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rtx: add r_lightmap cvar, fix #75
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@ -87,7 +87,7 @@ void main() {
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const vec4 uv_lods = UVDerivsFromRayCone(gl_WorldRayDirectionEXT, normal, ray_cone_width, uvs, pos, matWorldRotation);
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const vec4 tex_color = textureGrad(textures[nonuniformEXT(tex_index)], texture_uv, uv_lods.xy, uv_lods.zw);
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//const vec3 base_color = pow(tex_color.rgb, vec3(2.));
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const vec3 base_color = tex_color.rgb;// pow(tex_color.rgb, vec3(2.));
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const vec3 base_color = ((push_constants.flags & PUSH_FLAG_LIGHTMAP_ONLY) != 0) ? vec3(1.) : tex_color.rgb;// pow(tex_color.rgb, vec3(2.));
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/* tex_color = pow(tex_color, vec4(2.)); */
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/* const vec3 base_color = tex_color.rgb; */
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@ -84,6 +84,8 @@ struct LightCluster {
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uint8_t emissive_surfaces[MAX_VISIBLE_SURFACE_LIGHTS];
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};
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#define PUSH_FLAG_LIGHTMAP_ONLY 0x01
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struct PushConstants {
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float time;
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uint random_seed;
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@ -91,6 +93,7 @@ struct PushConstants {
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float prev_frame_blend_factor;
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float pixel_cone_spread_angle;
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uint debug_light_index_begin, debug_light_index_end;
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uint flags;
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};
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#undef PAD
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@ -17,4 +17,5 @@ void VK_LoadCvars( void )
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vk_rtx_light_begin = gEngine.Cvar_Get( "vk_rtx_light_begin", "0", 0, "DEBUG: disable lights with index lower than this");
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vk_rtx_light_end = gEngine.Cvar_Get( "vk_rtx_light_end", "0", 0, "DEBUG: disable lights with index higher than this ");
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r_lightmap = gEngine.Cvar_Get( "r_lightmap", "0", FCVAR_CHEAT, "lightmap debugging tool" );
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}
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@ -13,6 +13,7 @@ void VK_LoadCvars( void );
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X(vk_rtx_prev_frame_blend_factor) \
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X(vk_rtx_light_begin) \
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X(vk_rtx_light_end) \
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X(r_lightmap) \
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#define EXTERN_CVAR(cvar) extern cvar_t *cvar;
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DECLARE_CVAR(EXTERN_CVAR)
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@ -672,6 +672,7 @@ static qboolean rayTrace( VkCommandBuffer cmdbuf, VkImage frame_dst, float fov_a
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.pixel_cone_spread_angle = atanf((2.0f*tanf(fov_angle_y * 0.5f)) / (float)FRAME_HEIGHT),
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.debug_light_index_begin = (uint32_t)(vk_rtx_light_begin->value),
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.debug_light_index_end = (uint32_t)(vk_rtx_light_end->value),
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.flags = r_lightmap->value ? PUSH_FLAG_LIGHTMAP_ONLY : 0,
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};
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vkCmdPushConstants(cmdbuf, g_rtx.descriptors.pipeline_layout, VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR, 0, sizeof(push_constants), &push_constants);
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}
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