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https://github.com/ZDoom/gzdoom.git
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WIP VkLightmap integration
This commit is contained in:
parent
22dbbec4cc
commit
52220a5004
12 changed files with 262 additions and 41 deletions
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@ -4,8 +4,27 @@
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#include "tarray.h"
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#include "vectors.h"
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#include "hw_collision.h"
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#include "bounds.h"
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#include <memory>
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#include <dp_rect_pack.h>
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typedef dp::rect_pack::RectPacker<int> RectPacker;
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struct SurfaceInfo // This is the structure of the buffer inside the shader
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{
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FVector3 Normal;
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float Sky;
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float SamplingDistance;
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uint32_t PortalIndex;
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float Padding1, Padding2;
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};
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struct PortalInfo // This is the structure of the buffer inside the shader
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{
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float transformation[16]; // mat4
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};
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namespace hwrenderer
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{
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@ -43,6 +62,7 @@ public:
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// Surface geometry
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SurfaceType type = ST_UNKNOWN;
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TArray<FVector3> verts;
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TArray<FVector3> uvs;
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//Plane plane;
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FVector3 boundsMin, boundsMax;
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@ -80,6 +100,68 @@ struct SmoothingGroup
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std::vector<Surface*> surfaces;
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};
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struct Portal
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{
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float transformation[4][4] = {
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{0, 0, 0, 1}
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};
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int sourceSectorGroup = 0;
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int targetSectorGroup = 0;
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inline FVector4 Mat4Vec4Mul(const FVector4& vec) const
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{
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FVector4 result(0.0f, 0.0f, 0.0f, 0.0f);
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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result[i] += transformation[i][j] * vec[j];
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}
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}
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return result;
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}
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inline FVector3 TransformPosition(const FVector3& pos) const
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{
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auto v = Mat4Vec4Mul(FVector4(pos, 1.0));
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return FVector3(v.X, v.Y, v.Z);
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}
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inline FVector3 TransformRotation(const FVector3& dir) const
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{
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auto v = Mat4Vec4Mul(FVector4(dir, 0.0));
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return FVector3(v.X, v.Y, v.Z);
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}
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// Checks only transformation
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inline bool IsInverseTransformationPortal(const Portal& portal) const
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{
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auto diff = portal.TransformPosition(TransformPosition(FVector3(0, 0, 0)));
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return abs(diff.X) < 0.001 && abs(diff.Y) < 0.001 && abs(diff.Z) < 0.001;
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}
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// Checks only transformation
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inline bool IsEqualTransformationPortal(const Portal& portal) const
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{
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auto diff = portal.TransformPosition(FVector3(0, 0, 0)) - TransformPosition(FVector3(0, 0, 0));
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return (abs(diff.X) < 0.001 && abs(diff.Y) < 0.001 && abs(diff.Z) < 0.001);
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}
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// Checks transformation, source and destiantion sector groups
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inline bool IsEqualPortal(const Portal& portal) const
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{
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return sourceSectorGroup == portal.sourceSectorGroup && targetSectorGroup == portal.targetSectorGroup && IsEqualTransformationPortal(portal);
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}
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// Checks transformation, source and destiantion sector groups
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inline bool IsInversePortal(const Portal& portal) const
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{
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return sourceSectorGroup == portal.targetSectorGroup && targetSectorGroup == portal.sourceSectorGroup && IsInverseTransformationPortal(portal);
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}
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};
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class LevelMesh
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{
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public:
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@ -90,11 +172,15 @@ public:
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TArray<uint32_t> MeshElements;
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TArray<int> MeshSurfaces;
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TArray<SurfaceInfo> surfaceInfo;
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TArray<PortalInfo> portalInfo;
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std::unique_ptr<TriangleMeshShape> Collision;
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// To do: these are currently not filled
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TArray<std::unique_ptr<Surface>> surfaces;
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TArray<SmoothingGroup> smoothingGroups;
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std::vector<std::unique_ptr<Surface>> surfaces;
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TArray<SmoothingGroup> smoothingGroups; // TODO fill
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TArray<Portal> portals; // TODO fill
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FVector3 SunDirection;
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FVector3 SunColor;
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@ -103,6 +189,29 @@ public:
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FVector3 end = start + direction * std::max(maxDist - 10.0f, 0.0f);
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return !TriangleMeshShape::find_any_hit(Collision.get(), start, end);
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}
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inline void FinishSurface(int lightmapTextureWidth, int lightmapTextureHeight, RectPacker& packer, Surface& surface)
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{
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int sampleWidth = surface.texWidth;
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int sampleHeight = surface.texHeight;
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auto result = packer.insert(sampleWidth, sampleHeight);
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int x = result.pos.x, y = result.pos.y;
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surface.atlasPageIndex = (int)result.pageIndex;
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// calculate final texture coordinates
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for (unsigned i = 0; i < surface.uvs.Size(); i++)
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{
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auto& u = surface.uvs[i].X;
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auto& v = surface.uvs[i].Y;
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u = (u + x) / (float)lightmapTextureWidth;
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v = (v + y) / (float)lightmapTextureHeight;
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}
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surface.atlasX = x;
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surface.atlasY = y;
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}
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};
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} // namespace
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@ -220,7 +220,7 @@ public:
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virtual int GetClientHeight() = 0;
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virtual void BlurScene(float amount) {}
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virtual void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) {}
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virtual void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData, hwrenderer::LevelMesh& mesh) {}
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// Interface to hardware rendering resources
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virtual IBuffer* CreateVertexBuffer(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute* attrs) { return nullptr; }
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@ -1,11 +1,13 @@
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#include "vk_lightmap.h"
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#include "vulkan/vk_renderdevice.h"
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#include "vk_raytrace.h"
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#include "zvulkan/vulkanbuilders.h"
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#include "halffloat.h"
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#include "filesystem.h"
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#include "cmdlib.h"
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VkLightmap::VkLightmap(VulkanRenderDevice* fb) : fb(fb)
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{
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useRayQuery = fb->GetDevice()->PhysicalDevice.Features.RayQuery.rayQuery;
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@ -90,7 +92,7 @@ void VkLightmap::RenderAtlasImage(size_t pageIndex)
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};
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beginPass();
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for (size_t i = 0; i < mesh->surfaces.Size(); i++)
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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hwrenderer::Surface* targetSurface = mesh->surfaces[i].get();
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if (targetSurface->atlasPageIndex != pageIndex)
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@ -157,14 +159,14 @@ void VkLightmap::RenderAtlasImage(size_t pageIndex)
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lightinfo++;
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}
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PushConstants pc;
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LightmapPushConstants pc;
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pc.LightStart = firstLight;
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pc.LightEnd = firstLight + lightCount;
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pc.SurfaceIndex = (int32_t)i;
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pc.LightmapOrigin = targetSurface->worldOrigin - targetSurface->worldStepX - targetSurface->worldStepY;
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pc.LightmapStepX = targetSurface->worldStepX * viewport.width;
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pc.LightmapStepY = targetSurface->worldStepY * viewport.height;
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants), &pc);
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapPushConstants), &pc);
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SceneVertex* vertex = &vertices.Vertices[firstVertex];
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@ -195,7 +197,7 @@ void VkLightmap::CreateAtlasImages()
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const int spacing = 3; // Note: the spacing is here to avoid that the resolve sampler finds data from other surface tiles
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RectPacker packer(atlasImageSize, atlasImageSize, RectPacker::Spacing(spacing));
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for (size_t i = 0; i < mesh->surfaces.Size(); i++)
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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hwrenderer::Surface* surface = mesh->surfaces[i].get();
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@ -260,14 +262,14 @@ void VkLightmap::ResolveAtlasImage(size_t i)
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viewport.height = (float)atlasImageSize;
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cmdbuffer->setViewport(0, 1, &viewport);
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PushConstants pc;
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LightmapPushConstants pc;
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pc.LightStart = 0;
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pc.LightEnd = 0;
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pc.SurfaceIndex = 0;
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pc.LightmapOrigin = FVector3(0.0f, 0.0f, 0.0f);
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pc.LightmapStepX = FVector3(0.0f, 0.0f, 0.0f);
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pc.LightmapStepY = FVector3(0.0f, 0.0f, 0.0f);
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cmdbuffer->pushConstants(resolve.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstants), &pc);
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cmdbuffer->pushConstants(resolve.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(LightmapPushConstants), &pc);
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int firstVertex = vertices.Pos;
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int vertexCount = 4;
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hvec4* pixels = (hvec4*)atlasImages[pageIndex].Transfer->Map(0, atlasImageSize * atlasImageSize * sizeof(hvec4));
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for (size_t i = 0; i < mesh->surfaces.Size(); i++)
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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hwrenderer::Surface* surface = mesh->surfaces[i].get();
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if (surface->atlasPageIndex != pageIndex)
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@ -406,7 +408,7 @@ void VkLightmap::CreateRaytracePipeline()
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raytrace.pipelineLayout = PipelineLayoutBuilder()
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.AddSetLayout(raytrace.descriptorSetLayout0.get())
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.AddSetLayout(raytrace.descriptorSetLayout1.get())
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.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants))
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.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapPushConstants))
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.DebugName("raytrace.pipelineLayout")
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.Create(fb->GetDevice());
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void VkLightmap::UpdateAccelStructDescriptors()
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{
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// To do: fetch this from VkDescriptorSetManager - perhaps manage it all over there?
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auto nodesBuffer = fb->GetRaytrace()->GetNodeBuffer();
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auto tlAccelStruct = fb->GetRaytrace()->GetAccelStruct();
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auto vertexBuffer = fb->GetRaytrace()->GetVertexBuffer();
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auto indexBuffer = fb->GetRaytrace()->GetIndexBuffer();
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auto surfaceIndexBuffer = fb->GetRaytrace()->GetSurfaceIndexBuffer();
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auto surfaceBuffer = fb->GetRaytrace()->GetSurfaceIndexBuffer();
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auto portalBuffer = fb->GetRaytrace()->GetPortalBuffer();
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#if 0
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if (useRayQuery)
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{
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WriteDescriptors()
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.AddAccelerationStructure(raytrace.descriptorSet1.get(), 0, tlAccelStruct.get())
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.AddAccelerationStructure(raytrace.descriptorSet1.get(), 0, tlAccelStruct)
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.Execute(fb->GetDevice());
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}
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else
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{
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WriteDescriptors()
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.AddBuffer(raytrace.descriptorSet1.get(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nodesBuffer.get())
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.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, vertexBuffer.get())
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.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, indexBuffer.get())
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.AddBuffer(raytrace.descriptorSet1.get(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nodesBuffer)
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.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, vertexBuffer)
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.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, indexBuffer)
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.Execute(fb->GetDevice());
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}
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WriteDescriptors()
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.AddBuffer(raytrace.descriptorSet0.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniformBuffer.get(), 0, sizeof(Uniforms))
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.AddBuffer(raytrace.descriptorSet0.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceIndexBuffer.get())
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.AddBuffer(raytrace.descriptorSet0.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceBuffer.get())
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.AddBuffer(raytrace.descriptorSet0.get(), 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, sceneLightBuffer.get())
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.AddBuffer(raytrace.descriptorSet0.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, portalBuffer.get())
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.AddBuffer(raytrace.descriptorSet0.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniforms.Buffer.get(), 0, sizeof(Uniforms))
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.AddBuffer(raytrace.descriptorSet0.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceIndexBuffer)
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.AddBuffer(raytrace.descriptorSet0.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceBuffer)
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//.AddBuffer(raytrace.descriptorSet0.get(), 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, sceneLightBuffer.get()) // TODO !!!!!!!!!
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.AddBuffer(raytrace.descriptorSet0.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, portalBuffer)
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.Execute(fb->GetDevice());
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#endif
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}
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void VkLightmap::CreateResolvePipeline()
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resolve.pipelineLayout = PipelineLayoutBuilder()
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.AddSetLayout(resolve.descriptorSetLayout.get())
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.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(PushConstants))
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.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(LightmapPushConstants))
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.DebugName("resolve.pipelineLayout")
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.Create(fb->GetDevice());
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@ -17,7 +17,7 @@ struct Uniforms
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float SunIntensity;
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};
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struct PushConstants
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struct LightmapPushConstants
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{
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uint32_t LightStart;
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uint32_t LightEnd;
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@ -70,6 +70,8 @@ void VkRaytrace::Reset()
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deletelist->Add(std::move(indexBuffer));
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deletelist->Add(std::move(transferBuffer));
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deletelist->Add(std::move(nodesBuffer));
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deletelist->Add(std::move(surfaceBuffer));
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deletelist->Add(std::move(portalBuffer));
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deletelist->Add(std::move(blScratchBuffer));
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deletelist->Add(std::move(blAccelStructBuffer));
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deletelist->Add(std::move(blAccelStruct));
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.DebugName("nodesBuffer")
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.Create(fb->GetDevice());
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surfaceIndexBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->MeshSurfaces.Size() * sizeof(int))
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.DebugName("surfaceBuffer")
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.Create(fb->GetDevice());
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surfaceBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->surfaces.size() * sizeof(SurfaceInfo))
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.DebugName("surfaceBuffer")
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.Create(fb->GetDevice());
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portalBuffer = BufferBuilder()
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.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
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.Size(Mesh->portals.Size() * sizeof(SurfaceInfo))
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.DebugName("portalBuffer")
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.Create(fb->GetDevice());
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transferBuffer = BufferTransfer()
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.AddBuffer(vertexBuffer.get(), vertices.data(), vertices.size() * sizeof(FVector4))
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.AddBuffer(indexBuffer.get(), Mesh->MeshElements.Data(), (size_t)Mesh->MeshElements.Size() * sizeof(uint32_t))
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.AddBuffer(nodesBuffer.get(), &nodesHeader, sizeof(CollisionNodeBufferHeader), nodes.data(), nodes.size() * sizeof(CollisionNode))
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.AddBuffer(surfaceIndexBuffer.get(), &nodesHeader, sizeof(int), Mesh->MeshSurfaces.Data(), Mesh->MeshSurfaces.Size() * sizeof(int))
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.AddBuffer(surfaceBuffer.get(), Mesh->surfaceInfo.Data(), Mesh->surfaceInfo.Size() * sizeof(SurfaceInfo))
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.AddBuffer(portalBuffer.get(), Mesh->portalInfo.Data(), Mesh->portalInfo.Size() * sizeof(PortalInfo))
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.Execute(fb->GetDevice(), fb->GetCommands()->GetTransferCommands());
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PipelineBarrier()
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@ -37,6 +37,9 @@ public:
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VulkanBuffer* GetVertexBuffer() { return vertexBuffer.get(); }
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VulkanBuffer* GetIndexBuffer() { return indexBuffer.get(); }
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VulkanBuffer* GetNodeBuffer() { return nodesBuffer.get(); }
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VulkanBuffer* GetSurfaceIndexBuffer() { return surfaceIndexBuffer.get(); }
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VulkanBuffer* GetSurfaceBuffer() { return surfaceBuffer.get(); }
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VulkanBuffer* GetPortalBuffer() { return portalBuffer.get(); }
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private:
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void Reset();
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@ -58,6 +61,9 @@ private:
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std::unique_ptr<VulkanBuffer> indexBuffer;
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std::unique_ptr<VulkanBuffer> transferBuffer;
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std::unique_ptr<VulkanBuffer> nodesBuffer;
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std::unique_ptr<VulkanBuffer> surfaceIndexBuffer;
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std::unique_ptr<VulkanBuffer> surfaceBuffer;
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std::unique_ptr<VulkanBuffer> portalBuffer;
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std::unique_ptr<VulkanBuffer> blScratchBuffer;
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std::unique_ptr<VulkanBuffer> blAccelStructBuffer;
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#include "vulkan/vk_renderstate.h"
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#include "vulkan/vk_postprocess.h"
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#include "vulkan/accelstructs/vk_raytrace.h"
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#include "vulkan/accelstructs/vk_lightmap.h"
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#include "vulkan/pipelines/vk_renderpass.h"
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#include "vulkan/descriptorsets/vk_descriptorset.h"
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#include "vulkan/shaders/vk_shader.h"
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@ -61,6 +62,7 @@
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#include <zvulkan/vulkancompatibledevice.h>
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#include "engineerrors.h"
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#include "c_dispatch.h"
|
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#include "accelstructs/halffloat.h"
|
||||
|
||||
FString JitCaptureStackTrace(int framesToSkip, bool includeNativeFrames, int maxFrames = -1);
|
||||
|
||||
|
@ -474,8 +476,47 @@ void VulkanRenderDevice::BeginFrame()
|
|||
mDescriptorSetManager->BeginFrame();
|
||||
}
|
||||
|
||||
void VulkanRenderDevice::InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData)
|
||||
void VulkanRenderDevice::InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData, hwrenderer::LevelMesh& mesh)
|
||||
{
|
||||
if(mesh.surfaces.size() > 0)
|
||||
{
|
||||
Printf("Running VkLightmap.\n");
|
||||
|
||||
VkLightmap lightmap(this);
|
||||
lightmap.Raytrace(&mesh);
|
||||
|
||||
Printf("Copying data.\n");
|
||||
|
||||
// TODO refactor
|
||||
|
||||
auto clamp = [](float a, float min, float max) -> float { return a < min ? min : a > max ? max : a; };
|
||||
|
||||
RectPacker packer(LMTextureSize, LMTextureSize);
|
||||
|
||||
for (auto& surface : mesh.surfaces)
|
||||
{
|
||||
mesh.FinishSurface(LMTextureSize, LMTextureSize, packer, *surface.get());
|
||||
|
||||
uint16_t* currentTexture = LMTextureData.Data() + (LMTextureSize * LMTextureSize * 3) * surface->atlasPageIndex;
|
||||
|
||||
FVector3* colorSamples = surface->texPixels.data();
|
||||
// store results to lightmap texture
|
||||
for (int i = 0; i < surface->texHeight; i++)
|
||||
{
|
||||
for (int j = 0; j < surface->texWidth; j++)
|
||||
{
|
||||
// get texture offset
|
||||
int offs = ((surface->texWidth * (i + surface->atlasY)) + surface->atlasX) * 3;
|
||||
|
||||
// convert RGB to bytes
|
||||
currentTexture[offs + j * 3 + 0] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].X, 0.0f, 65000.0f));
|
||||
currentTexture[offs + j * 3 + 1] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].Y, 0.0f, 65000.0f));
|
||||
currentTexture[offs + j * 3 + 2] = floatToHalf(clamp(colorSamples[i * surface->texWidth + j].Z, 0.0f, 65000.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (LMTextureData.Size() > 0)
|
||||
{
|
||||
GetTextureManager()->SetLightmap(LMTextureSize, LMTextureCount, LMTextureData);
|
||||
|
|
|
@ -56,7 +56,7 @@ public:
|
|||
void SetTextureFilterMode() override;
|
||||
void StartPrecaching() override;
|
||||
void BeginFrame() override;
|
||||
void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) override;
|
||||
void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData, hwrenderer::LevelMesh& mesh) override;
|
||||
void BlurScene(float amount) override;
|
||||
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
|
||||
void AmbientOccludeScene(float m5) override;
|
||||
|
|
|
@ -3214,7 +3214,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
|
|||
Level->levelMesh = new DoomLevelMesh(*Level);
|
||||
InitLightmap(map);
|
||||
|
||||
screen->InitLightmap(Level->LMTextureSize, Level->LMTextureCount, Level->LMTextureData);
|
||||
screen->InitLightmap(Level->LMTextureSize, Level->LMTextureCount, Level->LMTextureData, *Level->levelMesh);
|
||||
|
||||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
|
@ -3327,7 +3327,7 @@ void MapLoader::SetSideLightmap(const LightmapSurface &surface)
|
|||
}
|
||||
}
|
||||
|
||||
#include "halffloat.h"
|
||||
#include "vulkan/accelstructs/halffloat.h"
|
||||
|
||||
void MapLoader::InitLightmap(MapData* map)
|
||||
{
|
||||
|
@ -3342,6 +3342,10 @@ void MapLoader::InitLightmap(MapData* map)
|
|||
Level->SunColor = FVector3(1.f, 1.f, 1.f);
|
||||
Level->SunDirection = FVector3(0.45f, 0.3f, 0.9f);
|
||||
|
||||
// TODO keep only one copy?
|
||||
Level->levelMesh->SunColor = Level->SunColor;
|
||||
Level->levelMesh->SunDirection = Level->SunDirection;
|
||||
|
||||
Level->LMTextureCount = Level->levelMesh->SetupLightmapUvs(Level->LMTextureSize);
|
||||
|
||||
|
||||
|
@ -3386,7 +3390,7 @@ void MapLoader::InitLightmap(MapData* map)
|
|||
return buffer.Data() + ((y * width) + x + (height * width * page)) * 3;
|
||||
};
|
||||
|
||||
|
||||
#if 0
|
||||
srand(1337);
|
||||
for (auto& surface : Level->levelMesh->Surfaces)
|
||||
{
|
||||
|
@ -3394,9 +3398,9 @@ void MapLoader::InitLightmap(MapData* map)
|
|||
float g;
|
||||
float b;
|
||||
|
||||
r = rand() % 32 / 32.0;
|
||||
g = rand() % 32 / 32.0;
|
||||
b = rand() % 32 / 32.0;
|
||||
r = rand() % 32 / 32.0f;
|
||||
g = rand() % 32 / 32.0f;
|
||||
b = rand() % 32 / 32.0f;
|
||||
|
||||
for (int y = 0; y <= surface.texHeight; ++y)
|
||||
{
|
||||
|
@ -3430,6 +3434,7 @@ void MapLoader::InitLightmap(MapData* map)
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
int size = Level->LMTextureSize;
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#include "c_dispatch.h"
|
||||
#include "g_levellocals.h"
|
||||
|
||||
#include "common/rendering/vulkan/accelstructs/vk_lightmap.h"
|
||||
|
||||
CCMD(dumplevelmesh)
|
||||
{
|
||||
|
@ -450,7 +451,7 @@ void DoomLevelMesh::DumpMesh(const FString& filename) const
|
|||
fprintf(f, "# DoomLevelMesh debug export\n");
|
||||
fprintf(f, "# MeshVertices: %d, MeshElements: %d\n", MeshVertices.Size(), MeshElements.Size());
|
||||
|
||||
double scale = 1 / 100.0;
|
||||
double scale = 1 / 10.0;
|
||||
|
||||
for (const auto& v : MeshVertices)
|
||||
{
|
||||
|
@ -459,14 +460,14 @@ void DoomLevelMesh::DumpMesh(const FString& filename) const
|
|||
|
||||
{
|
||||
const auto s = LightmapUvs.Size();
|
||||
for (int i = 0; i + 1 < s; i += 2)
|
||||
for (unsigned i = 0; i + 1 < s; i += 2)
|
||||
{
|
||||
fprintf(f, "vt %f %f\n", LightmapUvs[i], LightmapUvs[i + 1]);
|
||||
}
|
||||
}
|
||||
|
||||
const auto s = MeshElements.Size();
|
||||
for (auto i = 0; i + 2 < s; i += 3)
|
||||
for (unsigned i = 0; i + 2 < s; i += 3)
|
||||
{
|
||||
// fprintf(f, "f %d %d %d\n", MeshElements[i] + 1, MeshElements[i + 1] + 1, MeshElements[i + 2] + 1);
|
||||
fprintf(f, "f %d/%d %d/%d %d/%d\n",
|
||||
|
@ -490,6 +491,34 @@ int DoomLevelMesh::SetupLightmapUvs(int lightmapSize)
|
|||
sortedSurfaces.push_back(&surface);
|
||||
}
|
||||
|
||||
for (const auto& surface : Surfaces)
|
||||
{
|
||||
auto hwSurface = std::make_unique<hwrenderer::Surface>();
|
||||
|
||||
hwSurface->boundsMax = surface.bounds.max;
|
||||
hwSurface->boundsMin = surface.bounds.min;
|
||||
|
||||
// hwSurface->LightList = // TODO
|
||||
hwSurface->projLocalToU = surface.projLocalToU;
|
||||
hwSurface->projLocalToV = surface.projLocalToV;
|
||||
hwSurface->smoothingGroupIndex = -1;
|
||||
hwSurface->texHeight = surface.texHeight;
|
||||
hwSurface->texWidth = surface.texWidth;
|
||||
|
||||
hwSurface->translateWorldToLocal = surface.translateWorldToLocal;
|
||||
hwSurface->type = hwrenderer::SurfaceType(surface.type);
|
||||
|
||||
hwSurface->texPixels.resize(surface.texWidth * surface.texHeight);
|
||||
|
||||
for (int i = 0; i < surface.numVerts; ++i)
|
||||
{
|
||||
hwSurface->verts.Push(MeshVertices[surface.startVertIndex + i]);
|
||||
}
|
||||
|
||||
// TODO push
|
||||
surfaces.push_back(std::move(hwSurface));
|
||||
}
|
||||
|
||||
std::sort(sortedSurfaces.begin(), sortedSurfaces.end(), [](Surface* a, Surface* b) { return a->texHeight != b->texHeight ? a->texHeight > b->texHeight : a->texWidth > b->texWidth; });
|
||||
|
||||
RectPacker packer(lightmapSize, lightmapSize, RectPacker::Spacing(0));
|
||||
|
@ -536,7 +565,7 @@ void DoomLevelMesh::FinishSurface(int lightmapTextureWidth, int lightmapTextureH
|
|||
|
||||
auto result = packer.insert(sampleWidth, sampleHeight);
|
||||
int x = result.pos.x, y = result.pos.y;
|
||||
surface.atlasPageIndex = result.pageIndex;
|
||||
surface.atlasPageIndex = (int)result.pageIndex;
|
||||
|
||||
// calculate final texture coordinates
|
||||
auto uvIndex = surface.startUvIndex;
|
||||
|
@ -637,7 +666,7 @@ void DoomLevelMesh::BuildSurfaceParams(int lightMapTextureWidth, int lightMapTex
|
|||
|
||||
plane = &surface.plane;
|
||||
bounds = GetBoundsFromSurface(surface);
|
||||
//surface->bounds = bounds;
|
||||
surface.bounds = bounds;
|
||||
|
||||
if (surface.sampleDimension <= 0)
|
||||
{
|
||||
|
|
|
@ -24,7 +24,7 @@ struct Surface
|
|||
|
||||
//
|
||||
// Required for internal lightmapper:
|
||||
|
||||
BBox bounds;
|
||||
int sampleDimension = 0;
|
||||
|
||||
// Lightmap world coordinates for the texture
|
||||
|
|
|
@ -170,7 +170,7 @@ float TraceAmbientOcclusion(vec3 origin, vec3 normal)
|
|||
{
|
||||
const float minDistance = 0.05;
|
||||
const float aoDistance = 100;
|
||||
const int SampleCount = 2048;
|
||||
const int SampleCount = 128;
|
||||
|
||||
vec3 N = normal;
|
||||
vec3 up = abs(N.x) < abs(N.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0);
|
||||
|
|
Loading…
Reference in a new issue