xash3d-fwgs/ref_vk/vk_light.h

93 lines
1.9 KiB
C

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