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https://git.code.sf.net/p/quake/quakeforge
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bab3e0720f
Light styles and shadows aren't implemented yet. The map's entities are used to create the lights, and the PVS used to determine which lights might be visible (ie, the surfaces they light). That could do with some more improvements (eg, checking if a leaf is outside a spotlight's cone), but the concept seems to work.
96 lines
2.8 KiB
C
96 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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float intensity;
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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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typedef struct qfv_light_buffer_s {
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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 4
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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_lightleafset_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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