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https://git.code.sf.net/p/quake/quakeforge
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87f99f9081
This is the minimum maximum count for sampled images, and with layered shadow maps (with a minimum of 2048 layers supported), that's really way more than enough.
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 32
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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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