ADD: spot light
This commit is contained in:
@@ -66,7 +66,7 @@ inline constexpr float kShadowDepthBiasSlope = 1.5f;
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// Texture streaming / VRAM budget configuration
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// Fraction of total device-local VRAM reserved for streamed textures.
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// The remaining budget is left for attachments, swapchain images, meshes, AS, etc.
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inline constexpr double kTextureBudgetFraction = 0.35;
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inline constexpr double kTextureBudgetFraction = 0.7;
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// Fallback texture budget in bytes when Vulkan memory properties are unavailable.
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inline constexpr size_t kTextureBudgetFallbackBytes = 512ull * 1024ull * 1024ull;
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// Minimum texture budget clamp in bytes.
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@@ -1267,7 +1267,7 @@ void VulkanEngine::draw()
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get_current_frame()._renderSemaphore);
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VkSubmitInfo2 submit = vkinit::submit_info(&cmdinfo, &signalInfo, &waitInfo);
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//------------
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VK_CHECK(vkQueueSubmit2(_deviceManager->graphicsQueue(), 1, &submit, get_current_frame()._renderFence));
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VkPresentInfoKHR presentInfo = vkinit::present_info();
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@@ -1425,6 +1425,115 @@ namespace
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sceneMgr->clearPointLights();
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selectedLight = -1;
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}
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// Spot light editor
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ImGui::Separator();
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ImGui::TextUnformatted("Spot lights");
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const auto &spotLights = sceneMgr->getSpotLights();
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ImGui::Text("Active spot lights: %zu", spotLights.size());
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static int selectedSpot = -1;
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if (selectedSpot >= static_cast<int>(spotLights.size()))
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{
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selectedSpot = static_cast<int>(spotLights.size()) - 1;
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}
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if (ImGui::BeginListBox("Spot light list##spot_list"))
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{
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for (size_t i = 0; i < spotLights.size(); ++i)
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{
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std::string label = fmt::format("Spot {}", i);
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const bool isSelected = (selectedSpot == static_cast<int>(i));
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if (ImGui::Selectable(label.c_str(), isSelected))
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{
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selectedSpot = static_cast<int>(i);
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}
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}
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ImGui::EndListBox();
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}
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if (selectedSpot >= 0 && selectedSpot < static_cast<int>(spotLights.size()))
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{
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SceneManager::SpotLight sl{};
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if (sceneMgr->getSpotLight(static_cast<size_t>(selectedSpot), sl))
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{
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double pos[3] = {sl.position_world.x, sl.position_world.y, sl.position_world.z};
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float dir[3] = {sl.direction.x, sl.direction.y, sl.direction.z};
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float col[3] = {sl.color.r, sl.color.g, sl.color.b};
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bool changed = false;
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changed |= ImGui::InputScalarN("Position (world)##spot_pos", ImGuiDataType_Double, pos, 3, nullptr, nullptr, "%.3f");
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changed |= ImGui::InputFloat3("Direction##spot_dir", dir, "%.3f");
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changed |= ImGui::SliderFloat("Radius##spot_radius", &sl.radius, 0.1f, 1000.0f);
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changed |= ImGui::SliderFloat("Inner angle (deg)##spot_inner", &sl.inner_angle_deg, 0.0f, 89.0f);
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changed |= ImGui::SliderFloat("Outer angle (deg)##spot_outer", &sl.outer_angle_deg, 0.0f, 89.9f);
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changed |= ImGui::ColorEdit3("Color##spot_color", col);
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changed |= ImGui::SliderFloat("Intensity##spot_intensity", &sl.intensity, 0.0f, 100.0f);
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if (changed)
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{
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sl.position_world = WorldVec3(pos[0], pos[1], pos[2]);
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glm::vec3 d{dir[0], dir[1], dir[2]};
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sl.direction = (glm::length(d) > 1.0e-6f) ? glm::normalize(d) : glm::vec3(0.0f, -1.0f, 0.0f);
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sl.color = glm::vec3(col[0], col[1], col[2]);
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sl.inner_angle_deg = std::clamp(sl.inner_angle_deg, 0.0f, 89.0f);
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sl.outer_angle_deg = std::clamp(sl.outer_angle_deg, sl.inner_angle_deg, 89.9f);
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sceneMgr->setSpotLight(static_cast<size_t>(selectedSpot), sl);
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}
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if (ImGui::Button("Remove selected spot light##spot_remove"))
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{
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sceneMgr->removeSpotLight(static_cast<size_t>(selectedSpot));
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selectedSpot = -1;
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}
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}
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}
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ImGui::Separator();
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ImGui::TextUnformatted("Add spot light");
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static double newSpotPos[3] = {0.0, 2.0, 0.0};
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static float newSpotDir[3] = {0.0f, -1.0f, 0.0f};
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static float newSpotRadius = 10.0f;
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static float newSpotInner = 15.0f;
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static float newSpotOuter = 25.0f;
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static float newSpotColor[3] = {1.0f, 1.0f, 1.0f};
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static float newSpotIntensity = 10.0f;
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ImGui::InputScalarN("New position (world)##spot_new_pos", ImGuiDataType_Double, newSpotPos, 3, nullptr, nullptr, "%.3f");
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ImGui::InputFloat3("New direction##spot_new_dir", newSpotDir, "%.3f");
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ImGui::SliderFloat("New radius##spot_new_radius", &newSpotRadius, 0.1f, 1000.0f);
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ImGui::SliderFloat("New inner angle (deg)##spot_new_inner", &newSpotInner, 0.0f, 89.0f);
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ImGui::SliderFloat("New outer angle (deg)##spot_new_outer", &newSpotOuter, 0.0f, 89.9f);
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if (newSpotInner > newSpotOuter)
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{
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newSpotOuter = newSpotInner;
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}
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ImGui::ColorEdit3("New color##spot_new_color", newSpotColor);
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ImGui::SliderFloat("New intensity##spot_new_intensity", &newSpotIntensity, 0.0f, 100.0f);
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if (ImGui::Button("Add spot light##spot_add"))
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{
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SceneManager::SpotLight sl{};
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sl.position_world = WorldVec3(newSpotPos[0], newSpotPos[1], newSpotPos[2]);
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glm::vec3 d{newSpotDir[0], newSpotDir[1], newSpotDir[2]};
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sl.direction = (glm::length(d) > 1.0e-6f) ? glm::normalize(d) : glm::vec3(0.0f, -1.0f, 0.0f);
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sl.radius = newSpotRadius;
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sl.color = glm::vec3(newSpotColor[0], newSpotColor[1], newSpotColor[2]);
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sl.intensity = newSpotIntensity;
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sl.inner_angle_deg = std::clamp(newSpotInner, 0.0f, 89.0f);
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sl.outer_angle_deg = std::clamp(newSpotOuter, sl.inner_angle_deg, 89.9f);
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const size_t oldCount = sceneMgr->getSpotLightCount();
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sceneMgr->addSpotLight(sl);
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selectedSpot = static_cast<int>(oldCount);
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}
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if (ImGui::Button("Clear all spot lights##spot_clear"))
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{
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sceneMgr->clearSpotLights();
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selectedSpot = -1;
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}
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}
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ImGui::Separator();
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@@ -796,6 +796,142 @@ void Engine::clear_point_lights()
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}
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}
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// ----------------------------------------------------------------------------
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// Lighting - Spot Lights
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// ----------------------------------------------------------------------------
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size_t Engine::add_spot_light(const SpotLight& light)
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{
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if (!_engine->_sceneManager) return 0;
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SceneManager::SpotLight sl;
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sl.position_world = WorldVec3(light.position);
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sl.direction = (glm::length(light.direction) > 1.0e-6f)
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? glm::normalize(light.direction)
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: glm::vec3(0.0f, -1.0f, 0.0f);
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sl.radius = light.radius;
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sl.color = light.color;
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sl.intensity = light.intensity;
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sl.inner_angle_deg = light.inner_angle_deg;
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sl.outer_angle_deg = light.outer_angle_deg;
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size_t idx = _engine->_sceneManager->getSpotLightCount();
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_engine->_sceneManager->addSpotLight(sl);
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return idx;
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}
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size_t Engine::add_spot_light(const SpotLightD& light)
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{
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if (!_engine->_sceneManager) return 0;
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SceneManager::SpotLight sl;
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sl.position_world = WorldVec3(light.position);
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sl.direction = (glm::length(light.direction) > 1.0e-6f)
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? glm::normalize(light.direction)
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: glm::vec3(0.0f, -1.0f, 0.0f);
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sl.radius = light.radius;
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sl.color = light.color;
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sl.intensity = light.intensity;
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sl.inner_angle_deg = light.inner_angle_deg;
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sl.outer_angle_deg = light.outer_angle_deg;
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size_t idx = _engine->_sceneManager->getSpotLightCount();
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_engine->_sceneManager->addSpotLight(sl);
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return idx;
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}
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bool Engine::remove_spot_light(size_t index)
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{
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return _engine->_sceneManager ? _engine->_sceneManager->removeSpotLight(index) : false;
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}
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bool Engine::get_spot_light(size_t index, SpotLight& out) const
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{
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if (!_engine->_sceneManager) return false;
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SceneManager::SpotLight sl;
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if (_engine->_sceneManager->getSpotLight(index, sl))
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{
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out.position = glm::vec3(sl.position_world);
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out.direction = sl.direction;
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out.radius = sl.radius;
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out.color = sl.color;
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out.intensity = sl.intensity;
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out.inner_angle_deg = sl.inner_angle_deg;
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out.outer_angle_deg = sl.outer_angle_deg;
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return true;
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}
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return false;
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}
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bool Engine::get_spot_light(size_t index, SpotLightD& out) const
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{
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if (!_engine->_sceneManager) return false;
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SceneManager::SpotLight sl;
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if (_engine->_sceneManager->getSpotLight(index, sl))
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{
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out.position = sl.position_world;
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out.direction = sl.direction;
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out.radius = sl.radius;
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out.color = sl.color;
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out.intensity = sl.intensity;
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out.inner_angle_deg = sl.inner_angle_deg;
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out.outer_angle_deg = sl.outer_angle_deg;
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return true;
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}
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return false;
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}
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bool Engine::set_spot_light(size_t index, const SpotLight& light)
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{
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if (!_engine->_sceneManager) return false;
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SceneManager::SpotLight sl;
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sl.position_world = WorldVec3(light.position);
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sl.direction = (glm::length(light.direction) > 1.0e-6f)
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? glm::normalize(light.direction)
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: glm::vec3(0.0f, -1.0f, 0.0f);
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sl.radius = light.radius;
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sl.color = light.color;
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sl.intensity = light.intensity;
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sl.inner_angle_deg = light.inner_angle_deg;
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sl.outer_angle_deg = light.outer_angle_deg;
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return _engine->_sceneManager->setSpotLight(index, sl);
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}
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bool Engine::set_spot_light(size_t index, const SpotLightD& light)
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{
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if (!_engine->_sceneManager) return false;
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SceneManager::SpotLight sl;
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sl.position_world = WorldVec3(light.position);
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sl.direction = (glm::length(light.direction) > 1.0e-6f)
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? glm::normalize(light.direction)
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: glm::vec3(0.0f, -1.0f, 0.0f);
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sl.radius = light.radius;
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sl.color = light.color;
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sl.intensity = light.intensity;
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sl.inner_angle_deg = light.inner_angle_deg;
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sl.outer_angle_deg = light.outer_angle_deg;
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return _engine->_sceneManager->setSpotLight(index, sl);
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}
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size_t Engine::get_spot_light_count() const
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{
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return _engine->_sceneManager ? _engine->_sceneManager->getSpotLightCount() : 0;
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}
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void Engine::clear_spot_lights()
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{
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if (_engine->_sceneManager)
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{
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_engine->_sceneManager->clearSpotLights();
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}
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}
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// ----------------------------------------------------------------------------
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// Post Processing - FXAA
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// ----------------------------------------------------------------------------
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@@ -69,6 +69,30 @@ struct PointLightD
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float intensity{1.0f};
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};
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// Spot light data (cone half-angles in degrees; inner <= outer)
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struct SpotLight
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{
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glm::vec3 position{0.0f};
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glm::vec3 direction{0.0f, -1.0f, 0.0f};
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float radius{10.0f};
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glm::vec3 color{1.0f};
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float intensity{1.0f};
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float inner_angle_deg{15.0f};
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float outer_angle_deg{25.0f};
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};
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// Double-precision world-space spot light data (position only).
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struct SpotLightD
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{
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glm::dvec3 position{0.0};
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glm::vec3 direction{0.0f, -1.0f, 0.0f};
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float radius{10.0f};
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glm::vec3 color{1.0f};
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float intensity{1.0f};
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float inner_angle_deg{15.0f};
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float outer_angle_deg{25.0f};
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};
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// IBL (Image-Based Lighting) paths
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struct IBLPaths
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{
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@@ -333,6 +357,29 @@ public:
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// Clear all point lights
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void clear_point_lights();
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// ------------------------------------------------------------------------
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// Lighting - Spot Lights
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// ------------------------------------------------------------------------
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// Add spot light (returns index)
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size_t add_spot_light(const SpotLight& light);
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size_t add_spot_light(const SpotLightD& light);
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// Remove spot light by index
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bool remove_spot_light(size_t index);
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// Get/set spot light properties
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bool get_spot_light(size_t index, SpotLight& out) const;
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bool set_spot_light(size_t index, const SpotLight& light);
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bool get_spot_light(size_t index, SpotLightD& out) const;
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bool set_spot_light(size_t index, const SpotLightD& light);
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// Get spot light count
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size_t get_spot_light_count() const;
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// Clear all spot lights
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void clear_spot_lights();
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// ------------------------------------------------------------------------
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// Post Processing - FXAA
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// ------------------------------------------------------------------------
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@@ -117,6 +117,15 @@ struct GPUPunctualLight {
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static constexpr uint32_t kMaxPunctualLights = 64;
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struct GPUSpotLight {
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glm::vec4 position_radius; // xyz: position (local), w: radius
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glm::vec4 direction_cos_outer; // xyz: direction (unit), w: cos(outer_angle)
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glm::vec4 color_intensity; // rgb: color, a: intensity
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glm::vec4 cone; // x: cos(inner_angle), yzw: unused
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};
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static constexpr uint32_t kMaxSpotLights = 32;
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struct GPUSceneData {
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glm::mat4 view;
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glm::mat4 proj;
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@@ -139,6 +148,7 @@ struct GPUSceneData {
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glm::vec4 rtParams;
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GPUPunctualLight punctualLights[kMaxPunctualLights];
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GPUSpotLight spotLights[kMaxSpotLights];
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glm::uvec4 lightCounts;
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};
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@@ -67,6 +67,46 @@ bool SceneManager::removePointLight(size_t index)
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return true;
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}
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void SceneManager::addSpotLight(const SpotLight &light)
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{
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spotLights.push_back(light);
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}
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void SceneManager::clearSpotLights()
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{
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spotLights.clear();
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}
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bool SceneManager::getSpotLight(size_t index, SpotLight &outLight) const
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{
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if (index >= spotLights.size())
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{
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return false;
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}
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outLight = spotLights[index];
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return true;
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}
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bool SceneManager::setSpotLight(size_t index, const SpotLight &light)
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{
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if (index >= spotLights.size())
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{
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return false;
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}
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spotLights[index] = light;
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return true;
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}
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bool SceneManager::removeSpotLight(size_t index)
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{
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if (index >= spotLights.size())
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{
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return false;
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}
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spotLights.erase(spotLights.begin() + index);
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return true;
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}
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void SceneManager::init(EngineContext *context)
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{
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_context = context;
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@@ -414,7 +454,45 @@ void SceneManager::update_scene()
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sceneData.punctualLights[i].position_radius = glm::vec4(0.0f);
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sceneData.punctualLights[i].color_intensity = glm::vec4(0.0f);
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}
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sceneData.lightCounts = glm::uvec4(lightCount, 0u, 0u, 0u);
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// Fill spot lights into GPUSceneData
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const uint32_t spotCount = static_cast<uint32_t>(std::min(spotLights.size(), static_cast<size_t>(kMaxSpotLights)));
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for (uint32_t i = 0; i < spotCount; ++i)
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{
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const SpotLight &sl = spotLights[i];
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glm::vec3 posLocal = world_to_local(sl.position_world, _origin_world);
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glm::vec3 dir = sl.direction;
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const float dirLen2 = glm::length2(dir);
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if (dirLen2 > 1.0e-8f)
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{
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dir *= 1.0f / std::sqrt(dirLen2);
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}
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else
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{
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dir = glm::vec3(0.0f, -1.0f, 0.0f);
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}
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const float radius = std::max(sl.radius, 0.0001f);
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const float innerDeg = std::clamp(sl.inner_angle_deg, 0.0f, 89.0f);
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const float outerDeg = std::clamp(sl.outer_angle_deg, innerDeg, 89.9f);
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const float cosInner = glm::cos(glm::radians(innerDeg));
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const float cosOuter = glm::cos(glm::radians(outerDeg));
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sceneData.spotLights[i].position_radius = glm::vec4(posLocal, radius);
|
||||
sceneData.spotLights[i].direction_cos_outer = glm::vec4(dir, cosOuter);
|
||||
sceneData.spotLights[i].color_intensity = glm::vec4(sl.color, sl.intensity);
|
||||
sceneData.spotLights[i].cone = glm::vec4(cosInner, 0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
for (uint32_t i = spotCount; i < kMaxSpotLights; ++i)
|
||||
{
|
||||
sceneData.spotLights[i].position_radius = glm::vec4(0.0f);
|
||||
sceneData.spotLights[i].direction_cos_outer = glm::vec4(0.0f);
|
||||
sceneData.spotLights[i].color_intensity = glm::vec4(0.0f);
|
||||
sceneData.spotLights[i].cone = glm::vec4(0.0f);
|
||||
}
|
||||
|
||||
sceneData.lightCounts = glm::uvec4(lightCount, spotCount, 0u, 0u);
|
||||
|
||||
auto end = std::chrono::system_clock::now();
|
||||
auto elapsed = std::chrono::duration_cast<std::chrono::microseconds>(end - start);
|
||||
|
||||
@@ -184,6 +184,26 @@ public:
|
||||
bool removePointLight(size_t index);
|
||||
const std::vector<PointLight> &getPointLights() const { return pointLights; }
|
||||
|
||||
struct SpotLight
|
||||
{
|
||||
WorldVec3 position_world;
|
||||
glm::vec3 direction{0.0f, -1.0f, 0.0f}; // world-space unit vector
|
||||
float radius = 10.0f;
|
||||
glm::vec3 color{1.0f, 1.0f, 1.0f};
|
||||
float intensity = 1.0f;
|
||||
// Cone half-angles in degrees (inner <= outer).
|
||||
float inner_angle_deg = 15.0f;
|
||||
float outer_angle_deg = 25.0f;
|
||||
};
|
||||
|
||||
void addSpotLight(const SpotLight &light);
|
||||
void clearSpotLights();
|
||||
size_t getSpotLightCount() const { return spotLights.size(); }
|
||||
bool getSpotLight(size_t index, SpotLight &outLight) const;
|
||||
bool setSpotLight(size_t index, const SpotLight &light);
|
||||
bool removeSpotLight(size_t index);
|
||||
const std::vector<SpotLight> &getSpotLights() const { return spotLights; }
|
||||
|
||||
struct SceneStats
|
||||
{
|
||||
float scene_update_time = 0.f;
|
||||
@@ -210,6 +230,7 @@ private:
|
||||
GPUSceneData sceneData = {};
|
||||
DrawContext mainDrawContext;
|
||||
std::vector<PointLight> pointLights;
|
||||
std::vector<SpotLight> spotLights;
|
||||
WorldVec3 _origin_world{0.0, 0.0, 0.0};
|
||||
glm::vec3 _camera_position_local{0.0f, 0.0f, 0.0f};
|
||||
double _floating_origin_recenter_threshold = 1000.0;
|
||||
|
||||
Reference in New Issue
Block a user