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The lightmaps aren't updated at all yet, so everything is static. Figuring out how lightmap data gets to the gpu was a chore thanks to the spaghetti in the bsp data, and then I'd forgotten that I was pre-expanding the light data to rgb so wound up with weird lightmaps, but without water or particles, demo1 is getting 5000fps at 800x450, and it seems to be CPU limited.
50 lines
1.6 KiB
C
50 lines
1.6 KiB
C
/*
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qf_lightmap.h
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Vulkan lightmap stuff from the renderer.
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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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_lightmap_h
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#define __QF_Vulkan_qf_lightmap_h
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#define MAX_LIGHTMAPS 1024
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#define BLOCK_WIDTH 64
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#define BLOCK_HEIGHT 64
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#include "QF/Vulkan/qf_vid.h"
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struct vulkan_ctx_s;
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struct model_s;
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struct mod_brush_s;
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struct msurface_s;
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struct transform_s;
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void Vulkan_lightmap_init (struct vulkan_ctx_s *ctx);
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void Vulkan_BuildLightmaps (struct model_s **models, int num_models, struct vulkan_ctx_s *ctx);
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void Vulkan_CalcLightmaps (struct vulkan_ctx_s *ctx);
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void Vulkan_BuildLightMap (struct transform_s transform, struct mod_brush_s *brush, struct msurface_s *surf, struct vulkan_ctx_s *ctx);
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VkImageView Vulkan_LightmapImageView (struct vulkan_ctx_s *ctx) __attribute__((pure));
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void Vulkan_FlushLightmaps (struct vulkan_ctx_s *ctx);
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#endif//__QF_Vulkan_qf_lightmap_h
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