mirror of
https://github.com/ZDoom/ZDRay.git
synced 2024-11-21 11:40:55 +00:00
Upgrade lightmapper to latest vkdoom code
This commit is contained in:
parent
08f280b54a
commit
f689ea3640
28 changed files with 2716 additions and 2120 deletions
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@ -52,16 +52,25 @@ set(ZDRAY_SOURCES
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src/nodebuilder/nodebuild.h
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src/lightmapper/hw_levelmesh.cpp
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src/lightmapper/hw_levelmesh.h
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src/lightmapper/hw_levelmeshlight.h
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src/lightmapper/hw_levelmeshportal.h
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src/lightmapper/hw_levelmeshsurface.h
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src/lightmapper/hw_lightmaptile.h
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src/lightmapper/flatvertices.h
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src/lightmapper/hw_materialstate.h
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src/lightmapper/hw_surfaceuniforms.h
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src/lightmapper/hw_collision.cpp
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src/lightmapper/hw_collision.h
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src/lightmapper/vk_renderdevice.cpp
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src/lightmapper/vk_renderdevice.h
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src/lightmapper/vk_lightmap.cpp
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src/lightmapper/vk_lightmap.h
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src/lightmapper/vk_raytrace.cpp
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src/lightmapper/vk_raytrace.h
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src/lightmapper/vk_levelmesh.cpp
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src/lightmapper/vk_levelmesh.h
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src/lightmapper/vk_lightmapper.cpp
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src/lightmapper/vk_lightmapper.h
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src/lightmapper/doom_levelmesh.cpp
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src/lightmapper/doom_levelmesh.h
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src/lightmapper/doom_levelsubmesh.cpp
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src/lightmapper/doom_levelsubmesh.h
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src/lightmapper/gpuraytracer.cpp
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src/lightmapper/gpuraytracer.h
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src/lightmapper/stacktrace.cpp
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@ -839,7 +839,10 @@ void FProcessor::BuildLightmaps()
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Level.SetupLights();
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LightmapMesh = std::make_unique<DoomLevelMesh>(Level, Level.DefaultSamples, LMDims);
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printf(" Creating level mesh\n");
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LightmapMesh = std::make_unique<DoomLevelMesh>(Level);
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printf(" Surfaces: %d\n", LightmapMesh->StaticMesh->GetSurfaceCount());
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printf(" Tiles: %d\n", (int)LightmapMesh->StaticMesh->LightmapTiles.Size());
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std::unique_ptr<GPURaytracer> gpuraytracer = std::make_unique<GPURaytracer>();
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gpuraytracer->Raytrace(LightmapMesh.get());
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File diff suppressed because it is too large
Load diff
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@ -7,6 +7,32 @@
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struct FLevel;
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class FWadWriter;
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class DoomLevelMesh : public LevelMesh
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{
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public:
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DoomLevelMesh(FLevel& doomMap);
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int AddSurfaceLights(const LevelMeshSurface* surface, LevelMeshLight* list, int listMaxSize) override;
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void BeginFrame(FLevel& doomMap);
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bool TraceSky(const FVector3& start, FVector3 direction, float dist);
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void DumpMesh(const FString& objFilename, const FString& mtlFilename) const;
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void AddLightmapLump(FLevel& doomMap, FWadWriter& out);
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void BuildSectorGroups(const FLevel& doomMap);
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TArray<int> sectorGroup; // index is sector, value is sectorGroup
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TArray<int> sectorPortals[2]; // index is sector+plane, value is index into the portal list
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TArray<int> linePortals; // index is linedef, value is index into the portal list
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private:
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void CreatePortals(FLevel& doomMap);
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void BuildLightLists(FLevel& doomMap);
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void PropagateLight(FLevel& doomMap, ThingLight* light, int recursiveDepth = 0);
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};
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#if 0
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class DoomLevelMesh : public LevelMesh
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{
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public:
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@ -140,3 +166,5 @@ private:
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static FVector3 ToFVector3(const DVector3& v) { return FVector3((float)v.X, (float)v.Y, (float)v.Z); }
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static FVector4 ToFVector4(const DVector4& v) { return FVector4((float)v.X, (float)v.Y, (float)v.Z, (float)v.W); }
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};
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#endif
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1009
src/lightmapper/doom_levelsubmesh.cpp
Normal file
1009
src/lightmapper/doom_levelsubmesh.cpp
Normal file
File diff suppressed because it is too large
Load diff
136
src/lightmapper/doom_levelsubmesh.h
Normal file
136
src/lightmapper/doom_levelsubmesh.h
Normal file
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@ -0,0 +1,136 @@
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#pragma once
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#include "hw_levelmesh.h"
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#include "framework/tarray.h"
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#include "framework/vectors.h"
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#include "framework/bounds.h"
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#include "level/level.h"
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#include <dp_rect_pack/dp_rect_pack.h>
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#include <set>
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#include <map>
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typedef dp::rect_pack::RectPacker<int> RectPacker;
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struct FLevel;
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struct FPolyObj;
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struct HWWallDispatcher;
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class DoomLevelMesh;
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class MeshBuilder;
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enum DoomLevelMeshSurfaceType
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{
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ST_NONE,
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ST_MIDDLESIDE,
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ST_UPPERSIDE,
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ST_LOWERSIDE,
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ST_CEILING,
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ST_FLOOR
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};
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struct DoomLevelMeshSurface : public LevelMeshSurface
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{
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DoomLevelMeshSurfaceType Type = ST_NONE;
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int TypeIndex = 0;
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MapSubsectorEx* Subsector = nullptr;
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IntSideDef* Side = nullptr;
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IntSector* ControlSector = nullptr;
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int PipelineID = 0;
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std::vector<ThingLight*> LightList;
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};
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class DoomLevelSubmesh : public LevelSubmesh
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{
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public:
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DoomLevelSubmesh(DoomLevelMesh* mesh, FLevel& doomMap, bool staticMesh);
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void Update(FLevel& doomMap, int lightmapStartIndex);
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LevelMeshSurface* GetSurface(int index) override { return &Surfaces[index]; }
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unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const override { return (unsigned int)(ptrdiff_t)(static_cast<const DoomLevelMeshSurface*>(surface) - Surfaces.Data()); }
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int GetSurfaceCount() override { return Surfaces.Size(); }
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TArray<DoomLevelMeshSurface> Surfaces;
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private:
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void Reset();
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void CreateStaticSurfaces(FLevel& doomMap);
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void CreateDynamicSurfaces(FLevel& doomMap);
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void CreateSideSurfaces(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, IntSideDef* side);
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void CreateLineHorizonSurface(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, IntSideDef* side);
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void CreateFrontWallSurface(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, IntSideDef* side);
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void CreateMidWallSurface(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, IntSideDef* side);
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void Create3DFloorWallSurfaces(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, IntSideDef* side);
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void CreateTopWallSurface(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, IntSideDef* side);
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void CreateBottomWallSurface(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, IntSideDef* side);
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void SetSideTextureUVs(DoomLevelMeshSurface& surface, IntSideDef* side, WallPart texpart, float v1TopZ, float v1BottomZ, float v2TopZ, float v2BottomZ);
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void CreateFloorSurface(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex);
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void CreateCeilingSurface(std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, MapSubsectorEx* sub, IntSector* sector, IntSector* controlSector, int typeIndex);
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void AddWallVertices(DoomLevelMeshSurface& surf, FFlatVertex* verts);
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static bool IsTopSideSky(IntSector* frontsector, IntSector* backsector, IntSideDef* side);
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static bool IsTopSideVisible(IntSideDef* side);
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static bool IsBottomSideVisible(IntSideDef* side);
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static bool IsSkySector(IntSector* sector, SecPlaneType plane);
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static bool IsDegenerate(const FVector3& v0, const FVector3& v1, const FVector3& v2);
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static FVector4 ToPlane(const FFlatVertex& pt1, const FFlatVertex& pt2, const FFlatVertex& pt3)
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{
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return ToPlane(FVector3(pt1.x, pt1.y, pt1.z), FVector3(pt2.x, pt2.y, pt2.z), FVector3(pt3.x, pt3.y, pt3.z));
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}
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static FVector4 ToPlane(const FFlatVertex& pt1, const FFlatVertex& pt2, const FFlatVertex& pt3, const FFlatVertex& pt4)
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{
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return ToPlane(FVector3(pt1.x, pt1.y, pt1.z), FVector3(pt2.x, pt2.y, pt2.z), FVector3(pt3.x, pt3.y, pt3.z), FVector3(pt4.x, pt4.y, pt4.z));
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}
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static FVector4 ToPlane(const FVector3& pt1, const FVector3& pt2, const FVector3& pt3)
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{
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FVector3 n = ((pt2 - pt1) ^ (pt3 - pt2)).Unit();
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float d = pt1 | n;
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return FVector4(n.X, n.Y, n.Z, d);
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}
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static FVector4 ToPlane(const FVector3& pt1, const FVector3& pt2, const FVector3& pt3, const FVector3& pt4)
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{
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if (pt1.ApproximatelyEquals(pt3))
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{
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return ToPlane(pt1, pt2, pt4);
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}
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else if (pt1.ApproximatelyEquals(pt2) || pt2.ApproximatelyEquals(pt3))
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{
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return ToPlane(pt1, pt3, pt4);
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}
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return ToPlane(pt1, pt2, pt3);
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}
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void SortIndexes();
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void PackLightmapAtlas(FLevel& doomMap, int lightmapStartIndex);
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enum PlaneAxis
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{
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AXIS_YZ = 0,
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AXIS_XZ,
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AXIS_XY
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};
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static PlaneAxis BestAxis(const FVector4& p);
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BBox GetBoundsFromSurface(const LevelMeshSurface& surface) const;
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void SetupTileTransform(int lightMapTextureWidth, int lightMapTextureHeight, LightmapTile& tile);
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void AddSurfaceToTile(DoomLevelMeshSurface& surf, std::map<LightmapTileBinding, int>& bindings, FLevel& doomMap, uint16_t sampleDimension);
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int GetSampleDimension(const DoomLevelMeshSurface& surf, uint16_t sampleDimension);
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DoomLevelMesh* LevelMesh = nullptr;
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bool StaticMesh = true;
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};
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static_assert(alignof(FVector2) == alignof(float[2]) && sizeof(FVector2) == sizeof(float) * 2);
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46
src/lightmapper/flatvertices.h
Normal file
46
src/lightmapper/flatvertices.h
Normal file
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@ -0,0 +1,46 @@
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#pragma once
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struct FFlatVertex // Note: this must always match the SurfaceVertex struct in shaders (std430 layout rules apply)
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{
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float x, z, y; // world position
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float lindex; // lightmap texture index
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float u, v; // texture coordinates
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float lu, lv; // lightmap texture coordinates
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void Set(float xx, float zz, float yy, float uu, float vv)
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{
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x = xx;
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z = zz;
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y = yy;
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u = uu;
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v = vv;
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lindex = -1.0f;
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}
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void Set(float xx, float zz, float yy, float uu, float vv, float llu, float llv, float llindex)
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{
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x = xx;
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z = zz;
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y = yy;
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lindex = llindex;
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u = uu;
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v = vv;
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lu = llu;
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lv = llv;
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}
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void SetVertex(float _x, float _y, float _z = 0)
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{
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x = _x;
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z = _y;
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y = _z;
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}
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void SetTexCoord(float _u = 0, float _v = 0)
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{
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u = _u;
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v = _v;
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}
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FVector3 fPos() const { return FVector3(x, y, z); }
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};
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@ -12,10 +12,10 @@ struct SurfaceInfo
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{
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vec3 Normal;
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float Sky;
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float SamplingDistance;
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uint PortalIndex;
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int TextureIndex;
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float Alpha;
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float Padding;
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};
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struct PortalInfo
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@ -29,11 +29,12 @@ layout(std430, set = 1, binding = 0) buffer NodeBuffer
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#endif
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struct SurfaceVertex
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struct SurfaceVertex // Note: this must always match the FFlatVertex struct
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{
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vec4 pos;
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vec3 pos;
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float lindex;
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vec2 uv;
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float Padding1, Padding2;
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vec2 luv;
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};
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layout(std430, set = 1, binding = 1) buffer VertexBuffer { SurfaceVertex vertices[]; };
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@ -26,7 +26,7 @@ int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out fl
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int index = primitiveID * 3;
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vec2 uv = vertices[elements[index + 1]].uv * primitiveWeights.x + vertices[elements[index + 2]].uv * primitiveWeights.y + vertices[elements[index + 0]].uv * primitiveWeights.z;
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if (surface.TextureIndex < 0)
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if (surface.TextureIndex == 0)
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{
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break;
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}
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@ -89,7 +89,7 @@ bool TracePoint(vec3 origin, vec3 target, float tmin, vec3 dir, float tmax)
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int index = primitiveID * 3;
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vec2 uv = vertices[elements[index + 1]].uv * primitiveWeights.x + vertices[elements[index + 2]].uv * primitiveWeights.y + vertices[elements[index + 0]].uv * primitiveWeights.z;
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if (surface.TextureIndex < 0)
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if (surface.TextureIndex == 0)
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{
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break;
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}
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@ -14,7 +14,7 @@ vec3 TraceSunLight(vec3 origin, vec3 normal, int surfaceIndex)
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const float minDistance = 0.01;
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vec3 incoming = vec3(0.0);
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const float dist = 32768.0;
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const float dist = 65536.0;
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#if defined(USE_SOFTSHADOWS)
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@ -1,8 +1,8 @@
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#include "gpuraytracer.h"
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#include "vk_renderdevice.h"
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#include "vk_raytrace.h"
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#include "vk_lightmap.h"
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#include "vk_levelmesh.h"
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#include "vk_lightmapper.h"
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#include "renderdoc_app.h"
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#include "doom_levelmesh.h"
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@ -34,44 +34,44 @@ void GPURaytracer::Raytrace(DoomLevelMesh* mesh)
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try
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{
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auto raytrace = mDevice->GetRaytrace();
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auto lightmap = mDevice->GetLightmap();
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auto levelmesh = mDevice->GetLevelMesh();
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auto lightmapper = mDevice->GetLightmapper();
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auto submesh = mesh->StaticMesh.get();
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printf(" Map uses %u lightmap textures\n", submesh->LMTextureCount);
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mDevice->GetTextureManager()->CreateLightmap(submesh->LMTextureSize, submesh->LMTextureCount);
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raytrace->SetLevelMesh(mesh);
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lightmap->SetLevelMesh(mesh);
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levelmesh->SetLevelMesh(mesh);
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lightmapper->SetLevelMesh(mesh);
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// Keep baking until all surfaces have been processed
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while (true)
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{
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raytrace->BeginFrame();
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lightmap->BeginFrame();
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levelmesh->BeginFrame();
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lightmapper->BeginFrame();
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TArray<LevelMeshSurface*> surfaces;
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for (int i = 0, count = submesh->GetSurfaceCount(); i < count; i++)
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TArray<LightmapTile*> tiles;
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for (unsigned int i = 0, count = submesh->LightmapTiles.Size(); i < count; i++)
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{
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LevelMeshSurface* surface = submesh->GetSurface(i);
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if (surface->needsUpdate)
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LightmapTile* tile = &submesh->LightmapTiles[i];
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if (tile->NeedsUpdate)
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{
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surfaces.Push(surface);
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tiles.Push(tile);
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}
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}
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if (surfaces.Size() == 0)
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if (tiles.Size() == 0)
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break;
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printf(" Ray tracing surfaces: %u / %u\r", submesh->GetSurfaceCount() - surfaces.Size(), submesh->GetSurfaceCount());
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printf(" Ray tracing tiles: %u / %u\r", submesh->LightmapTiles.Size() - tiles.Size(), submesh->LightmapTiles.Size());
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lightmap->Raytrace(surfaces);
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lightmapper->Raytrace(tiles);
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mDevice->GetCommands()->SubmitAndWait();
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}
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printf(" Ray tracing surfaces: %u / %u\n", submesh->GetSurfaceCount(), submesh->GetSurfaceCount());
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printf(" Ray tracing tiles: %u / %u\n", submesh->LightmapTiles.Size(), submesh->LightmapTiles.Size());
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submesh->LMTextureData.Resize(submesh->LMTextureSize * submesh->LMTextureSize * submesh->LMTextureCount * 4);
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for (int arrayIndex = 0; arrayIndex < submesh->LMTextureCount; arrayIndex++)
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@ -24,12 +24,11 @@
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#include <algorithm>
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#include <functional>
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#include <cfloat>
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#include <cstdint>
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#ifndef DISABLE_SSE
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#ifndef NO_SSE
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#include <immintrin.h>
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#endif
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TriangleMeshShape::TriangleMeshShape(const FVector3 *vertices, int num_vertices, const unsigned int *elements, int num_elements)
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TriangleMeshShape::TriangleMeshShape(const FFlatVertex *vertices, int num_vertices, const unsigned int *elements, int num_elements)
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: vertices(vertices), num_vertices(num_vertices), elements(elements), num_elements(num_elements)
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{
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int num_triangles = num_elements / 3;
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@ -45,7 +44,7 @@ TriangleMeshShape::TriangleMeshShape(const FVector3 *vertices, int num_vertices,
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triangles.push_back(i);
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int element_index = i * 3;
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FVector3 centroid = (vertices[elements[element_index + 0]] + vertices[elements[element_index + 1]] + vertices[elements[element_index + 2]]) * (1.0f / 3.0f);
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FVector3 centroid = (vertices[elements[element_index + 0]].fPos() + vertices[elements[element_index + 1]].fPos() + vertices[elements[element_index + 2]].fPos()) * (1.0f / 3.0f);
|
||||
centroids.push_back(centroid);
|
||||
}
|
||||
|
||||
|
@ -281,12 +280,12 @@ float TriangleMeshShape::intersect_triangle_ray(TriangleMeshShape *shape, const
|
|||
|
||||
FVector3 p[3] =
|
||||
{
|
||||
shape->vertices[shape->elements[start_element]],
|
||||
shape->vertices[shape->elements[start_element + 1]],
|
||||
shape->vertices[shape->elements[start_element + 2]]
|
||||
shape->vertices[shape->elements[start_element]].fPos(),
|
||||
shape->vertices[shape->elements[start_element + 1]].fPos(),
|
||||
shape->vertices[shape->elements[start_element + 2]].fPos()
|
||||
};
|
||||
|
||||
// Moeller<EFBFBD>Trumbore ray-triangle intersection algorithm:
|
||||
// Moeller–Trumbore ray-triangle intersection algorithm:
|
||||
|
||||
FVector3 D = ray.end - ray.start;
|
||||
|
||||
|
@ -357,9 +356,9 @@ float TriangleMeshShape::sweep_intersect_triangle_sphere(TriangleMeshShape *shap
|
|||
|
||||
FVector3 p[3] =
|
||||
{
|
||||
shape1->vertices[shape1->elements[start_element]],
|
||||
shape1->vertices[shape1->elements[start_element + 1]],
|
||||
shape1->vertices[shape1->elements[start_element + 2]]
|
||||
shape1->vertices[shape1->elements[start_element]].fPos(),
|
||||
shape1->vertices[shape1->elements[start_element + 1]].fPos(),
|
||||
shape1->vertices[shape1->elements[start_element + 2]].fPos()
|
||||
};
|
||||
|
||||
FVector3 c = shape2->center;
|
||||
|
@ -529,9 +528,9 @@ bool TriangleMeshShape::overlap_triangle_sphere(TriangleMeshShape *shape1, Spher
|
|||
int element_index = shape1->nodes[shape1_node_index].element_index;
|
||||
|
||||
FVector3 P = shape2->center;
|
||||
FVector3 A = shape1->vertices[shape1->elements[element_index]] - P;
|
||||
FVector3 B = shape1->vertices[shape1->elements[element_index + 1]] - P;
|
||||
FVector3 C = shape1->vertices[shape1->elements[element_index + 2]] - P;
|
||||
FVector3 A = shape1->vertices[shape1->elements[element_index]].fPos() - P;
|
||||
FVector3 B = shape1->vertices[shape1->elements[element_index + 1]].fPos() - P;
|
||||
FVector3 C = shape1->vertices[shape1->elements[element_index + 2]].fPos() - P;
|
||||
float r = shape2->radius;
|
||||
float rr = r * r;
|
||||
|
||||
|
@ -641,14 +640,14 @@ int TriangleMeshShape::subdivide(int *triangles, int num_triangles, const FVecto
|
|||
// Find bounding box and median of the triangle centroids
|
||||
FVector3 median;
|
||||
FVector3 min, max;
|
||||
min = vertices[elements[triangles[0] * 3]];
|
||||
min = vertices[elements[triangles[0] * 3]].fPos();
|
||||
max = min;
|
||||
for (int i = 0; i < num_triangles; i++)
|
||||
{
|
||||
int element_index = triangles[i] * 3;
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
const FVector3 &vertex = vertices[elements[element_index + j]];
|
||||
const FVector3 &vertex = vertices[elements[element_index + j]].fPos();
|
||||
|
||||
min.X = std::min(min.X, vertex.X);
|
||||
min.Y = std::min(min.Y, vertex.Y);
|
||||
|
@ -785,7 +784,7 @@ static const uint32_t clearsignbitmask[] = { 0x7fffffff, 0x7fffffff, 0x7fffffff,
|
|||
|
||||
IntersectionTest::OverlapResult IntersectionTest::ray_aabb(const RayBBox &ray, const CollisionBBox &aabb)
|
||||
{
|
||||
#ifndef DISABLE_SSE
|
||||
#ifndef NO_SSE
|
||||
|
||||
__m128 v = _mm_loadu_ps(&ray.v.X);
|
||||
__m128 w = _mm_loadu_ps(&ray.w.X);
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "framework/vectors.h"
|
||||
#include "flatvertices.h"
|
||||
#include <vector>
|
||||
#include <cmath>
|
||||
|
||||
|
@ -86,7 +87,7 @@ public:
|
|||
class TriangleMeshShape
|
||||
{
|
||||
public:
|
||||
TriangleMeshShape(const FVector3 *vertices, int num_vertices, const unsigned int *elements, int num_elements);
|
||||
TriangleMeshShape(const FFlatVertex *vertices, int num_vertices, const unsigned int *elements, int num_elements);
|
||||
|
||||
int get_min_depth() const;
|
||||
int get_max_depth() const;
|
||||
|
@ -121,7 +122,7 @@ public:
|
|||
int get_root() const { return root; }
|
||||
|
||||
private:
|
||||
const FVector3 *vertices = nullptr;
|
||||
const FFlatVertex* vertices = nullptr;
|
||||
const int num_vertices = 0;
|
||||
const unsigned int *elements = nullptr;
|
||||
int num_elements = 0;
|
||||
|
|
|
@ -1,6 +1,13 @@
|
|||
|
||||
#include "hw_levelmesh.h"
|
||||
|
||||
LevelMesh::LevelMesh()
|
||||
{
|
||||
// Default portal
|
||||
LevelMeshPortal portal;
|
||||
Portals.Push(portal);
|
||||
}
|
||||
|
||||
LevelMeshSurface* LevelMesh::Trace(const FVector3& start, FVector3 direction, float maxDist)
|
||||
{
|
||||
maxDist = std::max(maxDist - 10.0f, 0.0f);
|
||||
|
@ -24,15 +31,15 @@ LevelMeshSurface* LevelMesh::Trace(const FVector3& start, FVector3 direction, fl
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
hitSurface = hitmesh->GetSurface(hitmesh->MeshSurfaceIndexes[hit.triangle]);
|
||||
auto portal = hitSurface->portalIndex;
|
||||
hitSurface = hitmesh->GetSurface(hitmesh->Mesh.SurfaceIndexes[hit.triangle]);
|
||||
|
||||
int portal = hitSurface->PortalIndex;
|
||||
if (!portal)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
auto& transformation = hitmesh->Portals[portal];
|
||||
auto& transformation = Portals[portal];
|
||||
|
||||
auto travelDist = hit.fraction * maxDist + 2.0f;
|
||||
if (travelDist >= maxDist)
|
||||
|
@ -48,11 +55,11 @@ LevelMeshSurface* LevelMesh::Trace(const FVector3& start, FVector3 direction, fl
|
|||
return hitSurface; // I hit something
|
||||
}
|
||||
|
||||
LevelMeshSurfaceStats LevelMesh::GatherSurfacePixelStats()
|
||||
LevelMeshTileStats LevelMesh::GatherTilePixelStats()
|
||||
{
|
||||
LevelMeshSurfaceStats stats;
|
||||
StaticMesh->GatherSurfacePixelStats(stats);
|
||||
DynamicMesh->GatherSurfacePixelStats(stats);
|
||||
LevelMeshTileStats stats;
|
||||
StaticMesh->GatherTilePixelStats(stats);
|
||||
DynamicMesh->GatherTilePixelStats(stats);
|
||||
return stats;
|
||||
}
|
||||
|
||||
|
@ -60,131 +67,123 @@ LevelMeshSurfaceStats LevelMesh::GatherSurfacePixelStats()
|
|||
|
||||
LevelSubmesh::LevelSubmesh()
|
||||
{
|
||||
// Default portal
|
||||
LevelMeshPortal portal;
|
||||
Portals.Push(portal);
|
||||
|
||||
// Default empty mesh (we can't make it completely empty since vulkan doesn't like that)
|
||||
float minval = -100001.0f;
|
||||
float maxval = -100000.0f;
|
||||
MeshVertices.Push({ minval, minval, minval });
|
||||
MeshVertices.Push({ maxval, minval, minval });
|
||||
MeshVertices.Push({ maxval, maxval, minval });
|
||||
MeshVertices.Push({ minval, minval, minval });
|
||||
MeshVertices.Push({ minval, maxval, minval });
|
||||
MeshVertices.Push({ maxval, maxval, minval });
|
||||
MeshVertices.Push({ minval, minval, maxval });
|
||||
MeshVertices.Push({ maxval, minval, maxval });
|
||||
MeshVertices.Push({ maxval, maxval, maxval });
|
||||
MeshVertices.Push({ minval, minval, maxval });
|
||||
MeshVertices.Push({ minval, maxval, maxval });
|
||||
MeshVertices.Push({ maxval, maxval, maxval });
|
||||
|
||||
MeshVertexUVs.Resize(MeshVertices.Size());
|
||||
Mesh.Vertices.Push({ minval, minval, minval });
|
||||
Mesh.Vertices.Push({ maxval, minval, minval });
|
||||
Mesh.Vertices.Push({ maxval, maxval, minval });
|
||||
Mesh.Vertices.Push({ minval, minval, minval });
|
||||
Mesh.Vertices.Push({ minval, maxval, minval });
|
||||
Mesh.Vertices.Push({ maxval, maxval, minval });
|
||||
Mesh.Vertices.Push({ minval, minval, maxval });
|
||||
Mesh.Vertices.Push({ maxval, minval, maxval });
|
||||
Mesh.Vertices.Push({ maxval, maxval, maxval });
|
||||
Mesh.Vertices.Push({ minval, minval, maxval });
|
||||
Mesh.Vertices.Push({ minval, maxval, maxval });
|
||||
Mesh.Vertices.Push({ maxval, maxval, maxval });
|
||||
|
||||
for (int i = 0; i < 3 * 4; i++)
|
||||
MeshElements.Push(i);
|
||||
Mesh.Indexes.Push(i);
|
||||
|
||||
UpdateCollision();
|
||||
}
|
||||
|
||||
void LevelSubmesh::UpdateCollision()
|
||||
{
|
||||
Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
|
||||
Collision = std::make_unique<TriangleMeshShape>(Mesh.Vertices.Data(), Mesh.Vertices.Size(), Mesh.Indexes.Data(), Mesh.Indexes.Size());
|
||||
}
|
||||
|
||||
void LevelSubmesh::GatherSurfacePixelStats(LevelMeshSurfaceStats& stats)
|
||||
void LevelSubmesh::GatherTilePixelStats(LevelMeshTileStats& stats)
|
||||
{
|
||||
int count = GetSurfaceCount();
|
||||
for (int i = 0; i < count; ++i)
|
||||
for (const LightmapTile& tile : LightmapTiles)
|
||||
{
|
||||
const auto* surface = GetSurface(i);
|
||||
auto area = surface->Area();
|
||||
auto area = tile.AtlasLocation.Area();
|
||||
|
||||
stats.pixels.total += area;
|
||||
|
||||
if (surface->needsUpdate)
|
||||
if (tile.NeedsUpdate)
|
||||
{
|
||||
stats.surfaces.dirty++;
|
||||
stats.tiles.dirty++;
|
||||
stats.pixels.dirty += area;
|
||||
}
|
||||
if (surface->bSky)
|
||||
{
|
||||
stats.surfaces.sky++;
|
||||
stats.pixels.sky += area;
|
||||
}
|
||||
}
|
||||
stats.surfaces.total += count;
|
||||
stats.tiles.total += LightmapTiles.Size();
|
||||
}
|
||||
|
||||
struct LevelMeshPlaneGroup
|
||||
{
|
||||
FVector4 plane = FVector4(0, 0, 1, 0);
|
||||
int sectorGroup = 0;
|
||||
std::vector<LevelMeshSurface*> surfaces;
|
||||
};
|
||||
|
||||
void LevelSubmesh::BuildTileSurfaceLists()
|
||||
{
|
||||
// Smoothing group surface is to be rendered with
|
||||
TArray<LevelMeshSmoothingGroup> SmoothingGroups;
|
||||
TArray<int> SmoothingGroupIndexes(GetSurfaceCount());
|
||||
// Plane group surface is to be rendered with
|
||||
TArray<LevelMeshPlaneGroup> PlaneGroups;
|
||||
TArray<int> PlaneGroupIndexes(GetSurfaceCount());
|
||||
|
||||
for (int i = 0, count = GetSurfaceCount(); i < count; i++)
|
||||
{
|
||||
auto surface = GetSurface(i);
|
||||
|
||||
// Is this surface in the same plane as an existing smoothing group?
|
||||
int smoothingGroupIndex = -1;
|
||||
// Is this surface in the same plane as an existing plane group?
|
||||
int planeGroupIndex = -1;
|
||||
|
||||
for (size_t j = 0; j < SmoothingGroups.Size(); j++)
|
||||
for (size_t j = 0; j < PlaneGroups.Size(); j++)
|
||||
{
|
||||
if (surface->sectorGroup == SmoothingGroups[j].sectorGroup)
|
||||
if (surface->SectorGroup == PlaneGroups[j].sectorGroup)
|
||||
{
|
||||
float direction = SmoothingGroups[j].plane.XYZ() | surface->plane.XYZ();
|
||||
float direction = PlaneGroups[j].plane.XYZ() | surface->Plane.XYZ();
|
||||
if (direction >= 0.9999f && direction <= 1.001f)
|
||||
{
|
||||
auto point = (surface->plane.XYZ() * surface->plane.W);
|
||||
auto planeDistance = (SmoothingGroups[j].plane.XYZ() | point) - SmoothingGroups[j].plane.W;
|
||||
auto point = (surface->Plane.XYZ() * surface->Plane.W);
|
||||
auto planeDistance = (PlaneGroups[j].plane.XYZ() | point) - PlaneGroups[j].plane.W;
|
||||
|
||||
float dist = std::abs(planeDistance);
|
||||
if (dist <= 0.01f)
|
||||
{
|
||||
smoothingGroupIndex = (int)j;
|
||||
planeGroupIndex = (int)j;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Surface is in a new plane. Create a smoothing group for it
|
||||
if (smoothingGroupIndex == -1)
|
||||
// Surface is in a new plane. Create a plane group for it
|
||||
if (planeGroupIndex == -1)
|
||||
{
|
||||
smoothingGroupIndex = SmoothingGroups.Size();
|
||||
planeGroupIndex = PlaneGroups.Size();
|
||||
|
||||
LevelMeshSmoothingGroup group;
|
||||
group.plane = surface->plane;
|
||||
group.sectorGroup = surface->sectorGroup;
|
||||
SmoothingGroups.Push(group);
|
||||
LevelMeshPlaneGroup group;
|
||||
group.plane = surface->Plane;
|
||||
group.sectorGroup = surface->SectorGroup;
|
||||
PlaneGroups.Push(group);
|
||||
}
|
||||
|
||||
SmoothingGroups[smoothingGroupIndex].surfaces.push_back(surface);
|
||||
SmoothingGroupIndexes.Push(smoothingGroupIndex);
|
||||
PlaneGroups[planeGroupIndex].surfaces.push_back(surface);
|
||||
PlaneGroupIndexes.Push(planeGroupIndex);
|
||||
}
|
||||
|
||||
for (auto& tile : LightmapTiles)
|
||||
tile.Surfaces.Clear();
|
||||
|
||||
for (int i = 0, count = GetSurfaceCount(); i < count; i++)
|
||||
{
|
||||
auto targetSurface = GetSurface(i);
|
||||
targetSurface->tileSurfaces.Clear();
|
||||
for (LevelMeshSurface* surface : SmoothingGroups[SmoothingGroupIndexes[i]].surfaces)
|
||||
LevelMeshSurface* targetSurface = GetSurface(i);
|
||||
if (targetSurface->LightmapTileIndex < 0)
|
||||
continue;
|
||||
LightmapTile* tile = &LightmapTiles[targetSurface->LightmapTileIndex];
|
||||
for (LevelMeshSurface* surface : PlaneGroups[PlaneGroupIndexes[i]].surfaces)
|
||||
{
|
||||
FVector2 minUV = ToUV(surface->bounds.min, targetSurface);
|
||||
FVector2 maxUV = ToUV(surface->bounds.max, targetSurface);
|
||||
FVector2 minUV = tile->ToUV(surface->Bounds.min);
|
||||
FVector2 maxUV = tile->ToUV(surface->Bounds.max);
|
||||
if (surface != targetSurface && (maxUV.X < 0.0f || maxUV.Y < 0.0f || minUV.X > 1.0f || minUV.Y > 1.0f))
|
||||
continue; // Bounding box not visible
|
||||
|
||||
targetSurface->tileSurfaces.Push(surface);
|
||||
tile->Surfaces.Push(surface);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FVector2 LevelSubmesh::ToUV(const FVector3& vert, const LevelMeshSurface* targetSurface)
|
||||
{
|
||||
FVector3 localPos = vert - targetSurface->translateWorldToLocal;
|
||||
float u = (1.0f + (localPos | targetSurface->projLocalToU)) / (targetSurface->AtlasTile.Width + 2);
|
||||
float v = (1.0f + (localPos | targetSurface->projLocalToV)) / (targetSurface->AtlasTile.Height + 2);
|
||||
return FVector2(u, v);
|
||||
}
|
||||
|
|
|
@ -3,214 +3,73 @@
|
|||
|
||||
#include "framework/tarray.h"
|
||||
#include "framework/vectors.h"
|
||||
#include "framework/matrix.h"
|
||||
#include "framework/bounds.h"
|
||||
#include "framework/textureid.h"
|
||||
#include "hw_collision.h"
|
||||
#include "flatvertices.h"
|
||||
#include "hw_levelmeshlight.h"
|
||||
#include "hw_levelmeshportal.h"
|
||||
#include "hw_lightmaptile.h"
|
||||
#include "hw_levelmeshsurface.h"
|
||||
#include "hw_materialstate.h"
|
||||
#include "hw_surfaceuniforms.h"
|
||||
#include <memory>
|
||||
#include <cstring>
|
||||
|
||||
#include <dp_rect_pack/dp_rect_pack.h>
|
||||
struct LevelMeshTileStats;
|
||||
|
||||
typedef dp::rect_pack::RectPacker<int> RectPacker;
|
||||
|
||||
class LevelSubmesh;
|
||||
|
||||
class LevelMeshLight
|
||||
struct LevelSubmeshDrawRange
|
||||
{
|
||||
public:
|
||||
FVector3 Origin;
|
||||
FVector3 RelativeOrigin;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float InnerAngleCos;
|
||||
float OuterAngleCos;
|
||||
FVector3 SpotDir;
|
||||
FVector3 Color;
|
||||
int SectorGroup;
|
||||
};
|
||||
|
||||
struct LevelMeshSurface
|
||||
{
|
||||
LevelSubmesh* Submesh = nullptr;
|
||||
|
||||
int numVerts = 0;
|
||||
unsigned int startVertIndex = 0;
|
||||
unsigned int startUvIndex = 0;
|
||||
unsigned int startElementIndex = 0;
|
||||
unsigned int numElements = 0;
|
||||
FVector4 plane = FVector4(0.0f, 0.0f, 1.0f, 0.0f);
|
||||
bool bSky = false;
|
||||
|
||||
// Surface location in lightmap texture
|
||||
struct
|
||||
{
|
||||
int X = 0;
|
||||
int Y = 0;
|
||||
int Width = 0;
|
||||
int Height = 0;
|
||||
int ArrayIndex = 0;
|
||||
} AtlasTile;
|
||||
|
||||
// True if the surface needs to be rendered into the lightmap texture before it can be used
|
||||
bool needsUpdate = true;
|
||||
|
||||
FTextureID texture = FNullTextureID();
|
||||
float alpha = 1.0;
|
||||
|
||||
int portalIndex = 0;
|
||||
int sectorGroup = 0;
|
||||
|
||||
BBox bounds;
|
||||
uint16_t sampleDimension = 0;
|
||||
|
||||
// Calculate world coordinates to UV coordinates
|
||||
FVector3 translateWorldToLocal = { 0.f, 0.f, 0.f };
|
||||
FVector3 projLocalToU = { 0.f, 0.f, 0.f };
|
||||
FVector3 projLocalToV = { 0.f, 0.f, 0.f };
|
||||
|
||||
// Surfaces that are visible within the lightmap tile
|
||||
TArray<LevelMeshSurface*> tileSurfaces;
|
||||
|
||||
uint32_t Area() const { return AtlasTile.Width * AtlasTile.Height; }
|
||||
|
||||
// Light list location in the lightmapper GPU buffers
|
||||
struct
|
||||
{
|
||||
int Pos = -1;
|
||||
int Count = 0;
|
||||
int ResetCounter = -1;
|
||||
} LightList;
|
||||
};
|
||||
|
||||
inline float IsInFrontOfPlane(const FVector4& plane, const FVector3& point)
|
||||
{
|
||||
return (plane.X * point.X + plane.Y * point.Y + plane.Z * point.Z) >= plane.W;
|
||||
}
|
||||
|
||||
struct LevelMeshSmoothingGroup
|
||||
{
|
||||
FVector4 plane = FVector4(0, 0, 1, 0);
|
||||
int sectorGroup = 0;
|
||||
std::vector<LevelMeshSurface*> surfaces;
|
||||
};
|
||||
|
||||
struct LevelMeshPortal
|
||||
{
|
||||
LevelMeshPortal() { transformation.loadIdentity(); }
|
||||
|
||||
VSMatrix transformation;
|
||||
|
||||
int sourceSectorGroup = 0;
|
||||
int targetSectorGroup = 0;
|
||||
|
||||
inline FVector3 TransformPosition(const FVector3& pos) const
|
||||
{
|
||||
auto v = transformation * FVector4(pos, 1.0);
|
||||
return FVector3(v.X, v.Y, v.Z);
|
||||
}
|
||||
|
||||
inline FVector3 TransformRotation(const FVector3& dir) const
|
||||
{
|
||||
auto v = transformation * FVector4(dir, 0.0);
|
||||
return FVector3(v.X, v.Y, v.Z);
|
||||
}
|
||||
|
||||
// Checks only transformation
|
||||
inline bool IsInverseTransformationPortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
auto diff = portal.TransformPosition(TransformPosition(FVector3(0, 0, 0)));
|
||||
return abs(diff.X) < 0.001 && abs(diff.Y) < 0.001 && abs(diff.Z) < 0.001;
|
||||
}
|
||||
|
||||
// Checks only transformation
|
||||
inline bool IsEqualTransformationPortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
auto diff = portal.TransformPosition(FVector3(0, 0, 0)) - TransformPosition(FVector3(0, 0, 0));
|
||||
return (abs(diff.X) < 0.001 && abs(diff.Y) < 0.001 && abs(diff.Z) < 0.001);
|
||||
}
|
||||
|
||||
// Checks transformation, source and destiantion sector groups
|
||||
inline bool IsEqualPortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
return sourceSectorGroup == portal.sourceSectorGroup && targetSectorGroup == portal.targetSectorGroup && IsEqualTransformationPortal(portal);
|
||||
}
|
||||
|
||||
// Checks transformation, source and destiantion sector groups
|
||||
inline bool IsInversePortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
return sourceSectorGroup == portal.targetSectorGroup && targetSectorGroup == portal.sourceSectorGroup && IsInverseTransformationPortal(portal);
|
||||
}
|
||||
};
|
||||
|
||||
// for use with std::set to recursively go through portals and skip returning portals
|
||||
struct RecursivePortalComparator
|
||||
{
|
||||
bool operator()(const LevelMeshPortal& a, const LevelMeshPortal& b) const
|
||||
{
|
||||
return !a.IsInversePortal(b) && std::memcmp(&a.transformation, &b.transformation, sizeof(VSMatrix)) < 0;
|
||||
}
|
||||
};
|
||||
|
||||
// for use with std::map to reject portals which have the same effect for light rays
|
||||
struct IdenticalPortalComparator
|
||||
{
|
||||
bool operator()(const LevelMeshPortal& a, const LevelMeshPortal& b) const
|
||||
{
|
||||
return !a.IsEqualPortal(b) && std::memcmp(&a.transformation, &b.transformation, sizeof(VSMatrix)) < 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct LevelMeshSurfaceStats
|
||||
{
|
||||
struct Stats
|
||||
{
|
||||
uint32_t total = 0, dirty = 0, sky = 0;
|
||||
};
|
||||
|
||||
Stats surfaces, pixels;
|
||||
int PipelineID;
|
||||
int Start;
|
||||
int Count;
|
||||
};
|
||||
|
||||
class LevelSubmesh
|
||||
{
|
||||
public:
|
||||
LevelSubmesh();
|
||||
|
||||
virtual ~LevelSubmesh() = default;
|
||||
|
||||
virtual LevelMeshSurface* GetSurface(int index) { return nullptr; }
|
||||
virtual unsigned int GetSurfaceIndex(const LevelMeshSurface* surface) const { return 0xffffffff; }
|
||||
virtual int GetSurfaceCount() { return 0; }
|
||||
|
||||
TArray<FVector3> MeshVertices;
|
||||
TArray<FVector2> MeshVertexUVs;
|
||||
TArray<uint32_t> MeshElements;
|
||||
TArray<int> MeshSurfaceIndexes;
|
||||
|
||||
TArray<LevelMeshPortal> Portals;
|
||||
struct
|
||||
{
|
||||
TArray<FFlatVertex> Vertices;
|
||||
TArray<uint32_t> Indexes;
|
||||
TArray<int> SurfaceIndexes;
|
||||
TArray<int> UniformIndexes;
|
||||
TArray<SurfaceUniforms> Uniforms;
|
||||
TArray<FMaterialState> Materials;
|
||||
} Mesh;
|
||||
|
||||
std::unique_ptr<TriangleMeshShape> Collision;
|
||||
|
||||
TArray<LevelSubmeshDrawRange> DrawList;
|
||||
TArray<LevelSubmeshDrawRange> PortalList;
|
||||
|
||||
// Lightmap atlas
|
||||
int LMTextureCount = 0;
|
||||
int LMTextureSize = 0;
|
||||
int LMTextureSize = 1024;
|
||||
TArray<uint16_t> LMTextureData;
|
||||
|
||||
uint16_t LightmapSampleDistance = 16;
|
||||
|
||||
TArray<LightmapTile> LightmapTiles;
|
||||
|
||||
uint32_t AtlasPixelCount() const { return uint32_t(LMTextureCount * LMTextureSize * LMTextureSize); }
|
||||
|
||||
void UpdateCollision();
|
||||
void GatherSurfacePixelStats(LevelMeshSurfaceStats& stats);
|
||||
void GatherTilePixelStats(LevelMeshTileStats& stats);
|
||||
void BuildTileSurfaceLists();
|
||||
|
||||
private:
|
||||
FVector2 ToUV(const FVector3& vert, const LevelMeshSurface* targetSurface);
|
||||
FVector2 ToUV(const FVector3& vert, const LightmapTile* tile);
|
||||
};
|
||||
|
||||
class LevelMesh
|
||||
{
|
||||
public:
|
||||
LevelMesh();
|
||||
virtual ~LevelMesh() = default;
|
||||
|
||||
std::unique_ptr<LevelSubmesh> StaticMesh = std::make_unique<LevelSubmesh>();
|
||||
|
@ -220,9 +79,21 @@ public:
|
|||
|
||||
LevelMeshSurface* Trace(const FVector3& start, FVector3 direction, float maxDist);
|
||||
|
||||
LevelMeshSurfaceStats GatherSurfacePixelStats();
|
||||
LevelMeshTileStats GatherTilePixelStats();
|
||||
|
||||
// Map defaults
|
||||
FVector3 SunDirection = FVector3(0.0f, 0.0f, -1.0f);
|
||||
FVector3 SunColor = FVector3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
TArray<LevelMeshPortal> Portals;
|
||||
};
|
||||
|
||||
struct LevelMeshTileStats
|
||||
{
|
||||
struct Stats
|
||||
{
|
||||
uint32_t total = 0, dirty = 0;
|
||||
};
|
||||
|
||||
Stats tiles, pixels;
|
||||
};
|
||||
|
|
18
src/lightmapper/hw_levelmeshlight.h
Normal file
18
src/lightmapper/hw_levelmeshlight.h
Normal file
|
@ -0,0 +1,18 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "framework/vectors.h"
|
||||
|
||||
class LevelMeshLight
|
||||
{
|
||||
public:
|
||||
FVector3 Origin;
|
||||
FVector3 RelativeOrigin;
|
||||
float Radius;
|
||||
float Intensity;
|
||||
float InnerAngleCos;
|
||||
float OuterAngleCos;
|
||||
FVector3 SpotDir;
|
||||
FVector3 Color;
|
||||
int SectorGroup;
|
||||
};
|
72
src/lightmapper/hw_levelmeshportal.h
Normal file
72
src/lightmapper/hw_levelmeshportal.h
Normal file
|
@ -0,0 +1,72 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include <cstring>
|
||||
#include "framework/vectors.h"
|
||||
#include "framework/matrix.h"
|
||||
|
||||
struct LevelMeshPortal
|
||||
{
|
||||
LevelMeshPortal() { transformation.loadIdentity(); }
|
||||
|
||||
VSMatrix transformation;
|
||||
|
||||
int sourceSectorGroup = 0;
|
||||
int targetSectorGroup = 0;
|
||||
|
||||
inline FVector3 TransformPosition(const FVector3& pos) const
|
||||
{
|
||||
auto v = transformation * FVector4(pos, 1.0);
|
||||
return FVector3(v.X, v.Y, v.Z);
|
||||
}
|
||||
|
||||
inline FVector3 TransformRotation(const FVector3& dir) const
|
||||
{
|
||||
auto v = transformation * FVector4(dir, 0.0);
|
||||
return FVector3(v.X, v.Y, v.Z);
|
||||
}
|
||||
|
||||
// Checks only transformation
|
||||
inline bool IsInverseTransformationPortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
auto diff = portal.TransformPosition(TransformPosition(FVector3(0, 0, 0)));
|
||||
return abs(diff.X) < 0.001 && abs(diff.Y) < 0.001 && abs(diff.Z) < 0.001;
|
||||
}
|
||||
|
||||
// Checks only transformation
|
||||
inline bool IsEqualTransformationPortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
auto diff = portal.TransformPosition(FVector3(0, 0, 0)) - TransformPosition(FVector3(0, 0, 0));
|
||||
return (abs(diff.X) < 0.001 && abs(diff.Y) < 0.001 && abs(diff.Z) < 0.001);
|
||||
}
|
||||
|
||||
// Checks transformation, source and destiantion sector groups
|
||||
inline bool IsEqualPortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
return sourceSectorGroup == portal.sourceSectorGroup && targetSectorGroup == portal.targetSectorGroup && IsEqualTransformationPortal(portal);
|
||||
}
|
||||
|
||||
// Checks transformation, source and destiantion sector groups
|
||||
inline bool IsInversePortal(const LevelMeshPortal& portal) const
|
||||
{
|
||||
return sourceSectorGroup == portal.targetSectorGroup && targetSectorGroup == portal.sourceSectorGroup && IsInverseTransformationPortal(portal);
|
||||
}
|
||||
};
|
||||
|
||||
// for use with std::set to recursively go through portals and skip returning portals
|
||||
struct RecursivePortalComparator
|
||||
{
|
||||
bool operator()(const LevelMeshPortal& a, const LevelMeshPortal& b) const
|
||||
{
|
||||
return !a.IsInversePortal(b) && std::memcmp(&a.transformation, &b.transformation, sizeof(VSMatrix)) < 0;
|
||||
}
|
||||
};
|
||||
|
||||
// for use with std::map to reject portals which have the same effect for light rays
|
||||
struct IdenticalPortalComparator
|
||||
{
|
||||
bool operator()(const LevelMeshPortal& a, const LevelMeshPortal& b) const
|
||||
{
|
||||
return !a.IsEqualPortal(b) && std::memcmp(&a.transformation, &b.transformation, sizeof(VSMatrix)) < 0;
|
||||
}
|
||||
};
|
45
src/lightmapper/hw_levelmeshsurface.h
Normal file
45
src/lightmapper/hw_levelmeshsurface.h
Normal file
|
@ -0,0 +1,45 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "framework/tarray.h"
|
||||
#include "framework/vectors.h"
|
||||
#include "framework/matrix.h"
|
||||
#include "framework/bounds.h"
|
||||
#include "framework/textureid.h"
|
||||
|
||||
class LevelSubmesh;
|
||||
struct LevelMeshSurface;
|
||||
|
||||
struct LevelMeshSurface
|
||||
{
|
||||
LevelSubmesh* Submesh = nullptr;
|
||||
|
||||
struct
|
||||
{
|
||||
unsigned int StartVertIndex = 0;
|
||||
int NumVerts = 0;
|
||||
unsigned int StartElementIndex = 0;
|
||||
unsigned int NumElements = 0;
|
||||
} MeshLocation;
|
||||
|
||||
BBox Bounds;
|
||||
FVector4 Plane = FVector4(0.0f, 0.0f, 1.0f, 0.0f);
|
||||
int LightmapTileIndex = -1;
|
||||
|
||||
bool AlwaysUpdate = false;
|
||||
|
||||
FTextureID Texture = FNullTextureID();
|
||||
float Alpha = 1.0;
|
||||
|
||||
bool IsSky = false;
|
||||
int PortalIndex = 0;
|
||||
int SectorGroup = 0;
|
||||
|
||||
// Light list location in the lightmapper GPU buffers
|
||||
struct
|
||||
{
|
||||
int Pos = -1;
|
||||
int Count = 0;
|
||||
int ResetCounter = -1;
|
||||
} LightList;
|
||||
};
|
72
src/lightmapper/hw_lightmaptile.h
Normal file
72
src/lightmapper/hw_lightmaptile.h
Normal file
|
@ -0,0 +1,72 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "framework/tarray.h"
|
||||
#include "framework/vectors.h"
|
||||
#include "framework/bounds.h"
|
||||
|
||||
struct LevelMeshSurface;
|
||||
|
||||
struct LightmapTileBinding
|
||||
{
|
||||
uint32_t Type = 0;
|
||||
uint32_t TypeIndex = 0;
|
||||
uint32_t ControlSector = 0xffffffff;
|
||||
|
||||
bool operator<(const LightmapTileBinding& other) const
|
||||
{
|
||||
if (TypeIndex != other.TypeIndex) return TypeIndex < other.TypeIndex;
|
||||
if (ControlSector != other.ControlSector) return ControlSector < other.ControlSector;
|
||||
return Type < other.Type;
|
||||
}
|
||||
};
|
||||
|
||||
struct LightmapTile
|
||||
{
|
||||
// Surface location in lightmap texture
|
||||
struct
|
||||
{
|
||||
int X = 0;
|
||||
int Y = 0;
|
||||
int Width = 0;
|
||||
int Height = 0;
|
||||
int ArrayIndex = 0;
|
||||
uint32_t Area() const { return Width * Height; }
|
||||
} AtlasLocation;
|
||||
|
||||
// Calculate world coordinates to UV coordinates
|
||||
struct
|
||||
{
|
||||
FVector3 TranslateWorldToLocal = { 0.0f, 0.0f, 0.0f };
|
||||
FVector3 ProjLocalToU = { 0.0f, 0.0f, 0.0f };
|
||||
FVector3 ProjLocalToV = { 0.0f, 0.0f, 0.0f };
|
||||
} Transform;
|
||||
|
||||
LightmapTileBinding Binding;
|
||||
|
||||
// Surfaces that are visible within the lightmap tile
|
||||
TArray<LevelMeshSurface*> Surfaces;
|
||||
|
||||
BBox Bounds;
|
||||
uint16_t SampleDimension = 0;
|
||||
FVector4 Plane = FVector4(0.0f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
// True if the tile needs to be rendered into the lightmap texture before it can be used
|
||||
bool NeedsUpdate = true;
|
||||
|
||||
FVector2 ToUV(const FVector3& vert) const
|
||||
{
|
||||
FVector3 localPos = vert - Transform.TranslateWorldToLocal;
|
||||
float u = (1.0f + (localPos | Transform.ProjLocalToU)) / (AtlasLocation.Width + 2);
|
||||
float v = (1.0f + (localPos | Transform.ProjLocalToV)) / (AtlasLocation.Height + 2);
|
||||
return FVector2(u, v);
|
||||
}
|
||||
|
||||
FVector2 ToUV(const FVector3& vert, float textureSize) const
|
||||
{
|
||||
FVector3 localPos = vert - Transform.TranslateWorldToLocal;
|
||||
float u = (AtlasLocation.X + (localPos | Transform.ProjLocalToU)) / textureSize;
|
||||
float v = (AtlasLocation.Y + (localPos | Transform.ProjLocalToV)) / textureSize;
|
||||
return FVector2(u, v);
|
||||
}
|
||||
};
|
37
src/lightmapper/hw_materialstate.h
Normal file
37
src/lightmapper/hw_materialstate.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
enum
|
||||
{
|
||||
CLAMP_NONE = 0,
|
||||
CLAMP_X,
|
||||
CLAMP_Y,
|
||||
CLAMP_XY,
|
||||
CLAMP_XY_NOMIP,
|
||||
CLAMP_NOFILTER,
|
||||
CLAMP_NOFILTER_X,
|
||||
CLAMP_NOFILTER_Y,
|
||||
CLAMP_NOFILTER_XY,
|
||||
CLAMP_CAMTEX,
|
||||
NUMSAMPLERS
|
||||
};
|
||||
|
||||
class FMaterial;
|
||||
|
||||
struct FMaterialState
|
||||
{
|
||||
FMaterial* mMaterial = nullptr;
|
||||
int mClampMode;
|
||||
int mTranslation;
|
||||
int mOverrideShader;
|
||||
bool mChanged;
|
||||
|
||||
void Reset()
|
||||
{
|
||||
mMaterial = nullptr;
|
||||
mTranslation = 0;
|
||||
mClampMode = CLAMP_NONE;
|
||||
mOverrideShader = -1;
|
||||
mChanged = false;
|
||||
}
|
||||
};
|
49
src/lightmapper/hw_surfaceuniforms.h
Normal file
49
src/lightmapper/hw_surfaceuniforms.h
Normal file
|
@ -0,0 +1,49 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "framework/vectors.h"
|
||||
|
||||
struct SurfaceUniforms
|
||||
{
|
||||
FVector4 uObjectColor;
|
||||
FVector4 uObjectColor2;
|
||||
FVector4 uDynLightColor;
|
||||
FVector4 uAddColor;
|
||||
FVector4 uTextureAddColor;
|
||||
FVector4 uTextureModulateColor;
|
||||
FVector4 uTextureBlendColor;
|
||||
FVector4 uFogColor;
|
||||
float uDesaturationFactor; // HWDrawInfo::SetColor
|
||||
float uInterpolationFactor;
|
||||
float timer;
|
||||
int useVertexData;
|
||||
FVector4 uVertexColor; // HWDrawInfo::SetColor
|
||||
FVector4 uVertexNormal;
|
||||
|
||||
FVector4 uGlowTopPlane;
|
||||
FVector4 uGlowTopColor;
|
||||
FVector4 uGlowBottomPlane;
|
||||
FVector4 uGlowBottomColor;
|
||||
|
||||
FVector4 uGradientTopPlane;
|
||||
FVector4 uGradientBottomPlane;
|
||||
|
||||
FVector4 uSplitTopPlane;
|
||||
FVector4 uSplitBottomPlane;
|
||||
|
||||
FVector4 uDetailParms;
|
||||
FVector4 uNpotEmulation;
|
||||
|
||||
FVector2 uClipSplit;
|
||||
FVector2 uSpecularMaterial;
|
||||
|
||||
float uLightLevel; // HWDrawInfo::SetColor
|
||||
float uFogDensity;
|
||||
float uLightFactor;
|
||||
float uLightDist;
|
||||
|
||||
float uAlphaThreshold;
|
||||
int uTextureIndex;
|
||||
float padding2;
|
||||
float padding3;
|
||||
};
|
|
@ -20,37 +20,36 @@
|
|||
**
|
||||
*/
|
||||
|
||||
#include "vk_raytrace.h"
|
||||
#include "vk_levelmesh.h"
|
||||
#include "zvulkan/vulkanbuilders.h"
|
||||
#include "vk_renderdevice.h"
|
||||
#include "hw_levelmesh.h"
|
||||
//#include "hw_material.h"
|
||||
//#include "texturemanager.h"
|
||||
|
||||
VkRaytrace::VkRaytrace(VulkanRenderDevice* fb) : fb(fb)
|
||||
VkLevelMesh::VkLevelMesh(VulkanRenderDevice* fb) : fb(fb)
|
||||
{
|
||||
useRayQuery = fb->GetDevice()->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME) && fb->GetDevice()->PhysicalDevice.Features.RayQuery.rayQuery;
|
||||
|
||||
SetLevelMesh(nullptr);
|
||||
}
|
||||
|
||||
void VkRaytrace::SetLevelMesh(LevelMesh* mesh)
|
||||
void VkLevelMesh::SetLevelMesh(LevelMesh* mesh)
|
||||
{
|
||||
if (!mesh)
|
||||
mesh = &NullMesh;
|
||||
|
||||
Reset();
|
||||
Mesh = mesh;
|
||||
CreateVulkanObjects();
|
||||
}
|
||||
|
||||
void VkRaytrace::Reset()
|
||||
void VkLevelMesh::Reset()
|
||||
{
|
||||
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
|
||||
deletelist->Add(std::move(VertexBuffer));
|
||||
deletelist->Add(std::move(UniformIndexBuffer));
|
||||
deletelist->Add(std::move(IndexBuffer));
|
||||
deletelist->Add(std::move(NodeBuffer));
|
||||
deletelist->Add(std::move(SurfaceBuffer));
|
||||
deletelist->Add(std::move(UniformsBuffer));
|
||||
deletelist->Add(std::move(SurfaceIndexBuffer));
|
||||
deletelist->Add(std::move(PortalBuffer));
|
||||
deletelist->Add(std::move(StaticBLAS.ScratchBuffer));
|
||||
|
@ -60,301 +59,136 @@ void VkRaytrace::Reset()
|
|||
deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
|
||||
deletelist->Add(std::move(DynamicBLAS.AccelStruct));
|
||||
deletelist->Add(std::move(TopLevelAS.TransferBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.ScratchBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.ScratchBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.AccelStructBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.AccelStruct));
|
||||
}
|
||||
|
||||
void VkRaytrace::CreateVulkanObjects()
|
||||
void VkLevelMesh::CreateVulkanObjects()
|
||||
{
|
||||
Reset();
|
||||
CreateBuffers();
|
||||
UploadMeshes(false);
|
||||
|
||||
if (useRayQuery)
|
||||
{
|
||||
// Wait for uploads to finish
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
CreateStaticBLAS();
|
||||
CreateDynamicBLAS();
|
||||
CreateTLASInstanceBuffer();
|
||||
|
||||
UploadTLASInstanceBuffer();
|
||||
|
||||
// Wait for bottom level builds to finish before using it as input to a toplevel accel structure. Also wait for the instance buffer upload to complete.
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR | VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
|
||||
|
||||
CreateTopLevelAS();
|
||||
|
||||
// Finish building the accel struct before using it from the shaders
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Uploads must finish before we can read from the shaders
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
void VkRaytrace::BeginFrame()
|
||||
void VkLevelMesh::BeginFrame()
|
||||
{
|
||||
UploadMeshes(true);
|
||||
|
||||
if (useRayQuery)
|
||||
{
|
||||
UpdateDynamicBLAS();
|
||||
// Wait for uploads to finish
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
// Create a new dynamic BLAS
|
||||
|
||||
// To do: we should reuse the buffers. However this requires we know when the command buffers are completely done with them first.
|
||||
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
|
||||
deletelist->Add(std::move(DynamicBLAS.ScratchBuffer));
|
||||
deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
|
||||
deletelist->Add(std::move(DynamicBLAS.AccelStruct));
|
||||
deletelist->Add(std::move(TopLevelAS.TransferBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
|
||||
|
||||
DynamicBLAS = CreateBLAS(Mesh->DynamicMesh.get(), true, Mesh->StaticMesh->Mesh.Vertices.Size(), Mesh->StaticMesh->Mesh.Indexes.Size());
|
||||
|
||||
CreateTLASInstanceBuffer();
|
||||
UploadTLASInstanceBuffer();
|
||||
|
||||
// Wait for bottom level builds to finish before using it as input to a toplevel accel structure. Also wait for the instance buffer upload to complete.
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR | VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR | VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR | VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
|
||||
|
||||
UpdateTopLevelAS();
|
||||
|
||||
// Finish building the accel struct before using it from the shaders
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Uploads must finish before we can read from the shaders
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
void VkRaytrace::UploadMeshes(bool dynamicOnly)
|
||||
void VkLevelMesh::UploadMeshes(bool dynamicOnly)
|
||||
{
|
||||
TArray<SubmeshBufferLocation> locations(2);
|
||||
|
||||
// Find submesh buffer sizes
|
||||
for (LevelSubmesh* submesh : { Mesh->StaticMesh.get(), Mesh->DynamicMesh.get() })
|
||||
{
|
||||
SubmeshBufferLocation location;
|
||||
location.Submesh = submesh;
|
||||
location.VertexSize = submesh->MeshVertices.Size();
|
||||
location.IndexSize = submesh->MeshElements.Size();
|
||||
location.NodeSize = (int)submesh->Collision->get_nodes().size();
|
||||
location.SurfaceIndexSize = submesh->MeshSurfaceIndexes.Size();
|
||||
location.SurfaceSize = submesh->GetSurfaceCount();
|
||||
locations.Push(location);
|
||||
}
|
||||
|
||||
// Find submesh locations in buffers
|
||||
for (unsigned int i = 1, count = locations.Size(); i < count; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& prev = locations[i - 1];
|
||||
SubmeshBufferLocation& cur = locations[i];
|
||||
cur.VertexOffset = prev.VertexOffset + prev.VertexSize;
|
||||
cur.IndexOffset = prev.IndexOffset + prev.IndexSize;
|
||||
cur.NodeOffset = prev.NodeOffset + prev.NodeSize;
|
||||
cur.SurfaceIndexOffset = prev.SurfaceIndexOffset + prev.SurfaceIndexSize;
|
||||
cur.SurfaceOffset = prev.SurfaceOffset + prev.SurfaceSize;
|
||||
|
||||
if (
|
||||
cur.VertexOffset + cur.VertexSize > GetMaxVertexBufferSize() ||
|
||||
cur.IndexOffset + cur.IndexSize > GetMaxIndexBufferSize() ||
|
||||
cur.NodeOffset + cur.NodeSize > GetMaxNodeBufferSize() ||
|
||||
cur.SurfaceOffset + cur.SurfaceSize > GetMaxSurfaceBufferSize() ||
|
||||
cur.SurfaceIndexOffset + cur.SurfaceIndexSize > GetMaxSurfaceIndexBufferSize())
|
||||
{
|
||||
I_FatalError("Dynamic accel struct buffers are too small!");
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int start = dynamicOnly;
|
||||
unsigned int end = locations.Size();
|
||||
|
||||
// Figure out how much memory we need to transfer it to the GPU
|
||||
size_t transferBufferSize = sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
transferBufferSize += cur.Submesh->MeshVertices.Size() * sizeof(SurfaceVertex);
|
||||
transferBufferSize += cur.Submesh->MeshElements.Size() * sizeof(uint32_t);
|
||||
transferBufferSize += cur.Submesh->Collision->get_nodes().size() * sizeof(CollisionNode);
|
||||
transferBufferSize += cur.Submesh->MeshSurfaceIndexes.Size() * sizeof(int);
|
||||
transferBufferSize += cur.Submesh->GetSurfaceCount() * sizeof(SurfaceInfo);
|
||||
}
|
||||
if (!dynamicOnly)
|
||||
transferBufferSize += Mesh->StaticMesh->Portals.Size() * sizeof(PortalInfo);
|
||||
|
||||
// Begin the transfer
|
||||
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
|
||||
auto transferBuffer = BufferBuilder()
|
||||
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
|
||||
.Size(transferBufferSize)
|
||||
.DebugName("UploadMeshes")
|
||||
.Create(fb->GetDevice());
|
||||
|
||||
uint8_t* data = (uint8_t*)transferBuffer->Map(0, transferBufferSize);
|
||||
size_t datapos = 0;
|
||||
|
||||
// Copy node buffer header and create a root node that merges the static and dynamic AABB trees
|
||||
if (locations[1].Submesh->Collision->get_root() != -1)
|
||||
{
|
||||
int root0 = locations[0].Submesh->Collision->get_root();
|
||||
int root1 = locations[1].Submesh->Collision->get_root();
|
||||
const auto& node0 = locations[0].Submesh->Collision->get_nodes()[root0];
|
||||
const auto& node1 = locations[1].Submesh->Collision->get_nodes()[root1];
|
||||
|
||||
FVector3 aabbMin(std::min(node0.aabb.min.X, node1.aabb.min.X), std::min(node0.aabb.min.Y, node1.aabb.min.Y), std::min(node0.aabb.min.Z, node1.aabb.min.Z));
|
||||
FVector3 aabbMax(std::max(node0.aabb.max.X, node1.aabb.max.X), std::max(node0.aabb.max.Y, node1.aabb.max.Y), std::max(node0.aabb.max.Z, node1.aabb.max.Z));
|
||||
CollisionBBox bbox(aabbMin, aabbMax);
|
||||
|
||||
CollisionNodeBufferHeader nodesHeader;
|
||||
nodesHeader.root = locations[1].NodeOffset + locations[1].NodeSize;
|
||||
|
||||
CollisionNode info;
|
||||
info.center = bbox.Center;
|
||||
info.extents = bbox.Extents;
|
||||
info.left = locations[0].NodeOffset + root0;
|
||||
info.right = locations[1].NodeOffset + root1;
|
||||
info.element_index = -1;
|
||||
|
||||
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
|
||||
*((CollisionNode*)(data + datapos + sizeof(CollisionNodeBufferHeader))) = info;
|
||||
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos + sizeof(CollisionNodeBufferHeader), sizeof(CollisionNodeBufferHeader) + nodesHeader.root * sizeof(CollisionNode), sizeof(CollisionNode));
|
||||
}
|
||||
else // second submesh is empty, just point the header at the first one
|
||||
{
|
||||
CollisionNodeBufferHeader nodesHeader;
|
||||
nodesHeader.root = locations[0].Submesh->Collision->get_root();
|
||||
|
||||
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
|
||||
}
|
||||
datapos += sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
|
||||
|
||||
// Copy vertices
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
SurfaceVertex* vertices = (SurfaceVertex*)(data + datapos);
|
||||
for (int j = 0, count = submesh->MeshVertices.Size(); j < count; ++j)
|
||||
*(vertices++) = { { submesh->MeshVertices[j], 1.0f }, submesh->MeshVertexUVs[j], float(j), j + 10000.0f };
|
||||
|
||||
size_t copysize = submesh->MeshVertices.Size() * sizeof(SurfaceVertex);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), VertexBuffer.get(), datapos, cur.VertexOffset * sizeof(SurfaceVertex), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
|
||||
// Copy indexes
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
uint32_t* indexes = (uint32_t*)(data + datapos);
|
||||
for (int j = 0, count = submesh->MeshElements.Size(); j < count; ++j)
|
||||
*(indexes++) = cur.VertexOffset + submesh->MeshElements[j];
|
||||
|
||||
size_t copysize = submesh->MeshElements.Size() * sizeof(uint32_t);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), IndexBuffer.get(), datapos, cur.IndexOffset * sizeof(uint32_t), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
|
||||
// Copy collision nodes
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
CollisionNode* nodes = (CollisionNode*)(data + datapos);
|
||||
for (auto& node : submesh->Collision->get_nodes())
|
||||
{
|
||||
CollisionNode info;
|
||||
info.center = node.aabb.Center;
|
||||
info.extents = node.aabb.Extents;
|
||||
info.left = node.left != -1 ? node.left + cur.NodeOffset : -1;
|
||||
info.right = node.right != -1 ? node.right + cur.NodeOffset : -1;
|
||||
info.element_index = node.element_index != -1 ? node.element_index + cur.IndexOffset : -1;
|
||||
*(nodes++) = info;
|
||||
}
|
||||
|
||||
size_t copysize = submesh->Collision->get_nodes().size() * sizeof(CollisionNode);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), NodeBuffer.get(), datapos, +sizeof(CollisionNodeBufferHeader) + cur.NodeOffset * sizeof(CollisionNode), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
|
||||
// Copy surface indexes
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
int* indexes = (int*)(data + datapos);
|
||||
for (int j = 0, count = submesh->MeshSurfaceIndexes.Size(); j < count; ++j)
|
||||
*(indexes++) = cur.SurfaceIndexOffset + submesh->MeshSurfaceIndexes[j];
|
||||
|
||||
size_t copysize = submesh->MeshSurfaceIndexes.Size() * sizeof(int);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), SurfaceIndexBuffer.get(), datapos, cur.SurfaceIndexOffset * sizeof(int), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
|
||||
// Copy surfaces
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
SurfaceInfo* surfaces = (SurfaceInfo*)(data + datapos);
|
||||
for (int j = 0, count = submesh->GetSurfaceCount(); j < count; ++j)
|
||||
{
|
||||
LevelMeshSurface* surface = submesh->GetSurface(j);
|
||||
|
||||
SurfaceInfo info;
|
||||
info.Normal = surface->plane.XYZ();
|
||||
info.PortalIndex = surface->portalIndex;
|
||||
info.SamplingDistance = (float)surface->sampleDimension;
|
||||
info.Sky = surface->bSky;
|
||||
if (surface->texture.isValid())
|
||||
{
|
||||
info.TextureIndex = fb->GetBindlessTextureIndex(surface->texture);
|
||||
}
|
||||
else
|
||||
{
|
||||
info.TextureIndex = -1;
|
||||
}
|
||||
info.Alpha = surface->alpha;
|
||||
|
||||
*(surfaces++) = info;
|
||||
}
|
||||
|
||||
size_t copysize = submesh->GetSurfaceCount() * sizeof(SurfaceInfo);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), SurfaceBuffer.get(), datapos, cur.SurfaceOffset * sizeof(SurfaceInfo), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
|
||||
// Copy portals
|
||||
if (!dynamicOnly)
|
||||
{
|
||||
PortalInfo* portals = (PortalInfo*)(data + datapos);
|
||||
for (auto& portal : Mesh->StaticMesh->Portals)
|
||||
{
|
||||
PortalInfo info;
|
||||
info.transformation = portal.transformation;
|
||||
*(portals++) = info;
|
||||
}
|
||||
|
||||
size_t copysize = Mesh->StaticMesh->Portals.Size() * sizeof(PortalInfo);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), PortalBuffer.get(), datapos, 0, copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
|
||||
assert(datapos == transferBufferSize);
|
||||
|
||||
// End the transfer
|
||||
transferBuffer->Unmap();
|
||||
|
||||
fb->GetCommands()->TransferDeleteList->Add(std::move(transferBuffer));
|
||||
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, useRayQuery ? VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR : VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, useRayQuery ? VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR : VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
VkLevelMeshUploader uploader(this);
|
||||
uploader.Upload(dynamicOnly);
|
||||
}
|
||||
|
||||
int VkRaytrace::GetMaxVertexBufferSize()
|
||||
int VkLevelMesh::GetMaxVertexBufferSize()
|
||||
{
|
||||
return Mesh->StaticMesh->MeshVertices.Size() + MaxDynamicVertices;
|
||||
return Mesh->StaticMesh->Mesh.Vertices.Size() + MaxDynamicVertices;
|
||||
}
|
||||
|
||||
int VkRaytrace::GetMaxIndexBufferSize()
|
||||
int VkLevelMesh::GetMaxIndexBufferSize()
|
||||
{
|
||||
return Mesh->StaticMesh->MeshElements.Size() + MaxDynamicIndexes;
|
||||
return Mesh->StaticMesh->Mesh.Indexes.Size() + MaxDynamicIndexes;
|
||||
}
|
||||
|
||||
int VkRaytrace::GetMaxNodeBufferSize()
|
||||
int VkLevelMesh::GetMaxNodeBufferSize()
|
||||
{
|
||||
return (int)Mesh->StaticMesh->Collision->get_nodes().size() + MaxDynamicNodes + 1; // + 1 for the merge root node
|
||||
}
|
||||
|
||||
int VkRaytrace::GetMaxSurfaceBufferSize()
|
||||
int VkLevelMesh::GetMaxSurfaceBufferSize()
|
||||
{
|
||||
return Mesh->StaticMesh->GetSurfaceCount() + MaxDynamicSurfaces;
|
||||
}
|
||||
|
||||
int VkRaytrace::GetMaxSurfaceIndexBufferSize()
|
||||
int VkLevelMesh::GetMaxUniformsBufferSize()
|
||||
{
|
||||
return Mesh->StaticMesh->MeshSurfaceIndexes.Size() + MaxDynamicSurfaceIndexes;
|
||||
return Mesh->StaticMesh->Mesh.Uniforms.Size() + MaxDynamicUniforms;
|
||||
}
|
||||
|
||||
void VkRaytrace::CreateBuffers()
|
||||
int VkLevelMesh::GetMaxSurfaceIndexBufferSize()
|
||||
{
|
||||
return Mesh->StaticMesh->Mesh.SurfaceIndexes.Size() + MaxDynamicSurfaceIndexes;
|
||||
}
|
||||
|
||||
void VkLevelMesh::CreateBuffers()
|
||||
{
|
||||
VertexBuffer = BufferBuilder()
|
||||
.Usage(
|
||||
|
@ -364,10 +198,18 @@ void VkRaytrace::CreateBuffers()
|
|||
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
|
||||
VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
|
||||
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
|
||||
.Size(GetMaxVertexBufferSize() * sizeof(SurfaceVertex))
|
||||
.Size(GetMaxVertexBufferSize() * sizeof(FFlatVertex))
|
||||
.DebugName("VertexBuffer")
|
||||
.Create(fb->GetDevice());
|
||||
|
||||
UniformIndexBuffer = BufferBuilder()
|
||||
.Usage(
|
||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
|
||||
VK_BUFFER_USAGE_TRANSFER_DST_BIT)
|
||||
.Size(GetMaxVertexBufferSize() * sizeof(int))
|
||||
.DebugName("UniformIndexes")
|
||||
.Create(fb->GetDevice());
|
||||
|
||||
IndexBuffer = BufferBuilder()
|
||||
.Usage(
|
||||
VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
|
||||
|
@ -398,14 +240,20 @@ void VkRaytrace::CreateBuffers()
|
|||
.DebugName("SurfaceBuffer")
|
||||
.Create(fb->GetDevice());
|
||||
|
||||
UniformsBuffer = BufferBuilder()
|
||||
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
|
||||
.Size(GetMaxUniformsBufferSize() * sizeof(SurfaceUniforms))
|
||||
.DebugName("SurfaceUniformsBuffer")
|
||||
.Create(fb->GetDevice());
|
||||
|
||||
PortalBuffer = BufferBuilder()
|
||||
.Usage(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT)
|
||||
.Size(Mesh->StaticMesh->Portals.Size() * sizeof(PortalInfo))
|
||||
.Size(Mesh->Portals.Size() * sizeof(PortalInfo))
|
||||
.DebugName("PortalBuffer")
|
||||
.Create(fb->GetDevice());
|
||||
}
|
||||
|
||||
VkRaytrace::BLAS VkRaytrace::CreateBLAS(LevelSubmesh* submesh, bool preferFastBuild, int vertexOffset, int indexOffset)
|
||||
VkLevelMesh::BLAS VkLevelMesh::CreateBLAS(LevelSubmesh* submesh, bool preferFastBuild, int vertexOffset, int indexOffset)
|
||||
{
|
||||
BLAS blas;
|
||||
|
||||
|
@ -418,10 +266,10 @@ VkRaytrace::BLAS VkRaytrace::CreateBLAS(LevelSubmesh* submesh, bool preferFastBu
|
|||
accelStructBLDesc.geometry.triangles = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR };
|
||||
accelStructBLDesc.geometry.triangles.vertexFormat = VK_FORMAT_R32G32B32A32_SFLOAT;
|
||||
accelStructBLDesc.geometry.triangles.vertexData.deviceAddress = VertexBuffer->GetDeviceAddress();
|
||||
accelStructBLDesc.geometry.triangles.vertexStride = sizeof(SurfaceVertex);
|
||||
accelStructBLDesc.geometry.triangles.vertexStride = sizeof(FFlatVertex);
|
||||
accelStructBLDesc.geometry.triangles.indexType = VK_INDEX_TYPE_UINT32;
|
||||
accelStructBLDesc.geometry.triangles.indexData.deviceAddress = IndexBuffer->GetDeviceAddress() + indexOffset * sizeof(uint32_t);
|
||||
accelStructBLDesc.geometry.triangles.maxVertex = vertexOffset + submesh->MeshVertices.Size() - 1;
|
||||
accelStructBLDesc.geometry.triangles.maxVertex = vertexOffset + submesh->Mesh.Vertices.Size() - 1;
|
||||
|
||||
buildInfo.type = VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR;
|
||||
buildInfo.flags = preferFastBuild ? VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR : VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR;
|
||||
|
@ -429,7 +277,7 @@ VkRaytrace::BLAS VkRaytrace::CreateBLAS(LevelSubmesh* submesh, bool preferFastBu
|
|||
buildInfo.geometryCount = 1;
|
||||
buildInfo.ppGeometries = geometries;
|
||||
|
||||
uint32_t maxPrimitiveCount = submesh->MeshElements.Size() / 3;
|
||||
uint32_t maxPrimitiveCount = submesh->Mesh.Indexes.Size() / 3;
|
||||
|
||||
VkAccelerationStructureBuildSizesInfoKHR sizeInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR };
|
||||
vkGetAccelerationStructureBuildSizesKHR(fb->GetDevice()->device, VK_ACCELERATION_STRUCTURE_BUILD_TYPE_DEVICE_KHR, &buildInfo, &maxPrimitiveCount, &sizeInfo);
|
||||
|
@ -462,48 +310,21 @@ VkRaytrace::BLAS VkRaytrace::CreateBLAS(LevelSubmesh* submesh, bool preferFastBu
|
|||
|
||||
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
|
||||
|
||||
// Finish building before using it as input to a toplevel accel structure
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
|
||||
|
||||
return blas;
|
||||
}
|
||||
|
||||
void VkRaytrace::CreateStaticBLAS()
|
||||
void VkLevelMesh::CreateStaticBLAS()
|
||||
{
|
||||
StaticBLAS = CreateBLAS(Mesh->StaticMesh.get(), false, 0, 0);
|
||||
}
|
||||
|
||||
void VkRaytrace::CreateDynamicBLAS()
|
||||
void VkLevelMesh::CreateDynamicBLAS()
|
||||
{
|
||||
DynamicBLAS = CreateBLAS(Mesh->DynamicMesh.get(), true, Mesh->StaticMesh->MeshVertices.Size(), Mesh->StaticMesh->MeshElements.Size());
|
||||
DynamicBLAS = CreateBLAS(Mesh->DynamicMesh.get(), true, Mesh->StaticMesh->Mesh.Vertices.Size(), Mesh->StaticMesh->Mesh.Indexes.Size());
|
||||
}
|
||||
|
||||
void VkRaytrace::CreateTopLevelAS()
|
||||
void VkLevelMesh::CreateTLASInstanceBuffer()
|
||||
{
|
||||
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
|
||||
deletelist->Add(std::move(TopLevelAS.TransferBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.ScratchBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.InstanceBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.AccelStructBuffer));
|
||||
deletelist->Add(std::move(TopLevelAS.AccelStruct));
|
||||
|
||||
VkAccelerationStructureInstanceKHR instances[2] = {};
|
||||
instances[0].transform.matrix[0][0] = 1.0f;
|
||||
instances[0].transform.matrix[1][1] = 1.0f;
|
||||
instances[0].transform.matrix[2][2] = 1.0f;
|
||||
instances[0].mask = 0xff;
|
||||
instances[0].flags = 0;
|
||||
instances[0].accelerationStructureReference = StaticBLAS.AccelStruct->GetDeviceAddress();
|
||||
|
||||
instances[1].transform.matrix[0][0] = 1.0f;
|
||||
instances[1].transform.matrix[1][1] = 1.0f;
|
||||
instances[1].transform.matrix[2][2] = 1.0f;
|
||||
instances[1].mask = 0xff;
|
||||
instances[1].flags = 0;
|
||||
instances[1].accelerationStructureReference = DynamicBLAS.AccelStruct->GetDeviceAddress();
|
||||
|
||||
TopLevelAS.TransferBuffer = BufferBuilder()
|
||||
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
|
||||
.Size(sizeof(VkAccelerationStructureInstanceKHR) * 2)
|
||||
|
@ -515,18 +336,10 @@ void VkRaytrace::CreateTopLevelAS()
|
|||
.Size(sizeof(VkAccelerationStructureInstanceKHR) * 2)
|
||||
.DebugName("TopLevelAS.InstanceBuffer")
|
||||
.Create(fb->GetDevice());
|
||||
}
|
||||
|
||||
auto data = (uint8_t*)TopLevelAS.TransferBuffer->Map(0, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
||||
memcpy(data, instances, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
||||
TopLevelAS.TransferBuffer->Unmap();
|
||||
|
||||
fb->GetCommands()->GetTransferCommands()->copyBuffer(TopLevelAS.TransferBuffer.get(), TopLevelAS.InstanceBuffer.get());
|
||||
|
||||
// Finish transfering before using it as input
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
|
||||
|
||||
void VkLevelMesh::CreateTopLevelAS()
|
||||
{
|
||||
VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
|
||||
VkAccelerationStructureGeometryKHR accelStructTLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
|
||||
VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructTLDesc };
|
||||
|
@ -573,53 +386,10 @@ void VkRaytrace::CreateTopLevelAS()
|
|||
rangeInfo.primitiveCount = 2;
|
||||
|
||||
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
|
||||
|
||||
// Finish building the accel struct before using as input in a fragment shader
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
}
|
||||
|
||||
void VkRaytrace::UpdateDynamicBLAS()
|
||||
void VkLevelMesh::UpdateTopLevelAS()
|
||||
{
|
||||
// To do: should we reuse the buffers?
|
||||
|
||||
auto deletelist = fb->GetCommands()->DrawDeleteList.get();
|
||||
deletelist->Add(std::move(DynamicBLAS.ScratchBuffer));
|
||||
deletelist->Add(std::move(DynamicBLAS.AccelStructBuffer));
|
||||
deletelist->Add(std::move(DynamicBLAS.AccelStruct));
|
||||
|
||||
DynamicBLAS = CreateBLAS(Mesh->DynamicMesh.get(), true, Mesh->StaticMesh->MeshVertices.Size(), Mesh->StaticMesh->MeshElements.Size());
|
||||
}
|
||||
|
||||
void VkRaytrace::UpdateTopLevelAS()
|
||||
{
|
||||
VkAccelerationStructureInstanceKHR instances[2] = {};
|
||||
instances[0].transform.matrix[0][0] = 1.0f;
|
||||
instances[0].transform.matrix[1][1] = 1.0f;
|
||||
instances[0].transform.matrix[2][2] = 1.0f;
|
||||
instances[0].mask = 0xff;
|
||||
instances[0].flags = 0;
|
||||
instances[0].accelerationStructureReference = StaticBLAS.AccelStruct->GetDeviceAddress();
|
||||
|
||||
instances[1].transform.matrix[0][0] = 1.0f;
|
||||
instances[1].transform.matrix[1][1] = 1.0f;
|
||||
instances[1].transform.matrix[2][2] = 1.0f;
|
||||
instances[1].mask = 0xff;
|
||||
instances[1].flags = 0;
|
||||
instances[1].accelerationStructureReference = DynamicBLAS.AccelStruct->GetDeviceAddress();
|
||||
|
||||
auto data = (uint8_t*)TopLevelAS.TransferBuffer->Map(0, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
||||
memcpy(data, instances, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
||||
TopLevelAS.TransferBuffer->Unmap();
|
||||
|
||||
fb->GetCommands()->GetTransferCommands()->copyBuffer(TopLevelAS.TransferBuffer.get(), TopLevelAS.InstanceBuffer.get());
|
||||
|
||||
// Finish transfering before using it as input
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
|
||||
|
||||
VkAccelerationStructureBuildGeometryInfoKHR buildInfo = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_GEOMETRY_INFO_KHR };
|
||||
VkAccelerationStructureGeometryKHR accelStructTLDesc = { VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_KHR };
|
||||
VkAccelerationStructureGeometryKHR* geometries[] = { &accelStructTLDesc };
|
||||
|
@ -642,10 +412,373 @@ void VkRaytrace::UpdateTopLevelAS()
|
|||
rangeInfo.primitiveCount = 2;
|
||||
|
||||
fb->GetCommands()->GetTransferCommands()->buildAccelerationStructures(1, &buildInfo, rangeInfos);
|
||||
|
||||
// Finish building the accel struct before using as input in a fragment shader
|
||||
PipelineBarrier()
|
||||
.AddMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_SHADER_READ_BIT)
|
||||
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
}
|
||||
|
||||
void VkLevelMesh::UploadTLASInstanceBuffer()
|
||||
{
|
||||
VkAccelerationStructureInstanceKHR instances[2] = {};
|
||||
instances[0].transform.matrix[0][0] = 1.0f;
|
||||
instances[0].transform.matrix[1][1] = 1.0f;
|
||||
instances[0].transform.matrix[2][2] = 1.0f;
|
||||
instances[0].mask = 0xff;
|
||||
instances[0].flags = 0;
|
||||
instances[0].accelerationStructureReference = StaticBLAS.AccelStruct->GetDeviceAddress();
|
||||
|
||||
instances[1].transform.matrix[0][0] = 1.0f;
|
||||
instances[1].transform.matrix[1][1] = 1.0f;
|
||||
instances[1].transform.matrix[2][2] = 1.0f;
|
||||
instances[1].mask = 0xff;
|
||||
instances[1].flags = 0;
|
||||
instances[1].accelerationStructureReference = DynamicBLAS.AccelStruct->GetDeviceAddress();
|
||||
|
||||
auto data = (uint8_t*)TopLevelAS.TransferBuffer->Map(0, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
||||
memcpy(data, instances, sizeof(VkAccelerationStructureInstanceKHR) * 2);
|
||||
TopLevelAS.TransferBuffer->Unmap();
|
||||
|
||||
fb->GetCommands()->GetTransferCommands()->copyBuffer(TopLevelAS.TransferBuffer.get(), TopLevelAS.InstanceBuffer.get());
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
VkLevelMeshUploader::VkLevelMeshUploader(VkLevelMesh* mesh) : Mesh(mesh)
|
||||
{
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::Upload(bool dynamicOnly)
|
||||
{
|
||||
UpdateSizes();
|
||||
UpdateLocations();
|
||||
|
||||
start = dynamicOnly;
|
||||
end = locations.Size();
|
||||
|
||||
size_t transferBufferSize = GetTransferSize();
|
||||
if (transferBufferSize == 0)
|
||||
return;
|
||||
|
||||
BeginTransfer(transferBufferSize);
|
||||
|
||||
UploadNodes();
|
||||
UploadVertices();
|
||||
UploadUniformIndexes();
|
||||
UploadIndexes();
|
||||
UploadSurfaceIndexes();
|
||||
UploadSurfaces();
|
||||
UploadUniforms();
|
||||
UploadPortals();
|
||||
|
||||
EndTransfer(transferBufferSize);
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::BeginTransfer(size_t transferBufferSize)
|
||||
{
|
||||
cmdbuffer = Mesh->fb->GetCommands()->GetTransferCommands();
|
||||
transferBuffer = BufferBuilder()
|
||||
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
|
||||
.Size(transferBufferSize)
|
||||
.DebugName("UploadMeshes")
|
||||
.Create(Mesh->fb->GetDevice());
|
||||
|
||||
data = (uint8_t*)transferBuffer->Map(0, transferBufferSize);
|
||||
datapos = 0;
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::EndTransfer(size_t transferBufferSize)
|
||||
{
|
||||
assert(datapos == transferBufferSize);
|
||||
|
||||
transferBuffer->Unmap();
|
||||
Mesh->fb->GetCommands()->TransferDeleteList->Add(std::move(transferBuffer));
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadNodes()
|
||||
{
|
||||
// Copy node buffer header and create a root node that merges the static and dynamic AABB trees
|
||||
if (locations[1].Submesh->Collision->get_root() != -1)
|
||||
{
|
||||
int root0 = locations[0].Submesh->Collision->get_root();
|
||||
int root1 = locations[1].Submesh->Collision->get_root();
|
||||
const auto& node0 = locations[0].Submesh->Collision->get_nodes()[root0];
|
||||
const auto& node1 = locations[1].Submesh->Collision->get_nodes()[root1];
|
||||
|
||||
FVector3 aabbMin(std::min(node0.aabb.min.X, node1.aabb.min.X), std::min(node0.aabb.min.Y, node1.aabb.min.Y), std::min(node0.aabb.min.Z, node1.aabb.min.Z));
|
||||
FVector3 aabbMax(std::max(node0.aabb.max.X, node1.aabb.max.X), std::max(node0.aabb.max.Y, node1.aabb.max.Y), std::max(node0.aabb.max.Z, node1.aabb.max.Z));
|
||||
CollisionBBox bbox(aabbMin, aabbMax);
|
||||
|
||||
CollisionNodeBufferHeader nodesHeader;
|
||||
nodesHeader.root = locations[1].Node.Offset + locations[1].Node.Size;
|
||||
|
||||
CollisionNode info;
|
||||
info.center = bbox.Center;
|
||||
info.extents = bbox.Extents;
|
||||
info.left = locations[0].Node.Offset + root0;
|
||||
info.right = locations[1].Node.Offset + root1;
|
||||
info.element_index = -1;
|
||||
|
||||
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
|
||||
*((CollisionNode*)(data + datapos + sizeof(CollisionNodeBufferHeader))) = info;
|
||||
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos + sizeof(CollisionNodeBufferHeader), sizeof(CollisionNodeBufferHeader) + nodesHeader.root * sizeof(CollisionNode), sizeof(CollisionNode));
|
||||
}
|
||||
else // second submesh is empty, just point the header at the first one
|
||||
{
|
||||
CollisionNodeBufferHeader nodesHeader;
|
||||
nodesHeader.root = locations[0].Submesh->Collision->get_root();
|
||||
|
||||
*((CollisionNodeBufferHeader*)(data + datapos)) = nodesHeader;
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, 0, sizeof(CollisionNodeBufferHeader));
|
||||
}
|
||||
datapos += sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
|
||||
|
||||
// Copy collision nodes
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
CollisionNode* nodes = (CollisionNode*)(data + datapos);
|
||||
for (auto& node : submesh->Collision->get_nodes())
|
||||
{
|
||||
CollisionNode info;
|
||||
info.center = node.aabb.Center;
|
||||
info.extents = node.aabb.Extents;
|
||||
info.left = node.left != -1 ? node.left + cur.Node.Offset : -1;
|
||||
info.right = node.right != -1 ? node.right + cur.Node.Offset : -1;
|
||||
info.element_index = node.element_index != -1 ? node.element_index + cur.Index.Offset : -1;
|
||||
*(nodes++) = info;
|
||||
}
|
||||
|
||||
size_t copysize = submesh->Collision->get_nodes().size() * sizeof(CollisionNode);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->NodeBuffer.get(), datapos, +sizeof(CollisionNodeBufferHeader) + cur.Node.Offset * sizeof(CollisionNode), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadVertices()
|
||||
{
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
size_t copysize = submesh->Mesh.Vertices.Size() * sizeof(FFlatVertex);
|
||||
memcpy(data + datapos, submesh->Mesh.Vertices.Data(), copysize);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->VertexBuffer.get(), datapos, cur.Vertex.Offset * sizeof(FFlatVertex), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadUniformIndexes()
|
||||
{
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
size_t copysize = submesh->Mesh.UniformIndexes.Size() * sizeof(int);
|
||||
memcpy(data + datapos, submesh->Mesh.UniformIndexes.Data(), copysize);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->UniformIndexBuffer.get(), datapos, cur.UniformIndexes.Offset * sizeof(int), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadIndexes()
|
||||
{
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
uint32_t* indexes = (uint32_t*)(data + datapos);
|
||||
for (int j = 0, count = submesh->Mesh.Indexes.Size(); j < count; ++j)
|
||||
*(indexes++) = cur.Vertex.Offset + submesh->Mesh.Indexes[j];
|
||||
|
||||
size_t copysize = submesh->Mesh.Indexes.Size() * sizeof(uint32_t);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->IndexBuffer.get(), datapos, cur.Index.Offset * sizeof(uint32_t), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadSurfaceIndexes()
|
||||
{
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
int* indexes = (int*)(data + datapos);
|
||||
for (int j = 0, count = submesh->Mesh.SurfaceIndexes.Size(); j < count; ++j)
|
||||
*(indexes++) = cur.SurfaceIndex.Offset + submesh->Mesh.SurfaceIndexes[j];
|
||||
|
||||
size_t copysize = submesh->Mesh.SurfaceIndexes.Size() * sizeof(int);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->SurfaceIndexBuffer.get(), datapos, cur.SurfaceIndex.Offset * sizeof(int), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadSurfaces()
|
||||
{
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
SurfaceInfo* surfaces = (SurfaceInfo*)(data + datapos);
|
||||
for (int j = 0, count = submesh->GetSurfaceCount(); j < count; ++j)
|
||||
{
|
||||
LevelMeshSurface* surface = submesh->GetSurface(j);
|
||||
|
||||
SurfaceInfo info;
|
||||
info.Normal = FVector3(surface->Plane.X, surface->Plane.Z, surface->Plane.Y);
|
||||
info.PortalIndex = surface->PortalIndex;
|
||||
info.Sky = surface->IsSky;
|
||||
info.Alpha = surface->Alpha;
|
||||
if (surface->Texture.isValid())
|
||||
{
|
||||
#ifdef NEEDS_PORTING
|
||||
auto mat = FMaterial::ValidateTexture(surface->Texture, 0);
|
||||
info.TextureIndex = Mesh->fb->GetBindlessTextureIndex(mat, CLAMP_NONE, 0);
|
||||
#else
|
||||
info.TextureIndex = 0;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
info.TextureIndex = 0;
|
||||
}
|
||||
|
||||
*(surfaces++) = info;
|
||||
}
|
||||
|
||||
size_t copysize = submesh->GetSurfaceCount() * sizeof(SurfaceInfo);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->SurfaceBuffer.get(), datapos, cur.Surface.Offset * sizeof(SurfaceInfo), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadUniforms()
|
||||
{
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
auto submesh = cur.Submesh;
|
||||
|
||||
for (int j = 0, count = submesh->Mesh.Uniforms.Size(); j < count; j++)
|
||||
{
|
||||
auto& surfaceUniforms = submesh->Mesh.Uniforms[j];
|
||||
auto& material = submesh->Mesh.Materials[j];
|
||||
if (material.mMaterial)
|
||||
{
|
||||
#ifdef NEEDS_PORTING
|
||||
auto source = material.mMaterial->Source();
|
||||
surfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
|
||||
surfaceUniforms.uTextureIndex = Mesh->fb->GetBindlessTextureIndex(material.mMaterial, material.mClampMode, material.mTranslation);
|
||||
#else
|
||||
surfaceUniforms.uTextureIndex = 0;
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
surfaceUniforms.uTextureIndex = 0;
|
||||
}
|
||||
}
|
||||
|
||||
SurfaceUniforms* uniforms = (SurfaceUniforms*)(data + datapos);
|
||||
size_t copysize = submesh->Mesh.Uniforms.Size() * sizeof(SurfaceUniforms);
|
||||
memcpy(uniforms, submesh->Mesh.Uniforms.Data(), copysize);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->UniformsBuffer.get(), datapos, cur.Uniforms.Offset * sizeof(SurfaceUniforms), copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UploadPortals()
|
||||
{
|
||||
if (start == 0)
|
||||
{
|
||||
PortalInfo* portals = (PortalInfo*)(data + datapos);
|
||||
for (auto& portal : Mesh->Mesh->Portals)
|
||||
{
|
||||
PortalInfo info;
|
||||
info.transformation = portal.transformation;
|
||||
*(portals++) = info;
|
||||
}
|
||||
|
||||
size_t copysize = Mesh->Mesh->Portals.Size() * sizeof(PortalInfo);
|
||||
if (copysize > 0)
|
||||
cmdbuffer->copyBuffer(transferBuffer.get(), Mesh->PortalBuffer.get(), datapos, 0, copysize);
|
||||
datapos += copysize;
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UpdateSizes()
|
||||
{
|
||||
for (LevelSubmesh* submesh : { Mesh->GetMesh()->StaticMesh.get(), Mesh->GetMesh()->DynamicMesh.get() })
|
||||
{
|
||||
SubmeshBufferLocation location;
|
||||
location.Submesh = submesh;
|
||||
location.Vertex.Size = submesh->Mesh.Vertices.Size();
|
||||
location.Index.Size = submesh->Mesh.Indexes.Size();
|
||||
location.Node.Size = (int)submesh->Collision->get_nodes().size();
|
||||
location.SurfaceIndex.Size = submesh->Mesh.SurfaceIndexes.Size();
|
||||
location.Surface.Size = submesh->GetSurfaceCount();
|
||||
location.UniformIndexes.Size = submesh->Mesh.UniformIndexes.Size();
|
||||
location.Uniforms.Size = submesh->Mesh.Uniforms.Size();
|
||||
locations.Push(location);
|
||||
}
|
||||
}
|
||||
|
||||
void VkLevelMeshUploader::UpdateLocations()
|
||||
{
|
||||
for (unsigned int i = 1, count = locations.Size(); i < count; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& prev = locations[i - 1];
|
||||
SubmeshBufferLocation& cur = locations[i];
|
||||
cur.Vertex.Offset = prev.Vertex.Offset + prev.Vertex.Size;
|
||||
cur.Index.Offset = prev.Index.Offset + prev.Index.Size;
|
||||
cur.Node.Offset = prev.Node.Offset + prev.Node.Size;
|
||||
cur.SurfaceIndex.Offset = prev.SurfaceIndex.Offset + prev.SurfaceIndex.Size;
|
||||
cur.Surface.Offset = prev.Surface.Offset + prev.Surface.Size;
|
||||
cur.UniformIndexes.Offset = prev.UniformIndexes.Offset + prev.UniformIndexes.Size;
|
||||
cur.Uniforms.Offset = prev.Uniforms.Offset + prev.Uniforms.Size;
|
||||
|
||||
if (
|
||||
cur.Vertex.Offset + cur.Vertex.Size > Mesh->GetMaxVertexBufferSize() ||
|
||||
cur.Index.Offset + cur.Index.Size > Mesh->GetMaxIndexBufferSize() ||
|
||||
cur.Node.Offset + cur.Node.Size > Mesh->GetMaxNodeBufferSize() ||
|
||||
cur.SurfaceIndex.Offset + cur.SurfaceIndex.Size > Mesh->GetMaxSurfaceIndexBufferSize() ||
|
||||
cur.Surface.Offset + cur.Surface.Size > Mesh->GetMaxSurfaceBufferSize() ||
|
||||
cur.UniformIndexes.Offset + cur.UniformIndexes.Size > Mesh->GetMaxVertexBufferSize() ||
|
||||
cur.Uniforms.Offset + cur.Uniforms.Size > Mesh->GetMaxUniformsBufferSize())
|
||||
{
|
||||
I_FatalError("Dynamic accel struct buffers are too small!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
size_t VkLevelMeshUploader::GetTransferSize()
|
||||
{
|
||||
// Figure out how much memory we need to transfer it to the GPU
|
||||
size_t transferBufferSize = sizeof(CollisionNodeBufferHeader) + sizeof(CollisionNode);
|
||||
for (unsigned int i = start; i < end; i++)
|
||||
{
|
||||
const SubmeshBufferLocation& cur = locations[i];
|
||||
transferBufferSize += cur.Submesh->Mesh.Vertices.Size() * sizeof(FFlatVertex);
|
||||
transferBufferSize += cur.Submesh->Mesh.UniformIndexes.Size() * sizeof(int);
|
||||
transferBufferSize += cur.Submesh->Mesh.Indexes.Size() * sizeof(uint32_t);
|
||||
transferBufferSize += cur.Submesh->Collision->get_nodes().size() * sizeof(CollisionNode);
|
||||
transferBufferSize += cur.Submesh->Mesh.SurfaceIndexes.Size() * sizeof(int);
|
||||
transferBufferSize += cur.Submesh->GetSurfaceCount() * sizeof(SurfaceInfo);
|
||||
transferBufferSize += cur.Submesh->Mesh.Uniforms.Size() * sizeof(SurfaceUniforms);
|
||||
}
|
||||
if (start == 0)
|
||||
transferBufferSize += Mesh->GetMesh()->Portals.Size() * sizeof(PortalInfo);
|
||||
return transferBufferSize;
|
||||
}
|
|
@ -31,17 +31,10 @@ struct SurfaceInfo
|
|||
{
|
||||
FVector3 Normal;
|
||||
float Sky;
|
||||
float SamplingDistance;
|
||||
uint32_t PortalIndex;
|
||||
int32_t TextureIndex;
|
||||
float Alpha;
|
||||
};
|
||||
|
||||
struct SurfaceVertex
|
||||
{
|
||||
FVector4 pos;
|
||||
FVector2 uv;
|
||||
float Padding1, Padding2;
|
||||
float Padding;
|
||||
};
|
||||
|
||||
struct PortalInfo
|
||||
|
@ -49,37 +42,44 @@ struct PortalInfo
|
|||
VSMatrix transformation;
|
||||
};
|
||||
|
||||
struct SubmeshBufferRange
|
||||
{
|
||||
int Offset = 0;
|
||||
int Size = 0;
|
||||
};
|
||||
|
||||
struct SubmeshBufferLocation
|
||||
{
|
||||
LevelSubmesh* Submesh = nullptr;
|
||||
int VertexOffset = 0;
|
||||
int VertexSize = 0;
|
||||
int IndexOffset = 0;
|
||||
int IndexSize = 0;
|
||||
int NodeOffset = 0;
|
||||
int NodeSize = 0;
|
||||
int SurfaceIndexOffset = 0;
|
||||
int SurfaceIndexSize = 0;
|
||||
int SurfaceOffset = 0;
|
||||
int SurfaceSize = 0;
|
||||
SubmeshBufferRange Vertex;
|
||||
SubmeshBufferRange Index;
|
||||
SubmeshBufferRange Node;
|
||||
SubmeshBufferRange SurfaceIndex;
|
||||
SubmeshBufferRange Surface;
|
||||
SubmeshBufferRange UniformIndexes;
|
||||
SubmeshBufferRange Uniforms;
|
||||
};
|
||||
|
||||
class VkRaytrace
|
||||
class VkLevelMesh
|
||||
{
|
||||
public:
|
||||
VkRaytrace(VulkanRenderDevice* fb);
|
||||
VkLevelMesh(VulkanRenderDevice* fb);
|
||||
|
||||
void SetLevelMesh(LevelMesh* mesh);
|
||||
void BeginFrame();
|
||||
|
||||
VulkanAccelerationStructure* GetAccelStruct() { return TopLevelAS.AccelStruct.get(); }
|
||||
VulkanBuffer* GetVertexBuffer() { return VertexBuffer.get(); }
|
||||
VulkanBuffer* GetUniformIndexBuffer() { return UniformIndexBuffer.get(); }
|
||||
VulkanBuffer* GetIndexBuffer() { return IndexBuffer.get(); }
|
||||
VulkanBuffer* GetNodeBuffer() { return NodeBuffer.get(); }
|
||||
VulkanBuffer* GetSurfaceIndexBuffer() { return SurfaceIndexBuffer.get(); }
|
||||
VulkanBuffer* GetSurfaceBuffer() { return SurfaceBuffer.get(); }
|
||||
VulkanBuffer* GetUniformsBuffer() { return UniformsBuffer.get(); }
|
||||
VulkanBuffer* GetPortalBuffer() { return PortalBuffer.get(); }
|
||||
|
||||
LevelMesh* GetMesh() { return Mesh; }
|
||||
|
||||
private:
|
||||
struct BLAS
|
||||
{
|
||||
|
@ -93,9 +93,11 @@ private:
|
|||
void CreateBuffers();
|
||||
void CreateStaticBLAS();
|
||||
void CreateDynamicBLAS();
|
||||
void CreateTLASInstanceBuffer();
|
||||
void CreateTopLevelAS();
|
||||
|
||||
void UploadMeshes(bool dynamicOnly);
|
||||
void UpdateDynamicBLAS();
|
||||
void UploadTLASInstanceBuffer();
|
||||
void UpdateTopLevelAS();
|
||||
|
||||
BLAS CreateBLAS(LevelSubmesh *submesh, bool preferFastBuild, int vertexOffset, int indexOffset);
|
||||
|
@ -104,6 +106,7 @@ private:
|
|||
int GetMaxIndexBufferSize();
|
||||
int GetMaxNodeBufferSize();
|
||||
int GetMaxSurfaceBufferSize();
|
||||
int GetMaxUniformsBufferSize();
|
||||
int GetMaxSurfaceIndexBufferSize();
|
||||
|
||||
VulkanRenderDevice* fb = nullptr;
|
||||
|
@ -114,17 +117,20 @@ private:
|
|||
LevelMesh* Mesh = nullptr;
|
||||
|
||||
std::unique_ptr<VulkanBuffer> VertexBuffer;
|
||||
std::unique_ptr<VulkanBuffer> UniformIndexBuffer;
|
||||
std::unique_ptr<VulkanBuffer> IndexBuffer;
|
||||
std::unique_ptr<VulkanBuffer> SurfaceIndexBuffer;
|
||||
std::unique_ptr<VulkanBuffer> SurfaceBuffer;
|
||||
std::unique_ptr<VulkanBuffer> UniformsBuffer;
|
||||
std::unique_ptr<VulkanBuffer> PortalBuffer;
|
||||
|
||||
std::unique_ptr<VulkanBuffer> NodeBuffer;
|
||||
|
||||
TArray<SurfaceVertex> Vertices;
|
||||
TArray<FFlatVertex> Vertices;
|
||||
static const int MaxDynamicVertices = 100'000;
|
||||
static const int MaxDynamicIndexes = 100'000;
|
||||
static const int MaxDynamicSurfaces = 100'000;
|
||||
static const int MaxDynamicUniforms = 100'000;
|
||||
static const int MaxDynamicSurfaceIndexes = 25'000;
|
||||
static const int MaxDynamicNodes = 10'000;
|
||||
|
||||
|
@ -139,4 +145,38 @@ private:
|
|||
std::unique_ptr<VulkanBuffer> AccelStructBuffer;
|
||||
std::unique_ptr<VulkanAccelerationStructure> AccelStruct;
|
||||
} TopLevelAS;
|
||||
|
||||
friend class VkLevelMeshUploader;
|
||||
};
|
||||
|
||||
class VkLevelMeshUploader
|
||||
{
|
||||
public:
|
||||
VkLevelMeshUploader(VkLevelMesh* mesh);
|
||||
|
||||
void Upload(bool dynamicOnly);
|
||||
|
||||
private:
|
||||
void BeginTransfer(size_t transferBufferSize);
|
||||
void EndTransfer(size_t transferBufferSize);
|
||||
void UploadNodes();
|
||||
void UploadVertices();
|
||||
void UploadUniformIndexes();
|
||||
void UploadIndexes();
|
||||
void UploadSurfaceIndexes();
|
||||
void UploadSurfaces();
|
||||
void UploadUniforms();
|
||||
void UploadPortals();
|
||||
void UpdateSizes();
|
||||
void UpdateLocations();
|
||||
size_t GetTransferSize();
|
||||
|
||||
VkLevelMesh* Mesh;
|
||||
TArray<SubmeshBufferLocation> locations;
|
||||
unsigned int start = 0;
|
||||
unsigned int end = 0;
|
||||
uint8_t* data = nullptr;
|
||||
size_t datapos = 0;
|
||||
VulkanCommandBuffer* cmdbuffer = nullptr;
|
||||
std::unique_ptr<VulkanBuffer> transferBuffer;
|
||||
};
|
|
@ -1,10 +1,8 @@
|
|||
|
||||
#include "vk_lightmap.h"
|
||||
#include "vk_lightmapper.h"
|
||||
#include "vk_renderdevice.h"
|
||||
#include "vk_raytrace.h"
|
||||
#include "vk_levelmesh.h"
|
||||
#include "zvulkan/vulkanbuilders.h"
|
||||
#include "framework/halffloat.h"
|
||||
#include "framework/zstring.h"
|
||||
#include <map>
|
||||
|
||||
#include "glsl/binding_lightmapper.glsl.h"
|
||||
|
@ -22,7 +20,6 @@
|
|||
#include "glsl/vert_copy.glsl.h"
|
||||
#include "glsl/vert_raytrace.glsl.h"
|
||||
#include "glsl/vert_screenquad.glsl.h"
|
||||
|
||||
#define USE_DRAWINDIRECT
|
||||
|
||||
int lm_background_updates = 8;
|
||||
|
@ -33,7 +30,7 @@ bool lm_softshadows = true;
|
|||
bool lm_sunlight = true;
|
||||
bool lm_blur = true;
|
||||
|
||||
VkLightmap::VkLightmap(VulkanRenderDevice* fb) : fb(fb)
|
||||
VkLightmapper::VkLightmapper(VulkanRenderDevice* fb) : fb(fb)
|
||||
{
|
||||
useRayQuery = fb->GetDevice()->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME) && fb->GetDevice()->PhysicalDevice.Features.RayQuery.rayQuery;
|
||||
|
||||
|
@ -60,12 +57,12 @@ VkLightmap::VkLightmap(VulkanRenderDevice* fb) : fb(fb)
|
|||
}
|
||||
}
|
||||
|
||||
VkLightmap::~VkLightmap()
|
||||
VkLightmapper::~VkLightmapper()
|
||||
{
|
||||
ReleaseResources();
|
||||
}
|
||||
|
||||
void VkLightmap::ReleaseResources()
|
||||
void VkLightmapper::ReleaseResources()
|
||||
{
|
||||
if (lights.Buffer)
|
||||
lights.Buffer->Unmap();
|
||||
|
@ -77,25 +74,25 @@ void VkLightmap::ReleaseResources()
|
|||
drawindexed.ConstantsBuffer->Unmap();
|
||||
}
|
||||
|
||||
void VkLightmap::SetLevelMesh(LevelMesh* level)
|
||||
void VkLightmapper::SetLevelMesh(LevelMesh* level)
|
||||
{
|
||||
mesh = level;
|
||||
UpdateAccelStructDescriptors();
|
||||
}
|
||||
|
||||
void VkLightmap::BeginFrame()
|
||||
void VkLightmapper::BeginFrame()
|
||||
{
|
||||
lights.Pos = 0;
|
||||
lights.ResetCounter++;
|
||||
drawindexed.Pos = 0;
|
||||
}
|
||||
|
||||
void VkLightmap::Raytrace(const TArray<LevelMeshSurface*>& surfaces)
|
||||
void VkLightmapper::Raytrace(const TArray<LightmapTile*>& tiles)
|
||||
{
|
||||
if (surfaces.Size())
|
||||
if (mesh && tiles.Size() > 0)
|
||||
{
|
||||
SelectSurfaces(surfaces);
|
||||
if (selectedSurfaces.Size() > 0)
|
||||
SelectTiles(tiles);
|
||||
if (selectedTiles.Size() > 0)
|
||||
{
|
||||
fb->GetCommands()->PushGroup(fb->GetCommands()->GetTransferCommands(), "lightmap.total");
|
||||
|
||||
|
@ -111,41 +108,41 @@ void VkLightmap::Raytrace(const TArray<LevelMeshSurface*>& surfaces)
|
|||
}
|
||||
}
|
||||
|
||||
void VkLightmap::SelectSurfaces(const TArray<LevelMeshSurface*>& surfaces)
|
||||
void VkLightmapper::SelectTiles(const TArray<LightmapTile*>& tiles)
|
||||
{
|
||||
bakeImage.maxX = 0;
|
||||
bakeImage.maxY = 0;
|
||||
selectedSurfaces.Clear();
|
||||
selectedTiles.Clear();
|
||||
|
||||
const int spacing = 5; // Note: the spacing is here to avoid that the resolve sampler finds data from other surface tiles
|
||||
RectPacker packer(bakeImageSize - spacing, bakeImageSize - spacing, RectPacker::Spacing(spacing));
|
||||
|
||||
for (int i = 0, count = surfaces.Size(); i < count; i++)
|
||||
for (int i = 0, count = tiles.Size(); i < count; i++)
|
||||
{
|
||||
LevelMeshSurface* surface = surfaces[i];
|
||||
LightmapTile* tile = tiles[i];
|
||||
|
||||
if (!surface->needsUpdate)
|
||||
if (!tile->NeedsUpdate)
|
||||
continue;
|
||||
|
||||
// Only grab surfaces until our bake texture is full
|
||||
auto result = packer.insert(surface->AtlasTile.Width + 2, surface->AtlasTile.Height + 2);
|
||||
auto result = packer.insert(tile->AtlasLocation.Width + 2, tile->AtlasLocation.Height + 2);
|
||||
if (result.pageIndex == 0)
|
||||
{
|
||||
SelectedSurface selected;
|
||||
selected.Surface = surface;
|
||||
SelectedTile selected;
|
||||
selected.Tile = tile;
|
||||
selected.X = result.pos.x + 1;
|
||||
selected.Y = result.pos.y + 1;
|
||||
selectedSurfaces.Push(selected);
|
||||
selectedTiles.Push(selected);
|
||||
|
||||
bakeImage.maxX = std::max<uint16_t>(bakeImage.maxX, uint16_t(selected.X + surface->AtlasTile.Width + spacing));
|
||||
bakeImage.maxY = std::max<uint16_t>(bakeImage.maxY, uint16_t(selected.Y + surface->AtlasTile.Height + spacing));
|
||||
bakeImage.maxX = std::max<uint16_t>(bakeImage.maxX, uint16_t(selected.X + tile->AtlasLocation.Width + spacing));
|
||||
bakeImage.maxY = std::max<uint16_t>(bakeImage.maxY, uint16_t(selected.Y + tile->AtlasLocation.Height + spacing));
|
||||
|
||||
surface->needsUpdate = false;
|
||||
tile->NeedsUpdate = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VkLightmap::Render()
|
||||
void VkLightmapper::Render()
|
||||
{
|
||||
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
|
||||
|
||||
|
@ -159,12 +156,12 @@ void VkLightmap::Render()
|
|||
.Execute(cmdbuffer);
|
||||
|
||||
VkDeviceSize offset = 0;
|
||||
cmdbuffer->bindVertexBuffers(0, 1, &fb->GetRaytrace()->GetVertexBuffer()->buffer, &offset);
|
||||
cmdbuffer->bindIndexBuffer(fb->GetRaytrace()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
cmdbuffer->bindVertexBuffers(0, 1, &fb->GetLevelMesh()->GetVertexBuffer()->buffer, &offset);
|
||||
cmdbuffer->bindIndexBuffer(fb->GetLevelMesh()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
|
||||
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipeline[GetRaytracePipelineIndex()].get());
|
||||
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 0, raytrace.descriptorSet0.get());
|
||||
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 1, raytrace.descriptorSet1.get());
|
||||
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 2, fb->GetDescriptorSetManager()->GetBindlessDescriptorSet());
|
||||
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, raytrace.pipelineLayout.get(), 2, fb->GetDescriptorSetManager()->GetBindlessSet());
|
||||
|
||||
VkViewport viewport = {};
|
||||
viewport.maxDepth = 1;
|
||||
|
@ -172,35 +169,40 @@ void VkLightmap::Render()
|
|||
viewport.height = (float)bakeImageSize;
|
||||
cmdbuffer->setViewport(0, 1, &viewport);
|
||||
|
||||
for (int i = 0, count = selectedSurfaces.Size(); i < count; i++)
|
||||
{
|
||||
auto& selectedSurface = selectedSurfaces[i];
|
||||
LevelMeshSurface* targetSurface = selectedSurface.Surface;
|
||||
int dynamicSurfaceIndexOffset = mesh->StaticMesh->GetSurfaceCount();
|
||||
int dynamicFirstIndexOffset = mesh->StaticMesh->Mesh.Indexes.Size();
|
||||
LevelSubmesh* staticMesh = mesh->StaticMesh.get();
|
||||
|
||||
int surfaceIndexOffset = 0;
|
||||
int firstIndexOffset = 0;
|
||||
if (targetSurface->Submesh != mesh->StaticMesh.get())
|
||||
{
|
||||
surfaceIndexOffset = mesh->StaticMesh->GetSurfaceCount();
|
||||
firstIndexOffset = mesh->StaticMesh->MeshElements.Size();
|
||||
}
|
||||
for (int i = 0, count = selectedTiles.Size(); i < count; i++)
|
||||
{
|
||||
auto& selectedTile = selectedTiles[i];
|
||||
LightmapTile* targetTile = selectedTile.Tile;
|
||||
|
||||
LightmapRaytracePC pc;
|
||||
pc.TileX = (float)selectedSurface.X;
|
||||
pc.TileY = (float)selectedSurface.Y;
|
||||
pc.SurfaceIndex = surfaceIndexOffset + targetSurface->Submesh->GetSurfaceIndex(targetSurface);
|
||||
pc.TileX = (float)selectedTile.X;
|
||||
pc.TileY = (float)selectedTile.Y;
|
||||
pc.TextureSize = (float)bakeImageSize;
|
||||
pc.TileWidth = (float)targetSurface->AtlasTile.Width;
|
||||
pc.TileHeight = (float)targetSurface->AtlasTile.Height;
|
||||
pc.WorldToLocal = targetSurface->translateWorldToLocal;
|
||||
pc.ProjLocalToU = targetSurface->projLocalToU;
|
||||
pc.ProjLocalToV = targetSurface->projLocalToV;
|
||||
pc.TileWidth = (float)targetTile->AtlasLocation.Width;
|
||||
pc.TileHeight = (float)targetTile->AtlasLocation.Height;
|
||||
pc.WorldToLocal = SwapYZ(targetTile->Transform.TranslateWorldToLocal);
|
||||
pc.ProjLocalToU = SwapYZ(targetTile->Transform.ProjLocalToU);
|
||||
pc.ProjLocalToV = SwapYZ(targetTile->Transform.ProjLocalToV);
|
||||
|
||||
bool buffersFull = false;
|
||||
|
||||
// Paint all surfaces visible in the tile
|
||||
for (LevelMeshSurface* surface : targetSurface->tileSurfaces)
|
||||
for (LevelMeshSurface* surface : targetTile->Surfaces)
|
||||
{
|
||||
int surfaceIndexOffset = 0;
|
||||
int firstIndexOffset = 0;
|
||||
if (surface->Submesh != staticMesh)
|
||||
{
|
||||
surfaceIndexOffset = dynamicSurfaceIndexOffset;
|
||||
firstIndexOffset = dynamicFirstIndexOffset;
|
||||
}
|
||||
|
||||
pc.SurfaceIndex = surfaceIndexOffset + surface->Submesh->GetSurfaceIndex(surface);
|
||||
|
||||
if (surface->LightList.ResetCounter != lights.ResetCounter)
|
||||
{
|
||||
int lightCount = mesh->AddSurfaceLights(surface, templightlist.Data(), (int)templightlist.Size());
|
||||
|
@ -220,13 +222,13 @@ void VkLightmap::Render()
|
|||
for (int i = 0; i < lightCount; i++)
|
||||
{
|
||||
const LevelMeshLight* light = &templightlist[i];
|
||||
lightinfo->Origin = light->Origin;
|
||||
lightinfo->RelativeOrigin = light->RelativeOrigin;
|
||||
lightinfo->Origin = SwapYZ(light->Origin);
|
||||
lightinfo->RelativeOrigin = SwapYZ(light->RelativeOrigin);
|
||||
lightinfo->Radius = light->Radius;
|
||||
lightinfo->Intensity = light->Intensity;
|
||||
lightinfo->InnerAngleCos = light->InnerAngleCos;
|
||||
lightinfo->OuterAngleCos = light->OuterAngleCos;
|
||||
lightinfo->SpotDir = light->SpotDir;
|
||||
lightinfo->SpotDir = SwapYZ(light->SpotDir);
|
||||
lightinfo->Color = light->Color;
|
||||
lightinfo++;
|
||||
}
|
||||
|
@ -239,9 +241,9 @@ void VkLightmap::Render()
|
|||
|
||||
#ifdef USE_DRAWINDIRECT
|
||||
VkDrawIndexedIndirectCommand cmd;
|
||||
cmd.indexCount = surface->numElements;
|
||||
cmd.indexCount = surface->MeshLocation.NumElements;
|
||||
cmd.instanceCount = 1;
|
||||
cmd.firstIndex = firstIndexOffset + surface->startElementIndex;
|
||||
cmd.firstIndex = firstIndexOffset + surface->MeshLocation.StartElementIndex;
|
||||
cmd.vertexOffset = 0;
|
||||
cmd.firstInstance = drawindexed.Pos;
|
||||
drawindexed.Constants[drawindexed.Pos] = pc;
|
||||
|
@ -264,13 +266,13 @@ void VkLightmap::Render()
|
|||
{
|
||||
while (i < count)
|
||||
{
|
||||
selectedSurfaces[i].Surface->needsUpdate = true;
|
||||
selectedTiles[i].Tile->NeedsUpdate = true;
|
||||
i++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
selectedSurface.Rendered = true;
|
||||
selectedTile.Rendered = true;
|
||||
}
|
||||
|
||||
#ifdef USE_DRAWINDIRECT
|
||||
|
@ -282,10 +284,10 @@ void VkLightmap::Render()
|
|||
fb->GetCommands()->PopGroup(cmdbuffer);
|
||||
}
|
||||
|
||||
void VkLightmap::UploadUniforms()
|
||||
void VkLightmapper::UploadUniforms()
|
||||
{
|
||||
Uniforms values = {};
|
||||
values.SunDir = mesh->SunDirection;
|
||||
values.SunDir = SwapYZ(mesh->SunDirection);
|
||||
values.SunColor = mesh->SunColor;
|
||||
values.SunIntensity = 1.0f;
|
||||
|
||||
|
@ -300,7 +302,7 @@ void VkLightmap::UploadUniforms()
|
|||
.Execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
}
|
||||
|
||||
void VkLightmap::Resolve()
|
||||
void VkLightmapper::Resolve()
|
||||
{
|
||||
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
|
||||
|
||||
|
@ -332,7 +334,7 @@ void VkLightmap::Resolve()
|
|||
fb->GetCommands()->PopGroup(cmdbuffer);
|
||||
}
|
||||
|
||||
void VkLightmap::Blur()
|
||||
void VkLightmapper::Blur()
|
||||
{
|
||||
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
|
||||
|
||||
|
@ -393,24 +395,24 @@ void VkLightmap::Blur()
|
|||
fb->GetCommands()->PopGroup(cmdbuffer);
|
||||
}
|
||||
|
||||
void VkLightmap::CopyResult()
|
||||
void VkLightmapper::CopyResult()
|
||||
{
|
||||
// Sort by destination
|
||||
uint32_t pixels = 0;
|
||||
for (auto& list : copylists) list.Clear();
|
||||
for (int i = 0, count = selectedSurfaces.Size(); i < count; i++)
|
||||
for (int i = 0, count = selectedTiles.Size(); i < count; i++)
|
||||
{
|
||||
auto& selected = selectedSurfaces[i];
|
||||
auto& selected = selectedTiles[i];
|
||||
if (selected.Rendered)
|
||||
{
|
||||
unsigned int pageIndex = (unsigned int)selected.Surface->AtlasTile.ArrayIndex;
|
||||
unsigned int pageIndex = (unsigned int)selected.Tile->AtlasLocation.ArrayIndex;
|
||||
if (pageIndex >= copylists.Size())
|
||||
{
|
||||
copylists.Resize(pageIndex + 1);
|
||||
}
|
||||
copylists[pageIndex].Push(&selected);
|
||||
|
||||
pixels += selected.Surface->Area();
|
||||
pixels += selected.Tile->AtlasLocation.Area();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -473,17 +475,17 @@ void VkLightmap::CopyResult()
|
|||
|
||||
// Copy the tile positions into a storage buffer for the vertex shader to read
|
||||
start = pos;
|
||||
for (SelectedSurface* selected : list)
|
||||
for (SelectedTile* selected : list)
|
||||
{
|
||||
LevelMeshSurface* surface = selected->Surface;
|
||||
LightmapTile* tile = selected->Tile;
|
||||
|
||||
CopyTileInfo* copyinfo = ©tiles.Tiles[pos++];
|
||||
copyinfo->SrcPosX = selected->X;
|
||||
copyinfo->SrcPosY = selected->Y;
|
||||
copyinfo->DestPosX = surface->AtlasTile.X;
|
||||
copyinfo->DestPosY = surface->AtlasTile.Y;
|
||||
copyinfo->TileWidth = surface->AtlasTile.Width;
|
||||
copyinfo->TileHeight = surface->AtlasTile.Height;
|
||||
copyinfo->DestPosX = tile->AtlasLocation.X;
|
||||
copyinfo->DestPosY = tile->AtlasLocation.Y;
|
||||
copyinfo->TileWidth = tile->AtlasLocation.Width;
|
||||
copyinfo->TileHeight = tile->AtlasLocation.Height;
|
||||
}
|
||||
|
||||
// Draw the tiles. One instance per tile.
|
||||
|
@ -524,7 +526,7 @@ void VkLightmap::CopyResult()
|
|||
fb->GetCommands()->PopGroup(cmdbuffer);
|
||||
}
|
||||
|
||||
void VkLightmap::CreateShaders()
|
||||
void VkLightmapper::CreateShaders()
|
||||
{
|
||||
std::string prefix = "#version 460\r\n";
|
||||
std::string traceprefix = "#version 460\r\n";
|
||||
|
@ -551,8 +553,8 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("vert_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_raytrace.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.VertRaytrace")
|
||||
.Create("VkLightmap.VertRaytrace", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.VertRaytrace")
|
||||
.Create("VkLightmapper.VertRaytrace", fb->GetDevice());
|
||||
|
||||
shaders.vertScreenquad = ShaderBuilder()
|
||||
.Type(ShaderType::Vertex)
|
||||
|
@ -560,8 +562,8 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("vert_screenquad.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_screenquad.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.VertScreenquad")
|
||||
.Create("VkLightmap.VertScreenquad", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.VertScreenquad")
|
||||
.Create("VkLightmapper.VertScreenquad", fb->GetDevice());
|
||||
|
||||
shaders.vertCopy = ShaderBuilder()
|
||||
.Type(ShaderType::Vertex)
|
||||
|
@ -569,8 +571,8 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("vert_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_copy.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.VertCopy")
|
||||
.Create("VkLightmap.VertCopy", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.VertCopy")
|
||||
.Create("VkLightmapper.VertCopy", fb->GetDevice());
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
|
@ -588,8 +590,8 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("frag_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_raytrace.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.FragRaytrace")
|
||||
.Create("VkLightmap.FragRaytrace", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.FragRaytrace")
|
||||
.Create("VkLightmapper.FragRaytrace", fb->GetDevice());
|
||||
}
|
||||
|
||||
shaders.fragResolve = ShaderBuilder()
|
||||
|
@ -598,8 +600,8 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("frag_resolve.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_resolve.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.FragResolve")
|
||||
.Create("VkLightmap.FragResolve", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.FragResolve")
|
||||
.Create("VkLightmapper.FragResolve", fb->GetDevice());
|
||||
|
||||
shaders.fragBlur[0] = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
|
@ -607,8 +609,8 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.FragBlur")
|
||||
.Create("VkLightmap.FragBlur", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.FragBlur")
|
||||
.Create("VkLightmapper.FragBlur", fb->GetDevice());
|
||||
|
||||
shaders.fragBlur[1] = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
|
@ -616,8 +618,8 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.FragBlur")
|
||||
.Create("VkLightmap.FragBlur", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.FragBlur")
|
||||
.Create("VkLightmapper.FragBlur", fb->GetDevice());
|
||||
|
||||
shaders.fragCopy = ShaderBuilder()
|
||||
.Type(ShaderType::Fragment)
|
||||
|
@ -625,11 +627,11 @@ void VkLightmap::CreateShaders()
|
|||
.AddSource("frag_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_copy.glsl").GetChars())
|
||||
.OnIncludeLocal(onIncludeLocal)
|
||||
.OnIncludeSystem(onIncludeSystem)
|
||||
.DebugName("VkLightmap.FragCopy")
|
||||
.Create("VkLightmap.FragCopy", fb->GetDevice());
|
||||
.DebugName("VkLightmapper.FragCopy")
|
||||
.Create("VkLightmapper.FragCopy", fb->GetDevice());
|
||||
}
|
||||
|
||||
int VkLightmap::GetRaytracePipelineIndex()
|
||||
int VkLightmapper::GetRaytracePipelineIndex()
|
||||
{
|
||||
int index = 0;
|
||||
if (lm_softshadows && useRayQuery)
|
||||
|
@ -641,7 +643,7 @@ int VkLightmap::GetRaytracePipelineIndex()
|
|||
return index;
|
||||
}
|
||||
|
||||
FString VkLightmap::LoadPrivateShaderLump(const char* lumpname)
|
||||
FString VkLightmapper::LoadPrivateShaderLump(const char* lumpname)
|
||||
{
|
||||
static std::map<FString, FString> sources =
|
||||
{
|
||||
|
@ -669,7 +671,12 @@ FString VkLightmap::LoadPrivateShaderLump(const char* lumpname)
|
|||
return FString();
|
||||
}
|
||||
|
||||
ShaderIncludeResult VkLightmap::OnInclude(FString headerName, FString includerName, size_t depth, bool system)
|
||||
FString VkLightmapper::LoadPublicShaderLump(const char* lumpname)
|
||||
{
|
||||
return LoadPrivateShaderLump(lumpname);
|
||||
}
|
||||
|
||||
ShaderIncludeResult VkLightmapper::OnInclude(FString headerName, FString includerName, size_t depth, bool system)
|
||||
{
|
||||
if (depth > 8)
|
||||
{
|
||||
|
@ -695,7 +702,7 @@ ShaderIncludeResult VkLightmap::OnInclude(FString headerName, FString includerNa
|
|||
return ShaderIncludeResult(headerName.GetChars(), code.GetChars());
|
||||
}
|
||||
|
||||
void VkLightmap::CreateRaytracePipeline()
|
||||
void VkLightmapper::CreateRaytracePipeline()
|
||||
{
|
||||
raytrace.descriptorSetLayout0 = DescriptorSetLayoutBuilder()
|
||||
.AddBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT)
|
||||
|
@ -731,7 +738,7 @@ void VkLightmap::CreateRaytracePipeline()
|
|||
raytrace.pipelineLayout = PipelineLayoutBuilder()
|
||||
.AddSetLayout(raytrace.descriptorSetLayout0.get())
|
||||
.AddSetLayout(raytrace.descriptorSetLayout1.get())
|
||||
.AddSetLayout(fb->GetDescriptorSetManager()->GetBindlessSetLayout())
|
||||
.AddSetLayout(fb->GetDescriptorSetManager()->GetBindlessLayout())
|
||||
#ifndef USE_DRAWINDIRECT
|
||||
.AddPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(LightmapRaytracePC))
|
||||
#endif
|
||||
|
@ -763,7 +770,7 @@ void VkLightmap::CreateRaytracePipeline()
|
|||
.RenderPass(raytrace.renderPass.get())
|
||||
.AddVertexShader(shaders.vertRaytrace.get())
|
||||
.AddFragmentShader(shaders.fragRaytrace[i].get())
|
||||
.AddVertexBufferBinding(0, sizeof(SurfaceVertex))
|
||||
.AddVertexBufferBinding(0, sizeof(FFlatVertex))
|
||||
.AddVertexAttribute(0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0)
|
||||
.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
|
||||
.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
|
||||
|
@ -806,38 +813,38 @@ void VkLightmap::CreateRaytracePipeline()
|
|||
raytrace.descriptorSet1->SetDebugName("raytrace.descriptorSet1");
|
||||
}
|
||||
|
||||
void VkLightmap::UpdateAccelStructDescriptors()
|
||||
void VkLightmapper::UpdateAccelStructDescriptors()
|
||||
{
|
||||
if (useRayQuery)
|
||||
{
|
||||
WriteDescriptors()
|
||||
.AddAccelerationStructure(raytrace.descriptorSet1.get(), 0, fb->GetRaytrace()->GetAccelStruct())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetVertexBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetIndexBuffer())
|
||||
.AddAccelerationStructure(raytrace.descriptorSet1.get(), 0, fb->GetLevelMesh()->GetAccelStruct())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetVertexBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetIndexBuffer())
|
||||
.Execute(fb->GetDevice());
|
||||
}
|
||||
else
|
||||
{
|
||||
WriteDescriptors()
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetNodeBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetVertexBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetIndexBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetNodeBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetVertexBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet1.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetIndexBuffer())
|
||||
.Execute(fb->GetDevice());
|
||||
}
|
||||
|
||||
WriteDescriptors()
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniforms.Buffer.get(), 0, sizeof(Uniforms))
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetSurfaceIndexBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetSurfaceBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetSurfaceIndexBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetSurfaceBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, lights.Buffer.get())
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetRaytrace()->GetPortalBuffer())
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, fb->GetLevelMesh()->GetPortalBuffer())
|
||||
#ifdef USE_DRAWINDIRECT
|
||||
.AddBuffer(raytrace.descriptorSet0.get(), 5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, drawindexed.ConstantsBuffer.get(), 0, drawindexed.BufferSize * sizeof(LightmapRaytracePC))
|
||||
#endif
|
||||
.Execute(fb->GetDevice());
|
||||
}
|
||||
|
||||
void VkLightmap::CreateResolvePipeline()
|
||||
void VkLightmapper::CreateResolvePipeline()
|
||||
{
|
||||
resolve.descriptorSetLayout = DescriptorSetLayoutBuilder()
|
||||
.AddBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
|
||||
|
@ -890,7 +897,7 @@ void VkLightmap::CreateResolvePipeline()
|
|||
.Create(fb->GetDevice());
|
||||
}
|
||||
|
||||
void VkLightmap::CreateBlurPipeline()
|
||||
void VkLightmapper::CreateBlurPipeline()
|
||||
{
|
||||
blur.descriptorSetLayout = DescriptorSetLayoutBuilder()
|
||||
.AddBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
|
||||
|
@ -946,7 +953,7 @@ void VkLightmap::CreateBlurPipeline()
|
|||
.Create(fb->GetDevice());
|
||||
}
|
||||
|
||||
void VkLightmap::CreateCopyPipeline()
|
||||
void VkLightmapper::CreateCopyPipeline()
|
||||
{
|
||||
copy.descriptorSetLayout = DescriptorSetLayoutBuilder()
|
||||
.AddBinding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
|
||||
|
@ -1002,7 +1009,7 @@ void VkLightmap::CreateCopyPipeline()
|
|||
.Create(fb->GetDevice());
|
||||
}
|
||||
|
||||
void VkLightmap::CreateBakeImage()
|
||||
void VkLightmapper::CreateBakeImage()
|
||||
{
|
||||
int width = bakeImageSize;
|
||||
int height = bakeImageSize;
|
||||
|
@ -1087,7 +1094,7 @@ void VkLightmap::CreateBakeImage()
|
|||
.Execute(fb->GetDevice());
|
||||
}
|
||||
|
||||
void VkLightmap::CreateUniformBuffer()
|
||||
void VkLightmapper::CreateUniformBuffer()
|
||||
{
|
||||
VkDeviceSize align = fb->GetDevice()->PhysicalDevice.Properties.Properties.limits.minUniformBufferOffsetAlignment;
|
||||
uniforms.StructStride = (sizeof(Uniforms) + align - 1) / align * align;
|
||||
|
@ -1105,7 +1112,7 @@ void VkLightmap::CreateUniformBuffer()
|
|||
.Create(fb->GetDevice());
|
||||
}
|
||||
|
||||
void VkLightmap::CreateLightBuffer()
|
||||
void VkLightmapper::CreateLightBuffer()
|
||||
{
|
||||
size_t size = sizeof(LightInfo) * lights.BufferSize;
|
||||
|
||||
|
@ -1124,7 +1131,7 @@ void VkLightmap::CreateLightBuffer()
|
|||
lights.Pos = 0;
|
||||
}
|
||||
|
||||
void VkLightmap::CreateTileBuffer()
|
||||
void VkLightmapper::CreateTileBuffer()
|
||||
{
|
||||
size_t size = sizeof(CopyTileInfo) * copytiles.BufferSize;
|
||||
|
||||
|
@ -1142,7 +1149,7 @@ void VkLightmap::CreateTileBuffer()
|
|||
copytiles.Tiles = (CopyTileInfo*)copytiles.Buffer->Map(0, size);
|
||||
}
|
||||
|
||||
void VkLightmap::CreateDrawIndexedBuffer()
|
||||
void VkLightmapper::CreateDrawIndexedBuffer()
|
||||
{
|
||||
size_t size1 = sizeof(VkDrawIndexedIndirectCommand) * drawindexed.BufferSize;
|
||||
size_t size2 = sizeof(LightmapRaytracePC) * drawindexed.BufferSize;
|
|
@ -2,8 +2,7 @@
|
|||
|
||||
#include "hw_levelmesh.h"
|
||||
#include "zvulkan/vulkanobjects.h"
|
||||
#include "dp_rect_pack/dp_rect_pack.h"
|
||||
#include "framework/zstring.h"
|
||||
#include <dp_rect_pack/dp_rect_pack.h>
|
||||
|
||||
typedef dp::rect_pack::RectPacker<int> RectPacker;
|
||||
|
||||
|
@ -96,9 +95,9 @@ struct LightInfo
|
|||
float Padding3;
|
||||
};
|
||||
|
||||
struct SelectedSurface
|
||||
struct SelectedTile
|
||||
{
|
||||
LevelMeshSurface* Surface = nullptr;
|
||||
LightmapTile* Tile = nullptr;
|
||||
int X = -1;
|
||||
int Y = -1;
|
||||
bool Rendered = false;
|
||||
|
@ -120,20 +119,20 @@ struct CopyTileInfo
|
|||
|
||||
static_assert(sizeof(CopyTileInfo) == sizeof(int32_t) * 8);
|
||||
|
||||
class VkLightmap
|
||||
class VkLightmapper
|
||||
{
|
||||
public:
|
||||
VkLightmap(VulkanRenderDevice* fb);
|
||||
~VkLightmap();
|
||||
VkLightmapper(VulkanRenderDevice* fb);
|
||||
~VkLightmapper();
|
||||
|
||||
void BeginFrame();
|
||||
void Raytrace(const TArray<LevelMeshSurface*>& surfaces);
|
||||
void Raytrace(const TArray<LightmapTile*>& surfaces);
|
||||
void SetLevelMesh(LevelMesh* level);
|
||||
|
||||
private:
|
||||
void ReleaseResources();
|
||||
|
||||
void SelectSurfaces(const TArray<LevelMeshSurface*>& surfaces);
|
||||
void SelectTiles(const TArray<LightmapTile*>& surfaces);
|
||||
void UploadUniforms();
|
||||
void Render();
|
||||
void Resolve();
|
||||
|
@ -156,16 +155,18 @@ private:
|
|||
int GetRaytracePipelineIndex();
|
||||
|
||||
static FString LoadPrivateShaderLump(const char* lumpname);
|
||||
static FString LoadPublicShaderLump(const char* lumpname) { return LoadPrivateShaderLump(lumpname); }
|
||||
static FString LoadPublicShaderLump(const char* lumpname);
|
||||
static ShaderIncludeResult OnInclude(FString headerName, FString includerName, size_t depth, bool system);
|
||||
|
||||
FVector3 SwapYZ(const FVector3& v) { return FVector3(v.X, v.Z, v.Y); }
|
||||
|
||||
VulkanRenderDevice* fb = nullptr;
|
||||
LevelMesh* mesh = nullptr;
|
||||
|
||||
bool useRayQuery = true;
|
||||
|
||||
TArray<SelectedSurface> selectedSurfaces;
|
||||
TArray<TArray<SelectedSurface*>> copylists;
|
||||
TArray<SelectedTile> selectedTiles;
|
||||
TArray<TArray<SelectedTile*>> copylists;
|
||||
TArray<LevelMeshLight> templightlist;
|
||||
|
||||
struct
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
#include "vk_renderdevice.h"
|
||||
#include "vk_raytrace.h"
|
||||
#include "vk_lightmap.h"
|
||||
#include "vk_levelmesh.h"
|
||||
#include "vk_lightmapper.h"
|
||||
#include "stacktrace.h"
|
||||
#include <zvulkan/vulkanbuilders.h>
|
||||
#include <zvulkan/vulkancompatibledevice.h>
|
||||
|
@ -37,8 +37,8 @@ VulkanRenderDevice::VulkanRenderDevice()
|
|||
commands = std::make_unique<VkCommandBufferManager>(this);
|
||||
descriptors = std::make_unique<VkDescriptorSetManager>(this);
|
||||
textures = std::make_unique<VkTextureManager>(this);
|
||||
raytrace = std::make_unique<VkRaytrace>(this);
|
||||
lightmap = std::make_unique<VkLightmap>(this);
|
||||
levelmesh = std::make_unique<VkLevelMesh>(this);
|
||||
lightmapper = std::make_unique<VkLightmapper>(this);
|
||||
}
|
||||
|
||||
VulkanRenderDevice::~VulkanRenderDevice()
|
||||
|
|
|
@ -6,8 +6,8 @@
|
|||
#include "zvulkan/vulkanbuilders.h"
|
||||
#include <stdexcept>
|
||||
|
||||
class VkRaytrace;
|
||||
class VkLightmap;
|
||||
class VkLevelMesh;
|
||||
class VkLightmapper;
|
||||
class VkCommandBufferManager;
|
||||
class VkDescriptorSetManager;
|
||||
class VkTextureManager;
|
||||
|
@ -22,8 +22,8 @@ public:
|
|||
VkCommandBufferManager* GetCommands() { return commands.get(); }
|
||||
VkDescriptorSetManager* GetDescriptorSetManager() { return descriptors.get(); }
|
||||
VkTextureManager* GetTextureManager() { return textures.get(); }
|
||||
VkRaytrace* GetRaytrace() { return raytrace.get(); }
|
||||
VkLightmap* GetLightmap() { return lightmap.get(); }
|
||||
VkLevelMesh* GetLevelMesh() { return levelmesh.get(); }
|
||||
VkLightmapper* GetLightmapper() { return lightmapper.get(); }
|
||||
|
||||
int GetBindlessTextureIndex(FTextureID texture) { return -1; }
|
||||
|
||||
|
@ -34,8 +34,8 @@ private:
|
|||
std::unique_ptr<VkCommandBufferManager> commands;
|
||||
std::unique_ptr<VkDescriptorSetManager> descriptors;
|
||||
std::unique_ptr<VkTextureManager> textures;
|
||||
std::unique_ptr<VkRaytrace> raytrace;
|
||||
std::unique_ptr<VkLightmap> lightmap;
|
||||
std::unique_ptr<VkLevelMesh> levelmesh;
|
||||
std::unique_ptr<VkLightmapper> lightmapper;
|
||||
};
|
||||
|
||||
class VkCommandBufferManager
|
||||
|
@ -128,8 +128,8 @@ class VkDescriptorSetManager
|
|||
public:
|
||||
VkDescriptorSetManager(VulkanRenderDevice* fb);
|
||||
|
||||
VulkanDescriptorSetLayout* GetBindlessSetLayout() { return BindlessDescriptorSetLayout.get(); }
|
||||
VulkanDescriptorSet* GetBindlessDescriptorSet() { return BindlessDescriptorSet.get(); }
|
||||
VulkanDescriptorSetLayout* GetBindlessLayout() { return BindlessDescriptorSetLayout.get(); }
|
||||
VulkanDescriptorSet* GetBindlessSet() { return BindlessDescriptorSet.get(); }
|
||||
|
||||
void UpdateBindlessDescriptorSet();
|
||||
int AddBindlessTextureIndex(VulkanImageView* imageview, VulkanSampler* sampler);
|
||||
|
|
Loading…
Reference in a new issue