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https://git.code.sf.net/p/quake/quakeforge
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6952f6860d
Another step towards moving all resource creation into the one place. The motivation for doing the change was getting my test scene to work with only ambient lights or no lights at all.
128 lines
3.7 KiB
C
128 lines
3.7 KiB
C
/*
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qf_lighting.h
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Vulkan lighting pass
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/2/23
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_Vulkan_qf_lighting_h
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#define __QF_Vulkan_qf_lighting_h
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#include "QF/darray.h"
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#include "QF/model.h"
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#include "QF/modelgen.h"
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#include "QF/scene/light.h"
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#include "QF/Vulkan/qf_vid.h"
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#include "QF/Vulkan/qf_renderpass.h"
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#include "QF/Vulkan/command.h"
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#include "QF/Vulkan/image.h"
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#include "QF/simd/types.h"
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typedef struct qfv_lightmatset_s DARRAY_TYPE (mat4f_t) qfv_lightmatset_t;
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#define MaxLights 768
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#define ST_NONE 0 // no shadows
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#define ST_PLANE 1 // single plane shadow map (small spotlight)
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#define ST_CASCADE 2 // cascaded shadow maps
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#define ST_CUBE 3 // cubemap (omni, large spotlight)
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typedef struct qfv_light_buffer_s {
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light_t lights[MaxLights] __attribute__((aligned(16)));
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int lightCount;
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//mat4f_t shadowMat[MaxLights];
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//vec4f_t shadowCascade[MaxLights];
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} qfv_light_buffer_t;
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#define LIGHTING_BUFFER_INFOS 1
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#define LIGHTING_ATTACH_INFOS 5
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#define LIGHTING_SHADOW_INFOS MaxLights
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#define LIGHTING_DESCRIPTORS (LIGHTING_BUFFER_INFOS + LIGHTING_ATTACH_INFOS + 1)
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typedef struct lightingframe_s {
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VkCommandBuffer cmd;
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VkBuffer light_buffer;
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VkDescriptorBufferInfo bufferInfo[LIGHTING_BUFFER_INFOS];
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VkDescriptorImageInfo attachInfo[LIGHTING_ATTACH_INFOS];
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VkDescriptorImageInfo shadowInfo[LIGHTING_SHADOW_INFOS];
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union {
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VkWriteDescriptorSet descriptors[LIGHTING_DESCRIPTORS];
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struct {
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VkWriteDescriptorSet bufferWrite[LIGHTING_BUFFER_INFOS];
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VkWriteDescriptorSet attachWrite[LIGHTING_ATTACH_INFOS];
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VkWriteDescriptorSet shadowWrite;
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};
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};
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} lightingframe_t;
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typedef struct lightingframeset_s
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DARRAY_TYPE (lightingframe_t) lightingframeset_t;
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typedef struct light_renderer_s {
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VkRenderPass renderPass; // shared
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VkFramebuffer framebuffer;
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VkImage image; // shared
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VkImageView view;
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uint32_t size;
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uint32_t layer;
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uint32_t numLayers;
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int mode;
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} light_renderer_t;
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typedef struct light_renderer_set_s
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DARRAY_TYPE (light_renderer_t) light_renderer_set_t;
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typedef struct lightingctx_s {
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lightingframeset_t frames;
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VkPipeline pipeline;
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VkPipelineLayout layout;
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VkSampler sampler;
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VkDeviceMemory light_memory;
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struct qfv_resource_s *shadow_resources;
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qfv_lightmatset_t light_mats;
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qfv_imageset_t light_images;
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light_renderer_set_t light_renderers;
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qfv_renderpass_t *qfv_renderpass;
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VkRenderPass renderpass_6;
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VkRenderPass renderpass_4;
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VkRenderPass renderpass_1;
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VkCommandPool cmdpool;
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struct lightingdata_s *ldata;
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struct scene_s *scene;
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} lightingctx_t;
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struct vulkan_ctx_s;
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struct qfv_renderframe_s;
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void Vulkan_Lighting_CreateRenderPasses (struct vulkan_ctx_s *ctx);
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void Vulkan_Lighting_Init (struct vulkan_ctx_s *ctx);
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void Vulkan_Lighting_Shutdown (struct vulkan_ctx_s *ctx);
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void Vulkan_Lighting_Draw (struct qfv_renderframe_s *rFrame);
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void Vulkan_LoadLights (struct scene_s *scene, struct vulkan_ctx_s *ctx);
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#endif//__QF_Vulkan_qf_lighting_h
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