quakeforge/include/QF/Vulkan/qf_lighting.h
Bill Currie 928408bad9 [vulkan] Support multiple render passes
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
2021-12-24 06:45:12 +09:00

139 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/Vulkan/qf_vid.h"
#include "QF/Vulkan/command.h"
#include "QF/Vulkan/image.h"
#include "QF/simd/types.h"
typedef struct qfv_light_s {
vec3_t color;
int data;
vec3_t position;
float light;
vec3_t direction;
float cone;
} qfv_light_t;
typedef struct qfv_lightset_s DARRAY_TYPE (qfv_light_t) qfv_lightset_t;
typedef struct qfv_lightleafset_s DARRAY_TYPE (int) qfv_lightintset_t;
typedef struct qfv_lightvisset_s DARRAY_TYPE (byte) qfv_lightvisset_t;
typedef struct qfv_lightmatset_s DARRAY_TYPE (mat4f_t) qfv_lightmatset_t;
#define MaxLights 256
#define StyleMask 0x07f
#define ModelMask 0x380
#define ShadowMask 0xc00
#define LM_LINEAR (0 << 7) // light - dist (or radius + dist if -ve)
#define LM_INVERSE (1 << 7) // distFactor1 * light / dist
#define LM_INVERSE2 (2 << 7) // distFactor2 * light / (dist * dist)
#define LM_INFINITE (3 << 7) // light
#define LM_AMBIENT (4 << 7) // light
#define LM_INVERSE3 (5 << 7) // distFactor2 * light / (dist + distFactor2)**2
#define ST_NONE (0 << 10) // no shadows
#define ST_PLANE (1 << 10) // single plane shadow map (small spotlight)
#define ST_CASCADE (2 << 10) // cascaded shadow maps
#define ST_CUBE (3 << 10) // cubemap (omni, large spotlight)
#define NumStyles 64
typedef struct qfv_light_buffer_s {
float intensity[NumStyles + 4];
float distFactor1;
float distFactor2;
int lightCount;
qfv_light_t lights[MaxLights] __attribute__((aligned(16)));
mat4f_t shadowMat[MaxLights];
vec4f_t shadowCascade[MaxLights];
} qfv_light_buffer_t;
#define LIGHTING_BUFFER_INFOS 1
#define LIGHTING_ATTACH_INFOS 5
#define LIGHTING_SHADOW_INFOS MaxLights
#define LIGHTING_DESCRIPTORS (LIGHTING_BUFFER_INFOS + LIGHTING_ATTACH_INFOS + 1)
typedef struct lightingframe_s {
VkCommandBuffer cmd;
VkBuffer light_buffer;
VkDescriptorBufferInfo bufferInfo[LIGHTING_BUFFER_INFOS];
VkDescriptorImageInfo attachInfo[LIGHTING_ATTACH_INFOS];
VkDescriptorImageInfo shadowInfo[LIGHTING_SHADOW_INFOS];
union {
VkWriteDescriptorSet descriptors[LIGHTING_DESCRIPTORS];
struct {
VkWriteDescriptorSet bufferWrite[LIGHTING_BUFFER_INFOS];
VkWriteDescriptorSet attachWrite[LIGHTING_ATTACH_INFOS];
VkWriteDescriptorSet shadowWrite;
};
};
// A fat PVS of leafs visible from visible leafs so hidden lights can
// illuminate the leafs visible to the player
struct set_s *pvs;
struct mleaf_s *leaf; // the last leaf used to generate the pvs
qfv_lightvisset_t lightvis;
} lightingframe_t;
typedef struct lightingframeset_s
DARRAY_TYPE (lightingframe_t) lightingframeset_t;
typedef struct lightingctx_s {
lightingframeset_t frames;
VkPipeline pipeline;
VkPipelineLayout layout;
VkSampler sampler;
VkDeviceMemory light_memory;
VkDeviceMemory shadow_memory;
qfv_lightset_t lights;
qfv_lightintset_t lightleafs;
qfv_lightmatset_t lightmats;
qfv_imageset_t lightimages;
qfv_lightintset_t lightlayers;
qfv_imageviewset_t lightviews;
struct set_s *sun_pvs;
} lightingctx_t;
struct vulkan_ctx_s;
struct qfv_renderframe_s;;
void Vulkan_Lighting_Init (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Shutdown (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Draw (struct qfv_renderframe_s *fFrame);
void Vulkan_LoadLights (model_t *model, const char *entity_data,
struct vulkan_ctx_s *ctx);
#endif//__QF_Vulkan_qf_lighting_h