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https://git.code.sf.net/p/quake/quakeforge
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4eecbe867d
That was... easier than expected. A little more tedious that I would have liked, but my scripting system isn't perfect (I suspect it's best suited as the output of a code generator), and the C side could do with a little more automation.
98 lines
2.8 KiB
C
98 lines
2.8 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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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 radius;
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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_lightleafset_t;
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typedef struct qfv_lightvisset_s DARRAY_TYPE (byte) qfv_lightvisset_t;
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#define NUM_LIGHTS 256
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#define NUM_STYLES 64
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typedef struct qfv_light_buffer_s {
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float intensity[NUM_STYLES + 3];
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int lightCount;
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qfv_light_t lights[NUM_LIGHTS] __attribute__((aligned(16)));
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} qfv_light_buffer_t;
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#define LIGHTING_BUFFER_INFOS 1
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#define LIGHTING_IMAGE_INFOS 5
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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 imageInfo[LIGHTING_IMAGE_INFOS];
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VkWriteDescriptorSet descriptors[LIGHTING_BUFFER_INFOS
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+ LIGHTING_IMAGE_INFOS];
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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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VkDeviceMemory light_memory;
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qfv_lightset_t lights;
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qfv_lightleafset_t lightleafs;
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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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