83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "buffer_pool.h"
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#include "rendering/subpass.h"
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#include "common/glm_common.h"
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// This value is per type of light that we feed into the shader
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#define MAX_DEFERRED_LIGHT_COUNT 48
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namespace vkb
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{
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namespace core
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{
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template <vkb::BindingType bindingType>
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class CommandBuffer;
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using CommandBufferC = CommandBuffer<vkb::BindingType::C>;
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} // namespace core
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namespace sg
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{
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class Camera;
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class Light;
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class Scene;
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} // namespace sg
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/**
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* @brief Light uniform structure for lighting shader
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* Inverse view projection matrix and inverse resolution vector are used
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* in lighting pass to reconstruct position from depth and frag coord
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*/
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struct alignas(16) LightUniform
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{
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glm::mat4 inv_view_proj;
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glm::vec2 inv_resolution;
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};
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struct alignas(16) DeferredLights
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{
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vkb::rendering::Light directional_lights[MAX_DEFERRED_LIGHT_COUNT];
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vkb::rendering::Light point_lights[MAX_DEFERRED_LIGHT_COUNT];
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vkb::rendering::Light spot_lights[MAX_DEFERRED_LIGHT_COUNT];
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};
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/**
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* @brief Lighting pass of Deferred Rendering
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*/
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class LightingSubpass : public vkb::rendering::SubpassC
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{
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public:
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LightingSubpass(RenderContext &render_context, ShaderSource &&vertex_shader, ShaderSource &&fragment_shader, sg::Camera &camera, sg::Scene &scene);
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virtual void prepare() override;
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void draw(vkb::core::CommandBufferC &command_buffer) override;
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private:
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sg::Camera &camera;
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sg::Scene &scene;
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ShaderVariant lighting_variant;
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};
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} // namespace vkb
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