quakeforge/include/QF/Vulkan/qf_lighting.h
Bill Currie 00040c8900 [vulkan] Hook up all the shadow resources
This gets everything but the actual shadow map bindings working: the
validation layers don't like my type punning (which may well be the
right thing) and specialization constants don't help (yet, anyway) but I
want to get things into git.
2023-08-01 23:34:08 +09:00

145 lines
3.8 KiB
C

/*
qf_lighting.h
Vulkan lighting pass
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
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/scene/light.h"
#include "QF/Vulkan/qf_vid.h"
#include "QF/Vulkan/command.h"
#include "QF/Vulkan/image.h"
#include "QF/Vulkan/render.h"
#include "QF/simd/types.h"
typedef struct qfv_lightmatset_s DARRAY_TYPE (mat4f_t) qfv_lightmatset_t;
#define MaxLights 768
#define ST_NONE 0 // no shadows
#define ST_PLANE 1 // single plane shadow map (small spotlight)
#define ST_CASCADE 2 // cascaded shadow maps
#define ST_CUBE 3 // cubemap (omni, large spotlight)
typedef struct qfv_lightid_buffer_s {
uint32_t lightCount;
uint32_t lightIds[MaxLights];
} qfv_lightid_buffer_t;
typedef struct qfv_light_render_s {
// mat_id (13) map_id (5) layer (11) type (2)
uint32_t id_data;
// light style (6)
uint32_t style;
} qfv_light_render_t;
#define LIGHTING_BUFFER_INFOS 1
#define LIGHTING_ATTACH_INFOS 4
#define LIGHTING_SHADOW_INFOS 32
#define LIGHTING_DESCRIPTORS (LIGHTING_BUFFER_INFOS + LIGHTING_ATTACH_INFOS + 1)
typedef struct qfv_framebufferset_s
DARRAY_TYPE (VkFramebuffer) qfv_framebufferset_t;
typedef struct lightingframe_s {
VkDescriptorSet shadowmat_set;
VkDescriptorSet lights_set;
VkDescriptorSet attach_set;
VkBuffer shadowmat_buffer;
VkBuffer light_buffer;
VkBuffer render_buffer;
VkBuffer style_buffer;
VkBuffer id_buffer;
uint32_t ico_count;
uint32_t cone_count;
uint32_t flat_count;
qfv_imageviewset_t views;
qfv_framebufferset_t framebuffers;
} lightingframe_t;
typedef struct lightingframeset_s
DARRAY_TYPE (lightingframe_t) lightingframeset_t;
typedef struct light_control_s {
uint8_t renderpass_index;
uint8_t map_index;
uint16_t size;
uint16_t layer;
uint8_t numLayers;
uint8_t mode;
uint16_t light_id;
uint16_t matrix_base;// for rendering maps
uint16_t matrix_id; // for rendering shadows
} light_control_t;
typedef struct light_control_set_s
DARRAY_TYPE (light_control_t) light_control_set_t;
typedef struct lightingctx_s {
lightingframeset_t frames;
VkSampler sampler;
struct qfv_resource_s *shadow_resources;
struct qfv_resource_s *light_resources;
qfv_lightmatset_t light_mats;
qfv_imageset_t light_images;
qfv_imageviewset_t light_views;
light_control_set_t light_control;
qfv_attachmentinfo_t shadow_info;
VkSampler shadow_sampler;
VkDescriptorSet shadow_set;
VkBuffer splat_verts;
VkBuffer splat_inds;
uint32_t dynamic_base;
uint32_t dynamic_matrix_base;
uint32_t dynamic_count;
struct lightingdata_s *ldata;
struct scene_s *scene;
} lightingctx_t;
struct vulkan_ctx_s;
void Vulkan_Lighting_Init (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Setup (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Shutdown (struct vulkan_ctx_s *ctx);
void Vulkan_LoadLights (struct scene_s *scene, struct vulkan_ctx_s *ctx);
VkDescriptorSet Vulkan_Lighting_Descriptors (struct vulkan_ctx_s *ctx,
int frame) __attribute__((pure));
#endif//__QF_Vulkan_qf_lighting_h