quakeforge/include/QF/Vulkan/qf_lighting.h
Bill Currie b9bb841744 [vulkan] Use the descriptor set manager
This cleans up a lot of ugly code that I always thought was rather dumb.
2023-06-24 21:42:46 +09:00

120 lines
3.4 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 768
#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 32
#define LIGHTING_DESCRIPTORS (LIGHTING_BUFFER_INFOS + LIGHTING_ATTACH_INFOS + 1)
typedef struct lightingframe_s {
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 light_renderer_s {
VkRenderPass renderPass; // shared
VkFramebuffer framebuffer;
VkImage image; // shared
VkImageView view;
uint32_t size;
uint32_t layer;
uint32_t numLayers;
int mode;
} light_renderer_t;
typedef struct light_renderer_set_s
DARRAY_TYPE (light_renderer_t) light_renderer_set_t;
typedef struct lightingctx_s {
lightingframeset_t frames;
VkPipeline pipeline;
VkSampler sampler;
VkDeviceMemory light_memory;
struct qfv_resource_s *shadow_resources;
qfv_lightmatset_t light_mats;
qfv_imageset_t light_images;
light_renderer_set_t light_renderers;
VkRenderPass renderpass_6;
VkRenderPass renderpass_4;
VkRenderPass renderpass_1;
struct lightingdata_s *ldata;
struct scene_s *scene;
} lightingctx_t;
struct vulkan_ctx_s;
void Vulkan_Lighting_Init (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Setup (struct vulkan_ctx_s *ctx);
void Vulkan_Lighting_Shutdown (struct vulkan_ctx_s *ctx);
void Vulkan_LoadLights (struct scene_s *scene, struct vulkan_ctx_s *ctx);
#endif//__QF_Vulkan_qf_lighting_h