Bind shared lighting ABI and shade authored local lights
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@@ -134,6 +134,65 @@ int main(int argc, char** argv) {
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renderer.render(scene);
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pixels = renderer.pixels();
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require(pixels[index + 2] > 220, "Texture revision upload");
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Snapshot two_lights;
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two_lights.eye = {0, 0, 6};
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two_lights.projection = perspective(.85f, 320.f / 240.f, .1f, 30.f);
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two_lights.view_projection =
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multiply(two_lights.projection, look_at(two_lights.eye, {0, 0, 0}));
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two_lights.authored_lights_present = true;
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two_lights.draws.push_back(
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{cube_mesh(), transform({-1.4f, 0, 0}), {.5f, .5f, .5f, 1}, .6f, 0, false});
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two_lights.draws.back().instance_key = "left-light-receiver";
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two_lights.draws.push_back(
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{cube_mesh(), transform({1.4f, 0, 0}), {.5f, .5f, .5f, 1}, .6f, 0, false});
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two_lights.draws.back().instance_key = "right-light-receiver";
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two_lights.ui_quads.push_back({8, 8, 40, 20, {.8f, .1f, .15f, 1}});
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for (auto mode : {VisibilityMode::Direct, VisibilityMode::GpuFrustum}) {
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renderer.set_visibility_mode(mode);
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renderer.render(two_lights);
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const auto dark = renderer.pixels();
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require(renderer.stats().validation_errors == 0,
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"Zero-local-light descriptors are initialized");
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auto legacy_lights = two_lights;
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legacy_lights.authored_lights_present = false;
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renderer.render(legacy_lights);
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const auto legacy = renderer.pixels();
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const auto left = (120 * 320 + 99) * 4;
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require(legacy[left] > dark[left] + 15,
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"Authored-light presence suppresses the legacy sun even without a local light");
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two_lights.local_lights = {
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{LocalLight::Kind::Point, "red", {-1.4f, 0, 1.4f}, {0, 0, -1},
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{1, 0, 0, 1}, 8, 2.2f, .35f, .7f, false, 0},
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{LocalLight::Kind::Point, "blue", {1.4f, 0, 1.4f}, {0, 0, -1},
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{0, 0, 1, 1}, 8, 2.5f, .35f, .7f, false, 0}};
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renderer.render(two_lights);
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const auto lit = renderer.pixels();
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const auto right = (120 * 320 + 221) * 4;
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const auto ui = (10 * 320 + 10) * 4;
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require(lit[left] > dark[left] + 20 && lit[right + 2] > dark[right + 2] + 20,
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"Separated red and blue point lights illuminate their receivers");
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require(std::abs(int(lit[left + 2]) - int(dark[left + 2])) < 6 &&
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std::abs(int(lit[right]) - int(dark[right])) < 6,
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"Local light range keeps the opposite colored light off each receiver");
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for (int channel = 0; channel < 4; ++channel)
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require(lit[ui + channel] == dark[ui + channel],
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"Lighting changes leave UI tint unchanged");
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require(renderer.stats().validation_errors == 0,
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"Direct and GPU local lighting report no Vulkan errors");
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if (mode == VisibilityMode::GpuFrustum)
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require(renderer.stats().effective_visibility_mode == VisibilityMode::GpuFrustum,
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"Local light image test actually exercises the GPU visibility path");
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two_lights.local_lights[1].kind = LocalLight::Kind::Spot;
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renderer.render(two_lights);
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const auto aimed = renderer.pixels();
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two_lights.local_lights[1].direction = {1, 0, 0};
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renderer.render(two_lights);
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const auto turned = renderer.pixels();
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require(aimed[right + 2] > turned[right + 2] + 20,
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"Spotlight cone direction changes receiver illumination");
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two_lights.local_lights.clear();
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}
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renderer.set_visibility_mode(VisibilityMode::Direct);
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if (argc > 2)
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renderer.capture(argv[2]);
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renderer.resize(400, 300);
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