mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-03 17:42:40 +00:00
ff27da4a05
It turns out bsp faces are still back-face culled despite the null point being on the front of every possible plane... or really, because it's on the front of every possible plane: sometimes the back face is the front face, and this breaks the face selection code (a separate traversal function will be needed for non-culling rendering). Despite that, other than having to deal with different pipelines, getting the model renderers working went better than expected.
129 lines
3.5 KiB
C
129 lines
3.5 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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typedef struct qfv_light_buffer_s {
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light_t lights[MaxLights] __attribute__((aligned(16)));
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int lightCount;
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//mat4f_t shadowMat[MaxLights];
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//vec4f_t shadowCascade[MaxLights];
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} qfv_light_buffer_t;
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#define LIGHTING_BUFFER_INFOS 1
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#define LIGHTING_ATTACH_INFOS 5
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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 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 id_buffer;
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uint32_t ico_count;
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uint32_t cone_count;
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uint32_t flat_count;
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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_renderer_s {
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uint8_t renderpass_index;
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uint8_t image_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 matrix_base;
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} light_renderer_t;
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typedef struct light_renderer_set_s
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DARRAY_TYPE (light_renderer_t) light_renderer_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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qfv_imageset_t light_images;
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light_renderer_set_t light_renderers;
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qfv_attachmentinfo_t shadow_info;
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VkBuffer splat_verts;
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VkBuffer splat_inds;
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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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