/* qf_lighting.h Vulkan lighting pass Copyright (C) 2021 Bill Currie Author: Bill Currie Date: 2021/2/23 This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifndef __QF_Vulkan_qf_lighting_h #define __QF_Vulkan_qf_lighting_h #include "QF/darray.h" #include "QF/model.h" #include "QF/modelgen.h" #include "QF/Vulkan/qf_vid.h" #include "QF/Vulkan/command.h" #include "QF/Vulkan/image.h" #include "QF/simd/types.h" typedef struct qfv_light_s { vec3_t color; int data; vec3_t position; float light; vec3_t direction; float cone; } qfv_light_t; typedef struct qfv_lightset_s DARRAY_TYPE (qfv_light_t) qfv_lightset_t; typedef struct qfv_lightleafset_s DARRAY_TYPE (int) qfv_lightintset_t; typedef struct qfv_lightvisset_s DARRAY_TYPE (byte) qfv_lightvisset_t; typedef struct qfv_lightmatset_s DARRAY_TYPE (mat4f_t) qfv_lightmatset_t; #define MaxLights 256 #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) #define NumStyles 64 typedef struct qfv_light_buffer_s { float intensity[NumStyles + 4]; float distFactor1; float distFactor2; int lightCount; qfv_light_t lights[MaxLights] __attribute__((aligned(16))); mat4f_t shadowMat[MaxLights]; vec4f_t shadowCascade[MaxLights]; } qfv_light_buffer_t; #define LIGHTING_BUFFER_INFOS 1 #define LIGHTING_ATTACH_INFOS 5 #define LIGHTING_SHADOW_INFOS MaxLights #define LIGHTING_DESCRIPTORS (LIGHTING_BUFFER_INFOS + LIGHTING_ATTACH_INFOS + 1) typedef struct lightingframe_s { VkCommandBuffer cmd; VkBuffer light_buffer; VkDescriptorBufferInfo bufferInfo[LIGHTING_BUFFER_INFOS]; VkDescriptorImageInfo attachInfo[LIGHTING_ATTACH_INFOS]; VkDescriptorImageInfo shadowInfo[LIGHTING_SHADOW_INFOS]; union { VkWriteDescriptorSet descriptors[LIGHTING_DESCRIPTORS]; struct { VkWriteDescriptorSet bufferWrite[LIGHTING_BUFFER_INFOS]; VkWriteDescriptorSet attachWrite[LIGHTING_ATTACH_INFOS]; VkWriteDescriptorSet shadowWrite; }; }; // A fat PVS of leafs visible from visible leafs so hidden lights can // illuminate the leafs visible to the player byte pvs[MAP_PVS_BYTES]; struct mleaf_s *leaf; // the last leaf used to generate the pvs qfv_lightvisset_t lightvis; } lightingframe_t; typedef struct lightingframeset_s DARRAY_TYPE (lightingframe_t) lightingframeset_t; typedef struct lightingctx_s { lightingframeset_t frames; VkPipeline pipeline; VkPipelineLayout layout; VkSampler sampler; VkDeviceMemory light_memory; VkDeviceMemory shadow_memory; qfv_lightset_t lights; qfv_lightintset_t lightleafs; qfv_lightmatset_t lightmats; qfv_imageset_t lightimages; qfv_lightintset_t lightlayers; qfv_imageviewset_t lightviews; } lightingctx_t; struct vulkan_ctx_s; void Vulkan_Lighting_Init (struct vulkan_ctx_s *ctx); void Vulkan_Lighting_Shutdown (struct vulkan_ctx_s *ctx); void Vulkan_Lighting_Draw (struct vulkan_ctx_s *ctx); void Vulkan_LoadLights (model_t *model, const char *entity_data, struct vulkan_ctx_s *ctx); #endif//__QF_Vulkan_qf_lighting_h