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https://git.code.sf.net/p/quake/quakeforge
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[vulkan] Get point light shadows working
Other than the rather bad shadow acne, this is actually quake itself working nicely. Still need to get directional lights working for community maps, and all sorts of other little things (hide view model, show player, fix brush backfaces, etc).
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1fe0f5ffd5
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2fbe44a72e
6 changed files with 25 additions and 10 deletions
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@ -4,7 +4,7 @@
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layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadow_map[32];
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float
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos)
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos, vec3 lpos)
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{
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return 1;
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}
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@ -7,11 +7,24 @@ layout (set = 0, binding = 0) buffer ShadowMatrices {
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layout (set = 3, binding = 0) uniform samplerCubeArrayShadow shadow_map[32];
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float
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos)
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos, vec3 lpos)
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{
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vec4 p = shadow_mats[mat_id] * vec4 (pos, 1);
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float depth = (p / p.w).z;
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return texture (shadow_map[map_id], vec4 (p.xyz, layer), depth);
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vec3 dir = pos - lpos;
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vec3 adir = abs(dir);
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adir = max (adir.yzx, adir.zxy);
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uint ind = dir.x <= -adir.x ? 5
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: dir.x >= adir.x ? 4
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: dir.y <= -adir.y ? 0
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: dir.y >= adir.y ? 1
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: dir.z <= -adir.z ? 3
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: dir.z >= adir.z ? 2 : 0;
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vec4 p = shadow_mats[mat_id + ind] * vec4 (pos, 1);
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p = p / (p.w - 0.5); //FIXME hard-coded bias
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float depth = p.z;
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dir = mat3(vec3( 0, 0, 1),
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vec3(-1, 0, 0),
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vec3( 0, 1, 0)) * dir;
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return texture (shadow_map[map_id], vec4 (dir, layer), depth);
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}
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#include "lighting_main.finc"
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@ -54,7 +54,7 @@ main (void)
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uint map_id = bitfieldExtract (id_data, 13, 5);
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uint layer = bitfieldExtract (id_data, 18, 11);
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I *= shadow (map_id, layer, mat_id, p);
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I *= shadow (map_id, layer, mat_id, p, l.position.xyz);
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float namb = dot(l.direction.xyz, l.direction.xyz);
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I *= spot_cone (l, incoming) * diffuse (incoming, n);
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@ -2,7 +2,7 @@
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#extension GL_GOOGLE_include_directive : enable
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float
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shadow (uint mapid, uint layer, uint mat_id, vec3 pos)
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shadow (uint mapid, uint layer, uint mat_id, vec3 pos, vec3 lpos)
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{
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return 1;
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}
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@ -7,7 +7,7 @@ layout (set = 0, binding = 0) buffer ShadowMatrices {
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layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadow_map[32];
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float
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos)
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shadow (uint map_id, uint layer, uint mat_id, vec3 pos, vec3 lpos)
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{
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vec4 p = shadow_mats[mat_id] * vec4 (pos, 1);
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p = p / (p.w - 0.5); //FIXME hard-coded bias
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@ -349,7 +349,6 @@ lighting_update_lights (const exprval_t **params, exprval_t *result,
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//.id_data = make_id(r->matrix_id, r->map_index, r->layer,
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//r->mode),
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.id_data = 0x80000000, // no style
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.style = 11,
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};
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}
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dlight_offset = sizeof (qfv_light_render_t[lctx->dynamic_base]);
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@ -1157,7 +1156,7 @@ create_light_matrices (lightingctx_t *lctx)
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mmulf (side_view, qfv_z_up, side_view);
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mmulf (lm[j], proj, side_view);
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}
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r->matrix_id = r->matrix_base + BOX_FRONT;
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r->matrix_id = r->matrix_base;
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break;
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case ST_CASCADE:
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// dependent on view fustrum and cascade level
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@ -1197,6 +1196,9 @@ static uint32_t
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make_id (uint32_t matrix_index, uint32_t map_index, uint32_t layer,
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uint32_t type)
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{
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if (type == ST_CUBE) {
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layer /= 6;
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}
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return ((matrix_index & 0x1fff) << 0)
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| ((map_index & 0x1f) << 13)
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| ((layer & 0x7ff) << 18)
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