I have not had the time to maintain this to keep pace as a learning tool for Vulkan. There are still some good nuggets in here for beginners and it's a sizable chunk of code utilizing the API. However, it's years behind the API updates so it's not going to inform you on recent best practices. I recommend getting involved with https://github.com/RobertBeckebans/RBDOOM-3-BFG as it supports Vulkan and is actively maintained.
vkDOOM3 adds a Vulkan renderer to the GPL DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, Pipelines, etc. Note this is an unofficial release.
NOTE: For those just wanting to dive straight into the Vulkan code you can find it here... neo/renderer/Vulkan. Also you can just search for ID_VULKAN.
As of initial release all maps load and are playable. However, the code base is not in complete parity with the OpenGL renderer. Here are some notes on what is still left to do or address.
- Anything using _accum is broken.
- Some SWF masks will render black in a few places.
- Render debug functionality is largely missing. Compare RenderDebug_GL to RenderDebug_VK.
- Screenshots aren't implemented atm.
- The window will resize and go from windowed <-> fullscreen properly. But not all swapchain invalidation cases are handled.
- Some cvars from pure BFG may not function as expected.
Prerequisites:
- Git for Windows
- Vulkan SDK (several versions tested, but best to go with latest)
- A Vulkan-capable GPU with the appropriate drivers installed
- DirectX SDK June 2010
Start Git Bash
and clone the vkDOOM3 repo:
git clone https://github.com/DustinHLand/vkDOOM3.git
Install Visual Studio Community with Visual C++ component. (Make sure you also check MFC/ATL in individual components. Community doesn't enabled this by default, and you may have issues compiling.)
Open the Visual Studio solution, neo\doom3.sln
, select the desired configuration and platform, then
build the solution. (GL=OpenGL, VK=Vulkan)
Note: I have been working with VS2015 and have not tried 2017 yet. Contributions welcome. :)
Not currently supported.
Not currently supported.
This source release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual.
You must patch the game to the latest version.
Note that Doom 3 BFG Edition is available from the Steam store at http://store.steampowered.com/app/208200/
You can copy the assets over your repo (.gitignore is setup to handle this), or you can pass +set fs_basePath <path_to_steam_assets> on the command line.
The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with Steam. This includes roaming profiles, achievements, leaderboards, matchmaking, the overlay, or any other Steam features.
The Doom 3 BFG Edition GPL Source Code release does not include functionality for rendering Bink Videos.
The Doom 3 BFG Edition GPL Source Code release does not include functionality enabling rendering of stencil shadows via the "depth fail" method, a functionality commonly known as "Carmack's Reverse".
See LICENSE.txt for the GNU GENERAL PUBLIC LICENSE
ADDITIONAL TERMS: The Doom 3 BFG Edition GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Doom 3 BFG Edition GPL Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
EXCLUDED CODE: The code described below and contained in the Doom 3 BFG Edition GPL Source Code release is not part of the Program covered by the GPL and is expressly excluded from its terms. You are solely responsible for obtaining from the copyright holder a license for such code and complying with the applicable license terms.
neo/renderer/Vulkan/vma.h
Copyright (c) 2017 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
neo/renderer/jpeg-6/*
Copyright (C) 1991-1995, Thomas G. Lane
Permission is hereby granted to use, copy, modify, and distribute this software (or portions thereof) for any purpose, without fee, subject to these conditions: (1) If any part of the source code for this software is distributed, then this README file must be included, with this copyright and no-warranty notice unaltered; and any additions, deletions, or changes to the original files must be clearly indicated in accompanying documentation. (2) If only executable code is distributed, then the accompanying documentation must state that "this software is based in part on the work of the Independent JPEG Group". (3) Permission for use of this software is granted only if the user accepts full responsibility for any undesirable consequences; the authors accept NO LIABILITY for damages of any kind.
These conditions apply to any software derived from or based on the IJG code, not just to the unmodified library. If you use our work, you ought to acknowledge us.
NOTE: unfortunately the README that came with our copy of the library has been lost, so the one from release 6b is included instead. There are a few 'glue type' modifications to the library to make it easier to use from the engine, but otherwise the dependency can be easily cleaned up to a better release of the library.
neo/framework/zlib/*
Copyright (C) 1995-2005 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
- The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- This notice may not be removed or altered from any source distribution.
neo/idlib/Base64.cpp
Copyright (c) 1996 Lars Wirzenius. All rights reserved.
June 14 2003: TTimo [email protected] modified + endian bug fixes http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=197039
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
-
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
-
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
neo/framework/Unzip.cpp neo/framework/Unzip.h
Copyright (C) 1998 Gilles Vollant zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
- The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- This notice may not be removed or altered from any source distribution.
neo/idlib/hashing/MD4.cpp Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.
License to copy and use this software is granted provided that it is identified as the "RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing this software or this function.
License is also granted to make and use derivative works provided that such works are identified as "derived from the RSA Data Security, Inc. MD4 Message-Digest Algorithm" in all material mentioning or referencing the derived work.
RSA Data Security, Inc. makes no representations concerning either the merchantability of this software or the suitability of this software for any particular purpose. It is provided "as is" without express or implied warranty of any kind.
These notices must be retained in any copies of any part of this documentation and/or software.
neo/idlib/hashing/MD5.cpp This code implements the MD5 message-digest algorithm. The algorithm is due to Ron Rivest. This code was written by Colin Plumb in 1993, no copyright is claimed. This code is in the public domain; do with it what you wish.
neo/idlib/hashing/CRC32.cpp Copyright (C) 1995-1998 Mark Adler
neo/renderer/OpenGL/glext.h neo/renderer/OpenGL/wglext.h
Copyright (c) 2007-2012 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and/or associated documentation files (the "Materials"), to deal in the Materials without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Materials, and to permit persons to whom the Materials are furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
doomclassic/timidity/*
Copyright (c) 1995 Tuukka Toivonen
From http://www.cgs.fi/~tt/discontinued.html :
If you'd like to continue hacking on TiMidity, feel free. I'm hereby extending the TiMidity license agreement: you can now select the most convenient license for your needs from (1) the GNU GPL, (2) the GNU LGPL, or (3) the Perl Artistic License.