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https://git.code.sf.net/p/quake/quakeforge
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bf951c3ba2
And also get them working for infinite radius lights.
154 lines
3.9 KiB
C
154 lines
3.9 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/command.h"
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#include "QF/Vulkan/image.h"
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#include "QF/Vulkan/render.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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enum {
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lighting_main,
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lighting_shadow,
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lighting_debug,
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};
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typedef struct qfv_light_render_s {
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// mat_id (13) map_id (5) layer (11) type (2)
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uint32_t id_data;
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// light style (6)
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uint32_t style;
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} qfv_light_render_t;
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#define LIGHTING_BUFFER_INFOS 1
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#define LIGHTING_ATTACH_INFOS 4
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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 qfv_framebufferset_s
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DARRAY_TYPE (VkFramebuffer) qfv_framebufferset_t;
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typedef struct light_queue_s {
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uint16_t start;
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uint16_t count;
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} light_queue_t;
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typedef struct lightingframe_s {
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VkDescriptorSet shadowmat_set;
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VkDescriptorSet lights_set;
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VkDescriptorSet attach_set;
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VkBuffer shadowmat_buffer;
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VkBuffer light_buffer;
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VkBuffer render_buffer;
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VkBuffer style_buffer;
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VkBuffer id_buffer;
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light_queue_t light_queue[4];
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qfv_imageviewset_t views;
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qfv_framebufferset_t framebuffers;
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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_control_s {
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uint8_t renderpass_index;
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uint8_t map_index;
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uint16_t size;
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uint16_t layer;
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uint8_t numLayers;
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uint8_t mode;
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uint16_t light_id;
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uint16_t matrix_id;
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} light_control_t;
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typedef struct light_control_set_s
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DARRAY_TYPE (light_control_t) light_control_set_t;
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typedef struct lightingctx_s {
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lightingframeset_t frames;
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VkSampler sampler;
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struct qfv_resource_s *shadow_resources;
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struct qfv_resource_s *light_resources;
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qfv_lightmatset_t light_mats;
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VkImage *map_images;
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VkImageView *map_views;
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bool *map_cube;
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int num_maps;
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VkImage default_map;
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VkImageView default_view_cube;
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VkImageView default_view_2d;
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light_control_set_t light_control;
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qfv_attachmentinfo_t shadow_info;
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VkSampler shadow_sampler;
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VkDescriptorSet shadow_cube_set;
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VkDescriptorSet shadow_2d_set;
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VkBuffer splat_verts;
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VkBuffer splat_inds;
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uint32_t dynamic_base;
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uint32_t dynamic_matrix_base;
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uint32_t dynamic_count;
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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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void Vulkan_Lighting_Init (struct vulkan_ctx_s *ctx);
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void Vulkan_Lighting_Setup (struct vulkan_ctx_s *ctx);
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void Vulkan_Lighting_Shutdown (struct vulkan_ctx_s *ctx);
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void Vulkan_LoadLights (struct scene_s *scene, struct vulkan_ctx_s *ctx);
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VkDescriptorSet Vulkan_Lighting_Descriptors (struct vulkan_ctx_s *ctx,
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int frame) __attribute__((pure));
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#endif//__QF_Vulkan_qf_lighting_h
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