mirror of
https://github.com/w23/xash3d-fwgs
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92 lines
1.9 KiB
C
92 lines
1.9 KiB
C
#pragma once
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#include "vk_const.h"
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#include "xash3d_types.h"
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#include "protocol.h"
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#include "const.h"
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#include "bspfile.h"
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typedef struct {
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vec3_t emissive;
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qboolean set;
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} vk_emissive_texture_t;
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typedef struct {
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uint8_t num_point_lights;
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uint8_t num_emissive_surfaces;
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uint8_t point_lights[MAX_VISIBLE_POINT_LIGHTS];
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uint8_t emissive_surfaces[MAX_VISIBLE_SURFACE_LIGHTS];
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struct {
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uint8_t point_lights;
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uint8_t emissive_surfaces;
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} num_static;
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} vk_lights_cell_t;
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typedef struct {
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vec3_t emissive;
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uint32_t kusok_index;
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matrix3x4 transform;
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} vk_emissive_surface_t;
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enum {
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LightFlag_Environment = 0x1,
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};
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typedef struct {
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vec3_t origin;
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vec3_t color;
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vec3_t dir;
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float stopdot, stopdot2;
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float radius;
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int flags;
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int lightstyle;
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vec3_t base_color;
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} vk_point_light_t;
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// TODO spotlight
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typedef struct {
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struct {
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int grid_min_cell[3];
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int grid_size[3];
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int grid_cells;
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vk_emissive_texture_t emissive_textures[MAX_TEXTURES];
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} map;
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int num_emissive_surfaces;
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vk_emissive_surface_t emissive_surfaces[MAX_SURFACE_LIGHTS];
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int num_point_lights;
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vk_point_light_t point_lights[MAX_POINT_LIGHTS];
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struct {
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int emissive_surfaces;
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int point_lights;
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} num_static;
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vk_lights_cell_t cells[MAX_LIGHT_CLUSTERS];
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} vk_lights_t;
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extern vk_lights_t g_lights;
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void VK_LightsInit( void );
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void VK_LightsShutdown( void );
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void VK_LightsNewMap( void );
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void VK_LightsLoadMapStaticLights( void );
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void VK_LightsFrameInit( void );
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// TODO there is an arguably better way to organize this.
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// a. this only belongs to ray tracing mode
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// b. kusochki now have emissive color, so it probably makes more sense to not store emissive
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// separately in emissive surfaces.
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struct vk_render_geometry_s;
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const vk_emissive_surface_t *VK_LightsAddEmissiveSurface( const struct vk_render_geometry_s *geom, const matrix3x4 *transform_row, qboolean static_map );
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void VK_LightsFrameFinalize( void );
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