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https://git.code.sf.net/p/quake/quakeforge
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924c970868
Any sun (a directional light) is in the outside node, which due to not having its own PVS data is visible to all nodes, but that's a tad excessive. However, any leaf node with sky surfaces will potentially see any suns, and leaf nodes with no sky surfaces will see the sun only if they can see a leaf that does have sky surfaces. This can be quite expensive to calculate (already known to be moderately expensive for just the camera leaf node (singular!) when checking for in-map lights)
138 lines
4.3 KiB
C
138 lines
4.3 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/Vulkan/qf_vid.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_light_s {
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vec3_t color;
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int data;
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vec3_t position;
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float light;
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vec3_t direction;
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float cone;
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} qfv_light_t;
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typedef struct qfv_lightset_s DARRAY_TYPE (qfv_light_t) qfv_lightset_t;
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typedef struct qfv_lightleafset_s DARRAY_TYPE (int) qfv_lightintset_t;
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typedef struct qfv_lightvisset_s DARRAY_TYPE (byte) qfv_lightvisset_t;
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typedef struct qfv_lightmatset_s DARRAY_TYPE (mat4f_t) qfv_lightmatset_t;
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#define MaxLights 256
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#define StyleMask 0x07f
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#define ModelMask 0x380
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#define ShadowMask 0xc00
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#define LM_LINEAR (0 << 7) // light - dist (or radius + dist if -ve)
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#define LM_INVERSE (1 << 7) // distFactor1 * light / dist
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#define LM_INVERSE2 (2 << 7) // distFactor2 * light / (dist * dist)
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#define LM_INFINITE (3 << 7) // light
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#define LM_AMBIENT (4 << 7) // light
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#define LM_INVERSE3 (5 << 7) // distFactor2 * light / (dist + distFactor2)**2
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#define ST_NONE (0 << 10) // no shadows
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#define ST_PLANE (1 << 10) // single plane shadow map (small spotlight)
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#define ST_CASCADE (2 << 10) // cascaded shadow maps
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#define ST_CUBE (3 << 10) // cubemap (omni, large spotlight)
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#define NumStyles 64
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typedef struct qfv_light_buffer_s {
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float intensity[NumStyles + 4];
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float distFactor1;
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float distFactor2;
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int lightCount;
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qfv_light_t lights[MaxLights] __attribute__((aligned(16)));
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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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// A fat PVS of leafs visible from visible leafs so hidden lights can
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// illuminate the leafs visible to the player
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byte pvs[MAP_PVS_BYTES];
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struct mleaf_s *leaf; // the last leaf used to generate the pvs
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qfv_lightvisset_t lightvis;
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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 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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VkDeviceMemory shadow_memory;
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qfv_lightset_t lights;
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qfv_lightintset_t lightleafs;
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qfv_lightmatset_t lightmats;
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qfv_imageset_t lightimages;
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qfv_lightintset_t lightlayers;
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qfv_imageviewset_t lightviews;
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byte sun_pvs[MAX_MAP_LEAFS];
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} lightingctx_t;
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struct vulkan_ctx_s;
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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 vulkan_ctx_s *ctx);
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void Vulkan_LoadLights (model_t *model, const char *entity_data,
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struct vulkan_ctx_s *ctx);
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#endif//__QF_Vulkan_qf_lighting_h
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