[vulkan] Prepare to abandon light splats

Move things around a bit so I can restore the previous behavior of doing
all lights in a single full screen pass but keep the code improvements
from trying to do splatted lighting.
This commit is contained in:
Bill Currie 2023-06-28 12:53:58 +09:00
parent b113e8a46c
commit 49dab2af85
5 changed files with 166 additions and 36 deletions

View file

@ -322,8 +322,10 @@ bsp_turbf_src = $(vkshaderpath)/bsp_turb.frag
bsp_turbf_c = $(vkshaderpath)/bsp_turb.frag.spvc
light_flat_src = $(vkshaderpath)/light_flat.vert
light_flat_c = $(vkshaderpath)/light_flat.vert.spvc
light_splat_src = $(vkshaderpath)/light_splat.vert
light_splat_c = $(vkshaderpath)/light_splat.vert.spvc
light_splatv_src = $(vkshaderpath)/light_splat.vert
light_splatv_c = $(vkshaderpath)/light_splat.vert.spvc
light_splatf_src = $(vkshaderpath)/light_splat.frag
light_splatf_c = $(vkshaderpath)/light_splat.frag.spvc
light_debug_src = $(vkshaderpath)/light_debug.frag
light_debug_c = $(vkshaderpath)/light_debug.frag.spvc
lightingf_src = $(vkshaderpath)/lighting.frag
@ -410,7 +412,9 @@ $(bsp_turbf_c): $(bsp_turbf_src) $(oit_store) $(oit_h)
$(light_flat_c): $(light_flat_src) $(lighting_h)
$(light_splat_c): $(light_splat_src) $(lighting_h)
$(light_splatv_c): $(light_splatv_src) $(lighting_h)
$(light_splatf_c): $(light_splatf_src) $(lighting_h)
$(light_debug_c): $(light_debug_src) $(lighting_h)
@ -472,7 +476,8 @@ vkshader_c = \
$(bsp_skyf_c) \
$(bsp_turbf_c) \
$(light_flat_c) \
$(light_splat_c) \
$(light_splatv_c) \
$(light_splatf_c) \
$(light_debug_c) \
$(lightingf_c) \
$(composef_c) \

View file

@ -555,10 +555,10 @@ properties = {
name = main;
module = $builtin/light_flat.vert;
};
fragment = {
fragment_splat = {
stage = fragment;
name = main;
module = $builtin/lighting.frag;
module = $builtin/light_splat.frag;
};
debug_fragment = {
stage = fragment;
@ -1457,7 +1457,7 @@ renderpasses = {
stages = (
$lighting.shader.vertex_splat,
$lighting.shader.fragment,
$lighting.shader.fragment_splat,
);
vertexInput = $lighting.vertexInput_splat;
inputAssembly = $lighting.inputAssembly;
@ -1475,7 +1475,7 @@ renderpasses = {
stages = (
$lighting.shader.vertex_flat,
$lighting.shader.fragment,
$lighting.shader.fragment_splat,
);
vertexInput = $lighting.vertexInput_flat;
layout = $lighting.layout;

View file

@ -91,6 +91,8 @@ static
static
#include "libs/video/renderer/vulkan/shader/light_splat.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/light_splat.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/light_debug.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/lighting.frag.spvc"
@ -158,6 +160,7 @@ static shaderdata_t builtin_shaders[] = {
{ "bsp_turb.frag", bsp_turb_frag, sizeof (bsp_turb_frag) },
{ "light_flat.vert", light_flat_vert, sizeof (light_flat_vert) },
{ "light_splat.vert", light_splat_vert, sizeof (light_splat_vert) },
{ "light_splat.frag", light_splat_frag, sizeof (light_splat_frag) },
{ "light_debug.frag", light_debug_frag, sizeof (light_debug_frag) },
{ "lighting.frag", lighting_frag, sizeof (lighting_frag) },
{ "compose.frag", compose_frag, sizeof (compose_frag) },

View file

@ -0,0 +1,78 @@
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "lighting.h"
layout (input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput depth;
layout (input_attachment_index = 1, set = 2, binding = 1) uniform subpassInput color;
layout (input_attachment_index = 2, set = 2, binding = 2) uniform subpassInput emission;
layout (input_attachment_index = 3, set = 2, binding = 3) uniform subpassInput normal;
layout (input_attachment_index = 4, set = 2, binding = 4) uniform subpassInput position;
layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadowCascade[MaxLights];
layout (set = 3, binding = 0) uniform sampler2DShadow shadowPlane[MaxLights];
layout (set = 3, binding = 0) uniform samplerCubeShadow shadowCube[MaxLights];
layout (location = 0) flat in uint light_index;
layout (location = 0) out vec4 frag_color;
float
spot_cone (vec4 light_direction, vec3 incoming)
{
vec3 dir = light_direction.xyz;
float cone = light_direction.w;
float spotdot = dot (incoming, dir);
return 1 - smoothstep (cone, .995 * cone + 0.005, spotdot);
}
float
diffuse (vec3 incoming, vec3 normal)
{
float lightdot = dot (incoming, normal);
return clamp (lightdot, 0, 1);
}
float
shadow_cascade (sampler2DArrayShadow map)
{
return 1;
}
float
shadow_plane (sampler2DShadow map)
{
return 1;
}
float
shadow_cube (samplerCubeShadow map)
{
return 1;
}
void
main (void)
{
//float d = subpassLoad (depth).r;
//vec3 c = subpassLoad (color).rgb;
//vec3 e = subpassLoad (emission).rgb;
vec3 n = subpassLoad (normal).rgb;
vec3 p = subpassLoad (position).rgb;
vec3 light = vec3 (0);
LightData l = lights[light_index];
vec3 dir = l.position.xyz - l.position.w * p;
float r2 = dot (dir, dir);
vec4 a = l.attenuation;
vec4 r = vec4 (r2, sqrt(r2), 1, 0);
vec3 incoming = dir / r.y;
float I = (1 - a.w * r.y) / dot (a, r);
float namb = dot(l.direction.xyz, l.direction.xyz);
I *= spot_cone (l.direction, incoming) * diffuse (incoming, n);
I = clamp (mix (1, I, namb), 0, 1);
light += I * l.color.w * l.color.xyz;
frag_color = vec4 (light, 1);
}

View file

@ -1,26 +1,54 @@
#version 450
#extension GL_GOOGLE_include_directive : enable
#include "lighting.h"
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput depth;
layout (input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput color;
layout (input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput emission;
layout (input_attachment_index = 3, set = 0, binding = 3) uniform subpassInput normal;
layout (input_attachment_index = 4, set = 0, binding = 4) uniform subpassInput position;
layout (input_attachment_index = 0, set = 2, binding = 0) uniform subpassInput depth;
layout (input_attachment_index = 1, set = 2, binding = 1) uniform subpassInput color;
layout (input_attachment_index = 2, set = 2, binding = 2) uniform subpassInput emission;
layout (input_attachment_index = 3, set = 2, binding = 3) uniform subpassInput normal;
layout (input_attachment_index = 4, set = 2, binding = 4) uniform subpassInput position;
struct LightData {
vec4 color; // .a is intensity
vec4 position; // .w = 0 -> directional, .w = 1 -> point/cone
vec4 direction; // .w = -cos(cone_angle/2) (1 for omni/dir)
vec4 attenuation;
};
layout (set = 3, binding = 0) uniform sampler2DArrayShadow shadowCascade[MaxLights];
layout (set = 3, binding = 0) uniform sampler2DShadow shadowPlane[MaxLights];
layout (set = 3, binding = 0) uniform samplerCubeShadow shadowCube[MaxLights];
#define StyleMask 0x07f
#define ModelMask 0x380
#define ShadowMask 0xc00
#define LM_LINEAR (0 << 7) // light - dist (or radius + dist if -ve)
#define LM_INVERSE (1 << 7) // distFactor1 * light / dist
#define LM_INVERSE2 (2 << 7) // distFactor2 * light / (dist * dist)
#define LM_INFINITE (3 << 7) // light
#define LM_AMBIENT (4 << 7) // light
#define LM_INVERSE3 (5 << 7) // distFactor2 * light / (dist + distFactor2)**2
#define ST_NONE (0 << 10) // no shadows
#define ST_PLANE (1 << 10) // single plane shadow map (small spotlight)
#define ST_CASCADE (2 << 10) // cascaded shadow maps
#define ST_CUBE (3 << 10) // cubemap (omni, large spotlight)
layout (constant_id = 0) const int MaxLights = 768;
layout (set = 2, binding = 0) uniform sampler2DArrayShadow shadowCascade[MaxLights];
layout (set = 2, binding = 0) uniform sampler2DShadow shadowPlane[MaxLights];
layout (set = 2, binding = 0) uniform samplerCubeShadow shadowCube[MaxLights];
layout (set = 1, binding = 0) uniform Lights {
LightData lights[MaxLights];
int lightCount;
//mat4 shadowMat[MaxLights];
//vec4 shadowCascale[MaxLights];
};
layout (location = 0) flat in uint light_index;
layout (location = 0) out vec4 frag_color;
float
spot_cone (vec4 light_direction, vec3 incoming)
spot_cone (LightData light, vec3 incoming)
{
vec3 dir = light_direction.xyz;
float cone = light_direction.w;
vec3 dir = light.direction.xyz;
float cone = light.direction.w;
float spotdot = dot (incoming, dir);
return 1 - smoothstep (cone, .995 * cone + 0.005, spotdot);
}
@ -54,25 +82,41 @@ void
main (void)
{
//float d = subpassLoad (depth).r;
//vec3 c = subpassLoad (color).rgb;
//vec3 e = subpassLoad (emission).rgb;
vec3 c = subpassLoad (color).rgb;
vec3 e = subpassLoad (emission).rgb;
vec3 n = subpassLoad (normal).rgb;
vec3 p = subpassLoad (position).rgb;
vec3 light = vec3 (0);
LightData l = lights[light_index];
vec3 dir = l.position.xyz - l.position.w * p;
float r2 = dot (dir, dir);
vec4 a = l.attenuation;
//vec3 minLight = vec3 (0);
for (int i = 0; i < lightCount; i++) {
LightData l = lights[i];
vec3 dir = l.position.xyz - l.position.w * p;
float r2 = dot (dir, dir);
vec4 a = l.attenuation;
vec4 r = vec4 (r2, sqrt(r2), 1, 0);
vec3 incoming = dir / r.y;
float I = (1 - a.w * r.y) / dot (a, r);
if (l.position.w * a.w * a.w * r2 >= 1) {
continue;
}
vec4 r = vec4 (r2, sqrt(r2), 1, 0);
vec3 incoming = dir / r.y;
float I = (1 - a.w * r.y) / dot (a, r);
float namb = dot(l.direction.xyz, l.direction.xyz);
I *= spot_cone (l.direction, incoming) * diffuse (incoming, n);
I = clamp (mix (1, I, namb), 0, 1);
light += I * l.color.w * l.color.xyz;
/*int shadow = lights[i].data & ShadowMask;
if (shadow == ST_CASCADE) {
I *= shadow_cascade (shadowCascade[i]);
} else if (shadow == ST_PLANE) {
I *= shadow_plane (shadowPlane[i]);
} else if (shadow == ST_CUBE) {
I *= shadow_cube (shadowCube[i]);
}*/
frag_color = vec4 (light, 1);
float namb = dot(l.direction.xyz, l.direction.xyz);
I *= spot_cone (l, incoming) * diffuse (incoming, n);
I = mix (1, I, namb);
light += I * l.color.w * l.color.xyz;
}
//light = max (light, minLight);
frag_color = vec4 (c * light + e, 1);
}