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https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 07:12:36 +00:00
Don't change the viewport for every tile we trace
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parent
b9e2a4cb1a
commit
8654c3396f
4 changed files with 41 additions and 34 deletions
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@ -141,6 +141,12 @@ void VkLightmap::RenderBakeImage()
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
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VkViewport viewport = {};
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viewport.maxDepth = 1;
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viewport.width = (float)bakeImageSize;
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viewport.height = (float)bakeImageSize;
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fb->GetCommands()->GetTransferCommands()->setViewport(0, 1, &viewport);
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for (int i = 0, count = selectedSurfaces.Size(); i < count; i++)
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for (int i = 0, count = selectedSurfaces.Size(); i < count; i++)
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{
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{
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auto& selectedSurface = selectedSurfaces[i];
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auto& selectedSurface = selectedSurfaces[i];
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@ -152,14 +158,6 @@ void VkLightmap::RenderBakeImage()
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continue;
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continue;
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}
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}
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VkViewport viewport = {};
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viewport.maxDepth = 1;
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viewport.x = (float)selectedSurface.X - 1;
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viewport.y = (float)selectedSurface.Y - 1;
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viewport.width = (float)(targetSurface->texWidth + 2);
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viewport.height = (float)(targetSurface->texHeight + 2);
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fb->GetCommands()->GetTransferCommands()->setViewport(0, 1, &viewport);
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bool buffersFull = false;
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bool buffersFull = false;
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// Paint all surfaces part of the smoothing group into the surface
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// Paint all surfaces part of the smoothing group into the surface
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@ -199,19 +197,20 @@ void VkLightmap::RenderBakeImage()
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LightmapPushConstants pc;
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LightmapPushConstants pc;
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pc.LightStart = firstLight;
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pc.LightStart = firstLight;
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pc.LightEnd = firstLight + lightCount;
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pc.LightEnd = firstLight + lightCount;
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pc.TileX = selectedSurface.X;
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pc.TileX = (float)selectedSurface.X;
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pc.TileY = selectedSurface.Y;
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pc.TileY = (float)selectedSurface.Y;
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pc.SurfaceIndex = mesh->GetSurfaceIndex(targetSurface);
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pc.SurfaceIndex = mesh->GetSurfaceIndex(targetSurface);
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pc.TextureSize = (float)bakeImageSize;
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pc.LightmapOrigin = targetSurface->worldOrigin - targetSurface->worldStepX - targetSurface->worldStepY;
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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.LightmapStepX = targetSurface->worldStepX * viewport.width;
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pc.LightmapStepY = targetSurface->worldStepY * viewport.height;
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pc.LightmapStepY = targetSurface->worldStepY * viewport.height;
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pc.TileWidth = targetSurface->texWidth;
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pc.TileWidth = (float)targetSurface->texWidth;
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pc.TileHeight = targetSurface->texHeight;
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pc.TileHeight = (float)targetSurface->texHeight;
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pc.WorldToLocal = targetSurface->translateWorldToLocal;
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pc.WorldToLocal = targetSurface->translateWorldToLocal;
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pc.ProjLocalToU = targetSurface->projLocalToU;
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pc.ProjLocalToU = targetSurface->projLocalToU;
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pc.ProjLocalToV = targetSurface->projLocalToV;
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pc.ProjLocalToV = targetSurface->projLocalToV;
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fb->GetCommands()->GetTransferCommands()->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapPushConstants), &pc);
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fb->GetCommands()->GetTransferCommands()->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapPushConstants), &pc);
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fb->GetCommands()->GetTransferCommands()->drawIndexed(surface->numElements, 1, surface->startElementIndex, 0, 0);
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fb->GetCommands()->GetTransferCommands()->drawIndexed(surface->numElements, 1, surface->startElementIndex, 0, 0);
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}
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}
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@ -24,7 +24,7 @@ struct LightmapPushConstants
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int32_t SurfaceIndex;
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int32_t SurfaceIndex;
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int32_t PushPadding1;
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int32_t PushPadding1;
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FVector3 LightmapOrigin;
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FVector3 LightmapOrigin;
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float PushPadding2;
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float TextureSize;
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FVector3 LightmapStepX;
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FVector3 LightmapStepX;
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float PushPadding3;
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float PushPadding3;
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FVector3 LightmapStepY;
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FVector3 LightmapStepY;
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@ -35,10 +35,10 @@ struct LightmapPushConstants
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float PushPadding6;
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float PushPadding6;
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FVector3 ProjLocalToV;
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FVector3 ProjLocalToV;
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float PushPadding7;
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float PushPadding7;
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int32_t TileX;
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float TileX;
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int32_t TileY;
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float TileY;
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int32_t TileWidth;
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float TileWidth;
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int32_t TileHeight;
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float TileHeight;
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};
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};
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struct LightmapBakeImage
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struct LightmapBakeImage
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@ -75,7 +75,7 @@ layout(push_constant) uniform PushConstants
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int SurfaceIndex;
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int SurfaceIndex;
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int PushPadding1;
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int PushPadding1;
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vec3 LightmapOrigin;
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vec3 LightmapOrigin;
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float PushPadding2;
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float TextureSize;
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vec3 LightmapStepX;
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vec3 LightmapStepX;
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float PushPadding3;
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float PushPadding3;
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vec3 LightmapStepY;
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vec3 LightmapStepY;
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@ -86,10 +86,10 @@ layout(push_constant) uniform PushConstants
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float PushPadding6;
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float PushPadding6;
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vec3 ProjLocalToV;
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vec3 ProjLocalToV;
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float PushPadding7;
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float PushPadding7;
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int TileX;
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float TileX;
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int TileY;
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float TileY;
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int TileWidth;
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float TileWidth;
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int TileHeight;
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float TileHeight;
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};
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};
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layout(location = 0) centroid in vec3 worldpos;
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layout(location = 0) centroid in vec3 worldpos;
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@ -6,7 +6,7 @@ layout(push_constant) uniform PushConstants
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int SurfaceIndex;
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int SurfaceIndex;
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int PushPadding1;
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int PushPadding1;
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vec3 LightmapOrigin;
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vec3 LightmapOrigin;
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float PushPadding2;
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float TextureSize;
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vec3 LightmapStepX;
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vec3 LightmapStepX;
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float PushPadding3;
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float PushPadding3;
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vec3 LightmapStepY;
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vec3 LightmapStepY;
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@ -17,10 +17,10 @@ layout(push_constant) uniform PushConstants
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float PushPadding6;
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float PushPadding6;
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vec3 ProjLocalToV;
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vec3 ProjLocalToV;
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float PushPadding7;
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float PushPadding7;
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int TileX;
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float TileX;
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int TileY;
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float TileY;
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int TileWidth;
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float TileWidth;
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int TileHeight;
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float TileHeight;
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};
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};
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layout(location = 0) in vec3 aPosition;
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layout(location = 0) in vec3 aPosition;
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@ -28,11 +28,19 @@ layout(location = 0) out vec3 worldpos;
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void main()
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void main()
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{
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{
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worldpos = aPosition;
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// Project to position relative to tile
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vec3 localPos = aPosition - WorldToLocal;
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vec3 localPos = aPosition - WorldToLocal;
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float u = (1.0f + dot(localPos, ProjLocalToU)) / float(TileWidth + 2);
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float x = 1.0 + dot(localPos, ProjLocalToU);
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float v = (1.0f + dot(localPos, ProjLocalToV)) / float(TileHeight + 2);
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float y = 1.0 + dot(localPos, ProjLocalToV);
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worldpos = LightmapOrigin + LightmapStepX * u + LightmapStepY * v;
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// Find the position in the output texture
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gl_Position = vec4(vec2(u, v) * 2.0 - 1.0, 0.0, 1.0);
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gl_Position = vec4(vec2(TileX + x, TileY + y) / TextureSize * 2.0 - 1.0, 0.0, 1.0);
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// Clip all surfaces to the edge of the tile (effectly we are applying a viewport/scissor to the tile)
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gl_ClipDistance[0] = x;
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gl_ClipDistance[1] = y;
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gl_ClipDistance[2] = TileWidth + 2.0 - x;
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gl_ClipDistance[3] = TileHeight + 2.0 - y;
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}
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}
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