sizeof(struct logic_achievement)
},
{
- k_classtype_point_light,
+ k_classtype_world_light,
(void*)&world->lights,
sizeof(struct world_light)
+ },
+ {
+ k_classtype_nonlocal_gate,
+ (void*)&world->nonlocal_gates,
+ sizeof(struct nonlocal_gate)
}
};
world->achievement_count ++;
}
-VG_STATIC void world_pct_point_light( world_instance *world, mdl_node *pnode )
+VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
{
- struct world_light *light = &world->lights[ world->light_count ];
- v3_copy( pnode->co, light->co );
-
- struct classtype_point_light *inf = mdl_get_entdata( world->meta, pnode );
- v4_copy( inf->colour, light->colour );
+ struct world_light *light = &world->lights[ world->light_count ++ ];
+ light->node = pnode;
+ light->inf = mdl_get_entdata( world->meta, pnode );
+}
- world->light_count ++;
+VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
+{
+ struct nonlocal_gate *gate = &world->nonlocal_gates[
+ world->nonlocalgate_count ++ ];
+ struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
+
+ gate->working = 0;
+ gate->node = pnode;
+ gate->target_map_index = 0;
+ v2_copy( inf->dims, gate->gate.dims );
}
VG_STATIC void world_entities_process( world_instance *world )
{ k_classtype_trigger, world_pct_trigger },
{ k_classtype_logic_relay, world_pct_relay },
{ k_classtype_logic_achievement, world_pct_achievement },
- { k_classtype_point_light, world_pct_point_light }
+ { k_classtype_world_light, world_pct_world_light },
+ { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
};
for( int i=0; i<world->meta->info.node_count; i++ )
}
}
+VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
+{
+ vg_info( "Linking non-local gates\n" );
+ world_instance *a = &world_global.worlds[ index_a ],
+ *b = &world_global.worlds[ index_b ];
+
+ for( int i=0; i<a->nonlocalgate_count; i++ )
+ {
+ struct nonlocal_gate *ga = &a->nonlocal_gates[i];
+ struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
+ const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
+
+ for( int j=0; j<b->nonlocalgate_count; j++ )
+ {
+ struct nonlocal_gate *gb = &b->nonlocal_gates[j];
+ struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
+ const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
+
+ if( !strcmp( ga_name, gb_name ) )
+ {
+ vg_success( "Created longjump for ID '%s'\n", ga_name );
+
+ v4f qYflip;
+ q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+
+ /* TODO: Gates are created very wonkily. refactor. */
+ ga->target_map_index = index_b;
+ gb->target_map_index = index_a;
+ ga->working = 1;
+ gb->working = 1;
+
+ v4_copy( ga->node->q, ga->gate.q[0] );
+ v4_copy( gb->node->q, ga->gate.q[1] );
+ v3_copy( ga->node->co, ga->gate.co[0] );
+ v3_copy( gb->node->co, ga->gate.co[1] );
+
+ v4_copy( gb->node->q, gb->gate.q[0] );
+ v4_copy( ga->node->q, gb->gate.q[1] );
+ v3_copy( gb->node->co, gb->gate.co[0] );
+ v3_copy( ga->node->co, gb->gate.co[1] );
+
+ /* reverse B's direction */
+ q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
+ q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
+ q_normalize( gb->gate.q[0] );
+ q_normalize( gb->gate.q[1] );
+
+ gate_transform_update( &ga->gate );
+ gate_transform_update( &gb->gate );
+ }
+ }
+ }
+}
+
+VG_STATIC float colour_luminance( v3f v )
+{
+ return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
+}
+
+VG_STATIC float calc_light_influence( world_instance *world, v3f position,
+ v3f normal, int light )
+{
+ struct world_light *world_light = &world->lights[ light ];
+ struct classtype_world_light *inf = world_light->inf;
+
+ v3f light_delta;
+ v3_sub( world_light->node->co, position, light_delta );
+ v3_muls( light_delta, 10.0f, light_delta );
+
+ float quadratic = v3_dot( light_delta, light_delta ),
+ attenuation = 1.0f/( 1.0f + quadratic );
+
+ v3_normalize( light_delta );
+ //attenuation *= vg_maxf( 0.0, v3_dot( light_delta, normal ) );
+
+ float quadratic_light = attenuation * colour_luminance( inf->colour );
+
+ if( inf->type == k_light_type_point )
+ {
+ return quadratic_light;
+ }
+ else if( inf->type == k_light_type_spot )
+ {
+ v3f dir;
+ q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
+
+ float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
+ falloff = spot_theta >= 0.0f? 1.0f: 0.0f;
+
+ return quadratic_light * falloff;
+ }
+ else
+ return 0.0f;
+}
+
VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
scene *sc )
{
for( int i=0; i<sc->vertex_count; i++ )
{
scene_vert *vert = &sc->arrvertices[i];
- vert->lights[0] = 255;
- vert->lights[1] = 255;
- vert->lights[2] = 255;
- vert->lights[3] = 255;
+ vert->lights[0] = 0;
+ vert->lights[1] = 1;
+ vert->lights[2] = 2;
+ vert->lights[3] = 3;
+
+ float influences[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+
+ v3f co, norm;
+ v3_copy( vert->co, co );
+
+ norm[0] = vert->norm[0];
+ norm[1] = vert->norm[1];
+ norm[2] = vert->norm[2];
- float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY };
+ v3_muls( norm, 1.0f/127.0f, norm );
for( int j=0; j<world->light_count; j ++ )
{
- float dist = v3_dist2( world->lights[j].co, vert->co );
+ float influence = calc_light_influence( world, co, norm, j );
int best_pos = 4;
for( int k=best_pos-1; k>=0; k -- )
- if( dist < distances[k] )
+ if( influence > influences[k] )
best_pos = k;
if( best_pos < 4 )
{
for( int k=3; k>best_pos; k -- )
{
- distances[k] = distances[k-1];
+ influences[k] = influences[k-1];
vert->lights[k] = vert->lights[k-1];
}
- distances[best_pos] = dist;
+ influences[best_pos] = influence;
vert->lights[best_pos] = j;
}
}
vg_acquire_thread_sync();
{
+ /* create scene lighting buffer */
+
+ u32 size = VG_MAX(world->light_count,1) * sizeof(float)*12;
+
+ vg_info( "Upload %ubytes (lighting)\n", size );
+
+ glGenBuffers( 1, &world->tbo_light_entities );
+ glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
+ glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
+
+ /* buffer layout
+ *
+ * colour position direction (spots)
+ * | . . . . | . . . . | . . . . |
+ * | Re Ge Be Night | Xco Yco Zco | Dx Dy Dz Da |
+ *
+ */
+
+ v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
+
+ for( int i=0; i<world->light_count; i++ )
+ {
+ struct world_light *light = &world->lights[i];
+ struct classtype_world_light *inf = light->inf;
+
+ /* colour + night */
+ v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] );
+ light_dst[i*3+0][3] = 1.0f;
+
+ /* position + nothing */
+ v3_copy( light->node->co, light_dst[i*3+1] );
+
+ /* direction + angle */
+ q_mulv( light->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
+ light_dst[i*3+2][3] = inf->angle;
+ }
+
+ glUnmapBuffer( GL_TEXTURE_BUFFER );
+
+ glGenTextures( 1, &world->tex_light_entities );
+ glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
+ glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
+
+
+ /* Upload lighting uniform buffer */
+ if( world->water.enabled )
+ v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
+
+ v4f info_vec;
+ v3f *bounds = world->scene_geo->bbx;
+
+ info_vec[0] = bounds[0][0];
+ info_vec[1] = bounds[0][2];
+ info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
+ info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
+ v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
+
+ /* upload full buffer */
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
+
+
/*
* Rendering the depth map
*/
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_MAX);
- render_world_depth( world, &ortho );
+ render_world_position( world, &ortho );
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- /* Upload lighting uniform buffer */
- if( world->water.enabled )
- v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
-
- v4f info_vec;
- v3f *bounds = world->scene_geo->bbx;
-
- info_vec[0] = bounds[0][0];
- info_vec[1] = bounds[0][2];
- info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
- info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
- v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
-
- /* add scene lights */
- for( int i=0; i<world->light_count; i++ )
- {
- struct world_light *light = &world->lights[i];
-
- v3_muls( light->colour, light->colour[3] * 2.0f,
- world->ub_lighting.g_point_light_colours[i] );
- v3_copy( light->co,
- world->ub_lighting.g_point_light_positions[i] );
- }
-
- /* upload full buffer */
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferSubData( GL_UNIFORM_BUFFER, 0,
- sizeof(struct ub_world_lighting), &world->ub_lighting );
}
vg_release_thread_sync();
mesh_free( &world->mesh_geo );
mesh_free( &world->mesh_no_collide );
+ glDeleteBuffers( 1, &world->tbo_light_entities );
+ glDeleteTextures( 1, &world->tex_light_entities );
+
/* FIXME: CANT DO THIS HERE */
world_global.time = 0.0;
world_global.rewind_from = 0.0;
world->collectors = NULL;
world->collector_count = 0;
+ world->nonlocal_gates = NULL;
+ world->nonlocalgate_count = 0;
+
world->water.enabled = 0;