quakeforge/include/QF/Vulkan/qf_lighting.h
Bill Currie 9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00

106 lines
3.1 KiB
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/simd/types.h"
typedef struct qfv_lightmatset_s DARRAY_TYPE (mat4f_t) qfv_lightmatset_t;
#define MaxLights 256
#define ST_NONE 0 // no shadows
#define ST_PLANE 1 // single plane shadow map (small spotlight)
#define ST_CASCADE 2 // cascaded shadow maps
#define ST_CUBE 3 // cubemap (omni, large spotlight)
typedef struct qfv_light_buffer_s {
light_t lights[MaxLights] __attribute__((aligned(16)));
int lightCount;
//mat4f_t shadowMat[MaxLights];
//vec4f_t shadowCascade[MaxLights];
} qfv_light_buffer_t;
#define LIGHTING_BUFFER_INFOS 1
#define LIGHTING_ATTACH_INFOS 5
#define LIGHTING_SHADOW_INFOS MaxLights
#define LIGHTING_DESCRIPTORS (LIGHTING_BUFFER_INFOS + LIGHTING_ATTACH_INFOS + 1)
typedef struct lightingframe_s {
VkCommandBuffer cmd;
VkBuffer light_buffer;
VkDescriptorBufferInfo bufferInfo[LIGHTING_BUFFER_INFOS];
VkDescriptorImageInfo attachInfo[LIGHTING_ATTACH_INFOS];
VkDescriptorImageInfo shadowInfo[LIGHTING_SHADOW_INFOS];
union {
VkWriteDescriptorSet descriptors[LIGHTING_DESCRIPTORS];
struct {
VkWriteDescriptorSet bufferWrite[LIGHTING_BUFFER_INFOS];
VkWriteDescriptorSet attachWrite[LIGHTING_ATTACH_INFOS];
VkWriteDescriptorSet shadowWrite;
};
};
} lightingframe_t;
typedef struct lightingframeset_s
DARRAY_TYPE (lightingframe_t) lightingframeset_t;
typedef struct lightingctx_s {
lightingframeset_t frames;
VkPipeline pipeline;
VkPipelineLayout layout;
VkSampler sampler;
VkDeviceMemory light_memory;
VkDeviceMemory shadow_memory;
qfv_lightmatset_t lightmats;
qfv_imageset_t lightimages;
lightintset_t lightlayers;
qfv_imageviewset_t lightviews;
struct lightingdata_s *ldata;
struct scene_s *scene;
} lightingctx_t;
struct vulkan_ctx_s;
struct qfv_renderframe_s;
void Vulkan_Lighting_Init (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Shutdown (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Draw (struct qfv_renderframe_s *rFrame);
void Vulkan_LoadLights (struct scene_s *scene, struct vulkan_ctx_s *ctx);
#endif//__QF_Vulkan_qf_lighting_h