow->renderWidth;
viewport.Height = (float)g_currentWindow->renderHeight;
viewport.Width = (float)window->renderWidth;
viewport.Height = (float)window->renderHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
D3D12_RECT scissor{};
scissor.left = 0;
scissor.top = 0;
scissor.right = (LONG)g_currentWindow->renderWidth;
scissor.bottom = (LONG)g_currentWindow->renderHeight;
scissor.right = (LONG)window->renderWidth;
scissor.bottom = (LONG)window->renderHeight;
// Non-RR path: replace the low-resolution scene color with the lit result,
// then upscale that scene color into the backbuffer.
// then upscale that scene color into the backbuffer. Use the texture returned
// for this window instead of a separate global texture pointer.
QD3D12_PostFullscreenPass(
cl,
g_gl.postCopyPSO.Get(),
g_lightingTexture->srvGpu,
lightingTex->srvGpu,
CurrentResolvedSceneColorRTV(),
viewport,
scissor);
@@ -10624,9 +10648,10 @@ void glLightScene(void)
// guide instead of overwriting it here.
}
QD3D12_ResolveSceneToOutputAndEnterNativePhase(*g_currentWindow);
QD3D12_ResolveSceneToOutputAndEnterNativePhase(*window);
}
ID3D12Resource* QD3D12_GetCurrentBackBuffer()
{
if (!g_currentWindow->swapChain)
@@ -12090,9 +12115,17 @@ void glUpdateBottomAccelStructure(bool opaque, uint32_t& meshHandle)
meshHandle = glRaytracingCreateMesh(&meshDesc);
}
void glUpdateTopLevelAceelStructure(uint32_t mesh, float* transform, uint32_t& topLevelHandle) {
void glUpdateTopLevelAceelStructure(
glRaytracingSceneHandle_t scene,
uint32_t mesh,
float* transform,
uint32_t& topLevelHandle)
{
if (scene == 0 || mesh == 0)
return;
glRaytracingInstanceDesc_t instDesc = {};
instDesc.meshHandle = mesh;
instDesc.meshHandle = (glRaytracingMeshHandle_t)mesh;
instDesc.instanceID = 0;
instDesc.mask = 0xFF;
@@ -12104,15 +12137,25 @@ void glUpdateTopLevelAceelStructure(uint32_t mesh, float* transform, uint32_t& t
}
else
{
// Same contract as the old helper: transform is a 12-float
// D3D12_RAYTRACING_INSTANCE_DESC-compatible 3x4 transform.
memcpy(instDesc.transform, transform, sizeof(float) * 12);
}
if (topLevelHandle == 0)
{
topLevelHandle = glRaytracingCreateInstance(&instDesc);
}
else {
glRaytracingUpdateInstance(topLevelHandle, &instDesc);
topLevelHandle = glRaytracingCreateInstanceInScene(scene, &instDesc);
return;
}
if (!glRaytracingUpdateInstanceInScene(
scene,
(glRaytracingInstanceHandle_t)topLevelHandle,
&instDesc))
{
// The saved handle can become stale if the scene was cleared/deleted, or if
// the caller accidentally reuses a handle from another render world. Create
// a new per-scene instance and return that handle to the caller.
topLevelHandle = glRaytracingCreateInstanceInScene(scene, &instDesc);
}
}
+46 -13
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@@ -275,6 +275,15 @@ typedef char GLchar;
#define GL_TRUE 1
#endif
#ifndef GL_RAYTRACING_MAX_RENDER_WORLDS
#define GL_RAYTRACING_MAX_RENDER_WORLDS 24
#endif
#ifndef GL_RAYTRACING_SCENE_HANDLE_T_DEFINED
typedef uint32_t glRaytracingSceneHandle_t;
#define GL_RAYTRACING_SCENE_HANDLE_T_DEFINED
#endif
#ifndef GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER 0x8892
#endif
@@ -1540,8 +1549,6 @@ enum GeometryFlag_t
void APIENTRY glGeometryFlagf(GLfloat flag);
void glUpdateBottomAccelStructure(bool opaque, uint32_t& meshHandle);
void glUpdateTopLevelAceelStructure(uint32_t mesh, float* transform, uint32_t& topLevelHandle);
#endif
struct GLVertex
@@ -1669,8 +1676,6 @@ typedef struct glRaytracingLightingPassDesc_s
ID3D12Resource* outputTexture;
DXGI_FORMAT outputFormat;
ID3D12Resource* topLevelAS;
uint32_t width;
uint32_t height;
} glRaytracingLightingPassDesc_t;
@@ -1679,21 +1684,41 @@ int glRaytracingInit(void);
void glRaytracingShutdown(void);
void glRaytracingClear(void);
// Render-world / TLAS APIs.
// A render world owns its own instance list and TLAS. Meshes and BLAS resources
// remain shared globally. Valid scene handles are returned by glRaytracingCreateScene()
// and are in the range 1..GL_RAYTRACING_MAX_RENDER_WORLDS.
glRaytracingSceneHandle_t glRaytracingCreateScene(void);
void glRaytracingClearScene(glRaytracingSceneHandle_t sceneHandle);
void glRaytracingDeleteScene(glRaytracingSceneHandle_t sceneHandle);
uint32_t glRaytracingGetSceneCount(void);
glRaytracingMeshHandle_t glRaytracingCreateMesh(const glRaytracingMeshDesc_t* desc);
int glRaytracingUpdateMesh(glRaytracingMeshHandle_t meshHandle, const glRaytracingMeshDesc_t* desc);
void glRaytracingDeleteMesh(glRaytracingMeshHandle_t meshHandle);
glRaytracingInstanceHandle_t glRaytracingCreateInstance(const glRaytracingInstanceDesc_t* desc);
int glRaytracingUpdateInstance(glRaytracingInstanceHandle_t instanceHandle, const glRaytracingInstanceDesc_t* desc);
void glRaytracingDeleteInstance(glRaytracingInstanceHandle_t instanceHandle);
// Scene-specific instance APIs for multiple render worlds.
glRaytracingInstanceHandle_t glRaytracingCreateInstanceInScene(
glRaytracingSceneHandle_t sceneHandle,
const glRaytracingInstanceDesc_t* desc);
int glRaytracingUpdateInstanceInScene(
glRaytracingSceneHandle_t sceneHandle,
glRaytracingInstanceHandle_t instanceHandle,
const glRaytracingInstanceDesc_t* desc);
void glRaytracingDeleteInstanceInScene(
glRaytracingSceneHandle_t sceneHandle,
glRaytracingInstanceHandle_t instanceHandle);
int glRaytracingBuildMesh(glRaytracingMeshHandle_t meshHandle);
int glRaytracingBuildAllMeshes(void);
int glRaytracingBuildScene(void);
int glRaytracingBuildSceneIfDirty(void);
int glRaytracingBuildSceneForHandle(glRaytracingSceneHandle_t sceneHandle);
ID3D12Resource* glRaytracingGetTopLevelASForScene(glRaytracingSceneHandle_t sceneHandle);
uint32_t glRaytracingGetMeshCount(void);
uint32_t glRaytracingGetInstanceCount(void);
uint32_t glRaytracingGetInstanceCountForScene(glRaytracingSceneHandle_t sceneHandle);
bool glRaytracingLightingInit(void);
void glRaytracingLightingShutdown(void);
@@ -1711,7 +1736,9 @@ void glRaytracingLightingEnableSpecular(int enable);
void glRaytracingLightingEnableHalfLambert(int enable);
void glRaytracingLightingSetShadowBias(float bias);
bool glRaytracingLightingExecute(const glRaytracingLightingPassDesc_t* pass);
bool glRaytracingLightingExecuteForScene(
const glRaytracingLightingPassDesc_t* pass,
glRaytracingSceneHandle_t sceneHandle);
glRaytracingLight_t glRaytracingLightingMakePointLight(
float px, float py, float pz,
@@ -1732,7 +1759,7 @@ glRaytracingLight_t glRaytracingLightingMakeRectLight(
uint32_t glRaytracingLightingGetLightCount(void);
void glLightScene(void);
void glLightScene(glRaytracingSceneHandle_t sceneHandle);
ID3D12Device* QD3D12_GetDevice(void);
ID3D12CommandQueue* QD3D12_GetQueue(void);
@@ -2133,4 +2160,10 @@ void APIENTRY glTextureNormalMap(GLuint texture, GLboolean isNormalMap); // alia
void APIENTRY glBindNormalMapTexture(GLuint texture); // 0 disables explicit normal map
void APIENTRY glNormalMapTexture(GLuint texture); // alias
void APIENTRY glNormalMapStrengthf(GLfloat strength); // default 1.0
void APIENTRY glNormalMapYSignf(GLfloat sign); // default +1, pass -1 to flip green/Y
void APIENTRY glNormalMapYSignf(GLfloat sign); // default +1, pass -1 to flip green/Y
void glUpdateTopLevelAceelStructure(
glRaytracingSceneHandle_t scene,
uint32_t mesh,
float* transform,
uint32_t& topLevelHandle);
+9 -1
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@@ -51,10 +51,18 @@ idRenderEntityLocal::idRenderEntityLocal() {
entityRefs = NULL;
firstInteraction = NULL;
lastInteraction = NULL;
dxrBottomAccelStruct = 0;
needsPortalSky = false;
}
void idRenderEntityLocal::FreeRenderEntity() {
void idRenderEntityLocal::FreeRenderEntity(glRaytracingSceneHandle_t sceneHandle) {
if (dxrBottomAccelStruct != 0)
{
glRaytracingDeleteMesh(dxrBottomAccelStruct);
glRaytracingDeleteInstanceInScene(sceneHandle, dxrTopAccelStruct);
}
dxrBottomAccelStruct = 0;
}
void idRenderEntityLocal::UpdateRenderEntity( const renderEntity_t *re, bool forceUpdate ) {
+3 -3
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@@ -989,9 +989,9 @@ void idRenderSystemLocal::CaptureRenderToFile( const char *fileName, bool fixAlp
AllocRenderWorld
==============
*/
idRenderWorld *idRenderSystemLocal::AllocRenderWorld() {
idRenderWorldLocal *rw;
rw = new idRenderWorldLocal;
idRenderWorld *idRenderSystemLocal::AllocRenderWorld(dxrWorldId_t worldId) {
idRenderWorldLocal *rw = new idRenderWorldLocal(worldId);
glRaytracingClearScene(rw->dxrWorldId);
worlds.Append( rw );
return rw;
}
+12 -1
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@@ -98,6 +98,17 @@ typedef struct glconfig_s {
bool isInitialized;
} glconfig_t;
//
// dxrWorldId_t
//
enum dxrWorldId_t {
DXR_WORLD_MAINMENU = 0,
DXR_WORLD_GAME,
DXR_WORLD_EDITOR,
DXR_MATERIAL_PREVIEW,
DXR_WIDGET_0,
DXR_WORLD_NUM
};
// font support
const int GLYPH_START = 0;
@@ -179,7 +190,7 @@ public:
virtual int GetScreenHeight( void ) const = 0;
// allocate a renderWorld to be used for drawing
virtual idRenderWorld * AllocRenderWorld( void ) = 0;
virtual idRenderWorld * AllocRenderWorld( dxrWorldId_t worldId ) = 0;
virtual void FreeRenderWorld( idRenderWorld * rw ) = 0;
// All data that will be used in a level should be
+6
View File
@@ -515,6 +515,12 @@ void R_InitOpenGL( void ) {
// Reset our gamma
R_SetColorMappings();
// Create the DXR worlds.
for (int i = 0; i < DXR_WORLD_NUM; i++)
{
tr.dxrWorldHandles[i] = glRaytracingCreateScene();
}
#ifdef _WIN32
static bool glCheck = false;
if ( !glCheck && win32.osversion.dwMajorVersion == 6 ) {
+6 -2
View File
@@ -125,10 +125,12 @@ void R_ListRenderEntityDefs_f( const idCmdArgs &args ) {
idRenderWorldLocal::idRenderWorldLocal
===================
*/
idRenderWorldLocal::idRenderWorldLocal() {
idRenderWorldLocal::idRenderWorldLocal(dxrWorldId_t dxrWorldId) {
mapName.Clear();
mapTimeStamp = FILE_NOT_FOUND_TIMESTAMP;
this->dxrWorldId = tr.dxrWorldHandles[dxrWorldId];
generateAllInteractionsCalled = false;
areaNodes = NULL;
@@ -285,7 +287,7 @@ void idRenderWorldLocal::UpdateEntityDef( qhandle_t entityHandle, const renderEn
float dxrTransformMatrix[16];
RB_CopyModelMatrixToDXRTransform(def->modelMatrix, dxrTransformMatrix);
glUpdateTopLevelAceelStructure(def->dxrBottomAccelStruct, dxrTransformMatrix, def->dxrTopAccelStruct);
glUpdateTopLevelAceelStructure(dxrWorldId, def->dxrBottomAccelStruct, dxrTransformMatrix, def->dxrTopAccelStruct);
}
def->lastModifiedFrameNum = tr.frameCount;
@@ -340,6 +342,8 @@ void idRenderWorldLocal::FreeEntityDef( qhandle_t entityHandle ) {
def->parms.gui[ 1 ] = NULL;
def->parms.gui[ 2 ] = NULL;
def->FreeRenderEntity(dxrWorldId);
delete def;
entityDefs[ entityHandle ] = NULL;
}
+8 -2
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@@ -43,6 +43,13 @@ void idRenderWorldLocal::FreeWorld() {
// this will free all the lightDefs and entityDefs
FreeDefs();
// clear the dxr models.
glRaytracingClearScene(dxrWorldId);
for (i = 0; i < worldDXRmodels.Num(); i++) {
glRaytracingDeleteMesh(worldDXRmodels[i].dxrBottomAcel);
}
worldDXRmodels.Clear();
// free all the portals and check light/model references
for ( i = 0 ; i < numPortalAreas ; i++ ) {
portalArea_t *area;
@@ -180,7 +187,7 @@ idRenderModel *idRenderWorldLocal::ParseModel( idLexer *src ) {
idRenderModelStatic* modelStatic = (idRenderModelStatic*)model;
dxrWorldModel_t dxrModel;
modelStatic->UpdateDXR(dxrModel.dxrBottomAcel, model->NumSurfaces() - 1);
glUpdateTopLevelAceelStructure(dxrModel.dxrBottomAcel, NULL, dxrModel.topAccelStruct);
glUpdateTopLevelAceelStructure(dxrWorldId, dxrModel.dxrBottomAcel, NULL, dxrModel.topAccelStruct);
worldDXRmodels.Append(dxrModel);
}
}
@@ -499,7 +506,6 @@ bool idRenderWorldLocal::InitFromMap( const char *name ) {
return true;
}
// load it
filename = name;
filename.SetFileExtension( PROC_FILE_EXT );
+2 -1
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@@ -81,7 +81,7 @@ struct dxrWorldModel_t {
class idRenderWorldLocal : public idRenderWorld {
public:
idRenderWorldLocal();
idRenderWorldLocal(dxrWorldId_t dxrWorldId);
virtual ~idRenderWorldLocal();
virtual qhandle_t AddEntityDef( const renderEntity_t *re );
@@ -262,6 +262,7 @@ public:
// tr_light.c
void CreateLightDefInteractions( idRenderLightLocal *ldef );
glRaytracingSceneHandle_t dxrWorldId;
idList<dxrWorldModel_t> worldDXRmodels;
};
+1 -1
View File
@@ -50,6 +50,6 @@ void RB_DXDrawInteractions(void) {
glFinish();
glLightScene();
glLightScene(backEnd.viewDef->renderWorld->dxrWorldId);
glRaytracingLightingClearLights(false);
}
+1 -1
View File
@@ -1143,7 +1143,7 @@ idRenderModel *R_EntityDefDynamicModel( idRenderEntityLocal *def ) {
float dxrTransformMatrix[16];
staticMesh->UpdateDXR(def->dxrBottomAccelStruct);
RB_CopyModelMatrixToDXRTransform(def->modelMatrix, dxrTransformMatrix);
glUpdateTopLevelAceelStructure(def->dxrBottomAccelStruct, dxrTransformMatrix, def->dxrTopAccelStruct);
glUpdateTopLevelAceelStructure(tr.primaryWorld->dxrWorldId, def->dxrBottomAccelStruct, dxrTransformMatrix, def->dxrTopAccelStruct);
}
if ( def->cachedDynamicModel ) {
+5 -4
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@@ -166,7 +166,7 @@ class idRenderEntity {
public:
virtual ~idRenderEntity() {}
virtual void FreeRenderEntity() = 0;
virtual void FreeRenderEntity(glRaytracingSceneHandle_t sceneHandle) = 0;
virtual void UpdateRenderEntity( const renderEntity_t *re, bool forceUpdate = false ) = 0;
virtual void GetRenderEntity( renderEntity_t *re ) = 0;
virtual void ForceUpdate() = 0;
@@ -238,7 +238,7 @@ class idRenderEntityLocal : public idRenderEntity {
public:
idRenderEntityLocal();
virtual void FreeRenderEntity();
virtual void FreeRenderEntity(glRaytracingSceneHandle_t sceneHandle);
virtual void UpdateRenderEntity( const renderEntity_t *re, bool forceUpdate = false );
virtual void GetRenderEntity( renderEntity_t *re );
virtual void ForceUpdate();
@@ -703,7 +703,7 @@ public:
virtual bool IsFullScreen( void ) const;
virtual int GetScreenWidth( void ) const;
virtual int GetScreenHeight( void ) const;
virtual idRenderWorld * AllocRenderWorld( void );
virtual idRenderWorld * AllocRenderWorld(dxrWorldId_t worldId);
virtual void FreeRenderWorld( idRenderWorld *rw );
virtual void BeginLevelLoad( void );
virtual void EndLevelLoad( void );
@@ -734,7 +734,6 @@ public:
virtual void UnCrop();
virtual void GetCardCaps( bool &oldCard, bool &nv10or20 );
virtual bool UploadImage( const char *imageName, const byte *data, int width, int height );
public:
// internal functions
idRenderSystemLocal( void );
@@ -806,6 +805,8 @@ public:
class idGuiModel * demoGuiModel;
unsigned short gammaTable[256]; // brightness / gamma modify this
glRaytracingSceneHandle_t dxrWorldHandles[dxrWorldId_t::DXR_WORLD_NUM];
};
extern backEndState_t backEnd;
@@ -241,7 +241,7 @@ void idGLDrawableView::ResetView( void ) {
void idGLDrawableView::InitWorld() {
if ( world == NULL ) {
world = renderSystem->AllocRenderWorld();
world = renderSystem->AllocRenderWorld(dxrWorldId_t::DXR_MATERIAL_PREVIEW);
}
if ( worldModel == NULL ) {
worldModel = renderModelManager->AllocModel();
+1 -1
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@@ -921,7 +921,7 @@ void idGLDrawableWorld::draw(int x, int y, int w, int h) {
void idGLDrawableWorld::InitWorld() {
if ( world == NULL ) {
world = renderSystem->AllocRenderWorld();
world = renderSystem->AllocRenderWorld(dxrWorldId_t::DXR_WIDGET_0);
}
if ( worldModel == NULL ) {
worldModel = renderModelManager->AllocModel();
+1 -1
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@@ -106,7 +106,7 @@ void RadiantInit( void ) {
// allocate a renderWorld and a soundWorld
if ( g_qeglobals.rw == NULL ) {
g_qeglobals.rw = renderSystem->AllocRenderWorld();
g_qeglobals.rw = renderSystem->AllocRenderWorld(dxrWorldId_t::DXR_WORLD_EDITOR);
g_qeglobals.rw->InitFromMap( NULL );
}
if ( g_qeglobals.sw == NULL ) {
+1 -1
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@@ -47,7 +47,7 @@ idRenderWindow::~idRenderWindow() {
}
void idRenderWindow::CommonInit() {
world = renderSystem->AllocRenderWorld();
world = renderSystem->AllocRenderWorld(dxrWorldId_t::DXR_WORLD_MAINMENU);
needsRender = true;
lightOrigin = idVec4(-128.0f, 0.0f, 0.0f, 1.0f);
lightColor = idVec4(1.0f, 1.0f, 1.0f, 1.0f);