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Fix vulkan renderer's rt spotlights (both shadows and spinning).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6332 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2023-01-09 05:14:09 +00:00
parent c1bc6bbe23
commit a003674c01
4 changed files with 590 additions and 579 deletions

View file

@ -1680,7 +1680,7 @@ static int R_EditLight(dlight_t *dl, const char *cmd, int argc, const char *x, c
VectorInverse(dl->axis[1]);
}
else if (!strcmp(cmd, "avel"))
else if (!strcmp(cmd, "avel") || !strcmp(cmd, "spin"))
{
dl->rotation[0] = atof(x);
dl->rotation[1] = atof(y);
@ -1693,7 +1693,7 @@ static int R_EditLight(dlight_t *dl, const char *cmd, int argc, const char *x, c
else if (!strcmp(cmd, "avelz"))
dl->rotation[2] = atof(x);
else if (!strcmp(cmd, "outercone") || !strcmp(cmd, "fov"))
else if (!strcmp(cmd, "outercone") || !strcmp(cmd, "fov") || !strcmp(cmd, "cone"))
dl->fov = atof(x);
else if (!strcmp(cmd, "nearclip"))
dl->nearclip = atof(x);

File diff suppressed because it is too large Load diff

View file

@ -118,7 +118,7 @@ vec3 ShadowmapCoord(void)
{
//bias it. don't bother figuring out which side or anything, its not needed
//l_projmatrix contains the light's projection matrix so no other magic needed
return ((vtexprojcoord.xyz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);
return ((vtexprojcoord.yxz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, -1.0, 1.0)) * vec3(0.5, -0.5, 0.5);
}
// else if (CUBESHADOW)
// {

View file

@ -59,7 +59,7 @@ extern texid_t r_whiteimage, missing_texture_gloss, missing_texture_normal;
extern texid_t r_blackimage, r_blackcubeimage, r_whitecubeimage;
static void BE_RotateForEntity (const entity_t *fte_restrict e, const model_t *fte_restrict mod);
void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour);
static void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour, vec3_t axis[3]);
#ifdef VK_EXT_debug_utils
static void DebugSetName(VkObjectType objtype, uint64_t handle, const char *name)
@ -3266,14 +3266,14 @@ qboolean VKBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned
lmode &= ~(LSHADER_SMAP|LSHADER_CUBE);
if (!VKBE_GenerateRTLightShader(lmode))
{
VKBE_SetupLightCBuffer(NULL, colour);
VKBE_SetupLightCBuffer(NULL, colour, NULL);
return false;
}
}
shaderstate.curdlight = dl;
shaderstate.curlmode = lmode;
VKBE_SetupLightCBuffer(dl, colour);
VKBE_SetupLightCBuffer(dl, colour, axis);
return true;
}
@ -3743,7 +3743,7 @@ batch_t *VKBE_GetTempBatch(void)
return &shaderstate.wbatches[shaderstate.wbatch++];
}
void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour)
static void VKBE_SetupLightCBuffer(dlight_t *dl, vec3_t colour, vec3_t axis[3])
{
#ifdef RTLIGHTS
extern cvar_t gl_specular;
@ -3751,7 +3751,7 @@ void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour)
vkcbuf_light_t *cbl = VKBE_AllocateBufferSpace(DB_UBO, (sizeof(*cbl) + 0x0ff) & ~0xff, &shaderstate.ubo_light.buffer, &shaderstate.ubo_light.offset);
shaderstate.ubo_light.range = sizeof(*cbl);
if (!l)
if (!dl)
{
memset(cbl, 0, sizeof(*cbl));
@ -3760,36 +3760,51 @@ void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour)
}
cbl->l_lightradius = l->radius;
cbl->l_lightradius = dl->radius;
#ifdef RTLIGHTS
if (shaderstate.curlmode & LSHADER_SPOT)
if (shaderstate.curlmode & LSHADER_ORTHO)
{
float view[16];
float proj[16];
float xmin = -dl->radius;
float ymin = -dl->radius;
float znear = -dl->radius;
float xmax = dl->radius;
float ymax = dl->radius;
float zfar = dl->radius;
Matrix4x4_CM_Orthographic(proj, xmin, xmax, ymax, ymin, znear, zfar);
Matrix4x4_CM_ModelViewMatrixFromAxis(view, axis[0], axis[2], axis[1], dl->origin);
Matrix4_Multiply(proj, view, cbl->l_cubematrix);
// Matrix4x4_CM_LightMatrixFromAxis(cbl->l_cubematrix, axis[0], axis[1], axis[2], dl->origin);
}
else if (shaderstate.curlmode & LSHADER_SPOT)
{
float view[16];
float proj[16];
extern cvar_t r_shadow_shadowmapping_nearclip;
Matrix4x4_CM_Projection_Far(proj, l->fov, l->fov, l->nearclip?l->nearclip:r_shadow_shadowmapping_nearclip.value, l->radius, false);
Matrix4x4_CM_ModelViewMatrixFromAxis(view, l->axis[0], l->axis[1], l->axis[2], l->origin);
Matrix4x4_CM_Projection_Far(proj, dl->fov, dl->fov, dl->nearclip?dl->nearclip:r_shadow_shadowmapping_nearclip.value, dl->radius, false);
Matrix4x4_CM_ModelViewMatrixFromAxis(view, axis[0], axis[1], axis[2], dl->origin);
Matrix4_Multiply(proj, view, cbl->l_cubematrix);
}
else
#endif
Matrix4x4_CM_LightMatrixFromAxis(cbl->l_cubematrix, l->axis[0], l->axis[1], l->axis[2], l->origin);
VectorCopy(l->origin, cbl->l_lightposition);
Matrix4x4_CM_LightMatrixFromAxis(cbl->l_cubematrix, axis[0], axis[1], axis[2], dl->origin);
VectorCopy(dl->origin, cbl->l_lightposition);
cbl->padl1 = 0;
VectorCopy(colour, cbl->l_colour);
#ifdef RTLIGHTS
VectorCopy(l->lightcolourscales, cbl->l_lightcolourscale);
cbl->l_lightcolourscale[0] = l->lightcolourscales[0];
cbl->l_lightcolourscale[1] = l->lightcolourscales[1];
cbl->l_lightcolourscale[2] = l->lightcolourscales[2] * gl_specular.value;
VectorCopy(dl->lightcolourscales, cbl->l_lightcolourscale);
cbl->l_lightcolourscale[0] = dl->lightcolourscales[0];
cbl->l_lightcolourscale[1] = dl->lightcolourscales[1];
cbl->l_lightcolourscale[2] = dl->lightcolourscales[2] * gl_specular.value;
#endif
cbl->l_lightradius = l->radius;
cbl->l_lightradius = dl->radius;
Vector4Copy(shaderstate.lightshadowmapproj, cbl->l_shadowmapproj);
Vector2Copy(shaderstate.lightshadowmapscale, cbl->l_shadowmapscale);
VectorCopy(l->origin, shaderstate.lightinfo);
shaderstate.lightinfo[3] = l->radius;
VectorCopy(dl->origin, shaderstate.lightinfo);
shaderstate.lightinfo[3] = dl->radius;
}