quakeforge/include/QF/Vulkan/qf_lighting.h
Bill Currie 618740663b [vulkan] Implement CSM rendering
This covers only the rendering of the shadow maps (actual use still
needs to be implemented). Working with orthographic projection matrices
is surprisingly difficult, partly because creating one includes the
translations needed to get the scene into the view (and depth range),
which means care needs to be taken with the view (camera) matrix in
order to avoid double-translating depending on just how the orthographic
matrix is set up (if it's set up to focus on the origin, then the camera
matrix will need translation, otherwise the camera matrix needs to avoid
translation).
2023-08-13 17:36:32 +09:00

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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 768
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_debug,
};
typedef struct qfv_light_render_s {
// mat_id (13) map_id (5) layer (11) type (2)
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)
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;
VkBuffer shadowmat_buffer;
VkBuffer light_buffer;
VkBuffer render_buffer;
VkBuffer style_buffer;
VkBuffer id_buffer;
VkBuffer entid_buffer;
light_queue_t light_queue[4];
qfv_imageviewset_t views;
qfv_framebufferset_t framebuffers;
} lightingframe_t;
typedef struct lightingframeset_s
DARRAY_TYPE (lightingframe_t) lightingframeset_t;
typedef struct light_control_s {
uint8_t renderpass_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;
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