quakeforge/include/QF/Vulkan/qf_lighting.h
Bill Currie 00ecb7d71a [vulkan] Use separate tracy GPU context for light culling
My efforts (especially the collect zone (what was I thinking)) got
tracy's knickers in a twist resulting in vanishing zones in the server.
It looks like there are some synchronisation issues between cpu and gpu,
but I'm not *too* worried about it at this stage.
2023-12-17 18:45:02 +09:00

173 lines
4.3 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 2048
enum {
ST_NONE, // no shadows
ST_PLANE, // single plane shadow map (small spotlight)
ST_CASCADE, // cascaded shadow maps
ST_CUBE, // cubemap (omni, large spotlight)
ST_COUNT
};
enum {
lighting_main,
lighting_shadow,
lighting_hull,
};
typedef struct qfv_light_render_s {
// mat_id (0,14) map_id (14,5) layer (19,11) nostyle (31,1)
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)
#define LIGHTING_STAGES 8
typedef struct qfv_framebufferset_s
DARRAY_TYPE (VkFramebuffer) qfv_framebufferset_t;
typedef struct light_queue_s {
uint16_t start;
uint16_t count;
} light_queue_t;
typedef struct lightingframe_s {
VkDescriptorSet shadowmat_set;
VkDescriptorSet lights_set;
VkDescriptorSet attach_set;
VkQueryPool query;
VkFence fence;
VkBuffer shadowmat_buffer;
VkBuffer shadowmat_id_buffer;
VkBuffer light_buffer;
VkBuffer render_buffer;
VkBuffer style_buffer;
VkBuffer id_buffer;
VkBuffer entid_buffer;
light_queue_t light_queue[4];
light_queue_t stage_queue[LIGHTING_STAGES];
// map_id (0,5) first layer (5,11)
uint16_t *stage_targets;
qftVkCtx_t *qftVkCtx;
} lightingframe_t;
typedef struct lightingframeset_s
DARRAY_TYPE (lightingframe_t) lightingframeset_t;
typedef struct light_control_s {
uint8_t stage_index;
uint8_t map_index;
uint16_t size;
uint16_t layer;
uint8_t numLayers;
uint8_t mode;
uint16_t light_id;
uint16_t matrix_id;
} 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;
VkImage *map_images;
VkImageView *map_views;
VkImage stage_images[LIGHTING_STAGES];
VkImageView stage_views[LIGHTING_STAGES];
VkFramebuffer stage_framebuffers[32][LIGHTING_STAGES];
bool *map_cube;
int num_maps;
VkImage default_map;
VkImageView default_view_cube;
VkImageView default_view_2d;
light_control_set_t light_control;
qfv_attachmentinfo_t shadow_info;
VkSampler shadow_sampler;
VkDescriptorSet shadow_cube_set;
VkDescriptorSet shadow_2d_set;
VkBuffer splat_verts;
VkBuffer splat_inds;
vec4f_t world_mins;
vec4f_t world_maxs;
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