+ vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
+ }
+
+ int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
+
+ u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
+ vg_align8(total_cubes*sizeof(u32)*2) );
+
+ vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
+ total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
+ cubes_max[0], -cubes_max[2], cubes_max[1] );
+
+ v3_copy( cubes_min, world->ub_lighting.g_cube_min );
+
+ v3f cube_size;
+ v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
+ cube_size );
+ float bound_radius = v3_length( cube_size );
+
+ for( int iz = 0; iz<icubes_count[2]; iz ++ ){
+ for( int iy = 0; iy<icubes_count[1]; iy++ ){
+ for( int ix = 0; ix<icubes_count[0]; ix++ ){
+ boxf bbx;
+ v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
+ bbx[0] );
+ v3_div( (v3f){ ix+1, iy+1, iz+1 },
+ world->ub_lighting.g_cube_inv_range,
+ bbx[1] );
+
+ v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
+ v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
+
+ v3f center;
+ v3_add( bbx[0], bbx[1], center );
+ v3_muls( center, 0.5f, center );
+
+ u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
+ u32 count = 0;
+
+ float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
+ const int N = vg_list_size( influences );
+
+ for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+ ent_light *light = mdl_arritm( &world->ent_light, j );
+ v3f closest;
+ closest_point_aabb( light->transform.co, bbx, closest );
+
+ float dist = v3_dist( closest, light->transform.co ),
+ influence = 1.0f/(dist+1.0f);
+
+ if( dist > light->range )
+ continue;
+
+ if( light->type == k_light_type_spot){
+ v3f local;
+ m4x3_mulv( light->inverse_world, center, local );
+
+ float r = fsd_cone_infinite( local, light->angle_sin_cos );
+
+ if( r > bound_radius )
+ continue;
+ }
+
+ int best_pos = N;
+ for( int k=best_pos-1; k>=0; k -- )
+ if( influence > influences[k] )
+ best_pos = k;
+
+ if( best_pos < N ){
+ for( int k=N-1; k>best_pos; k -- ){
+ influences[k] = influences[k-1];
+ indices[k] = indices[k-1];
+ }
+
+ influences[best_pos] = influence;
+ indices[best_pos] = j;
+ }
+ }
+
+ for( int j=0; j<N; j++ )
+ if( influences[j] > 0.0f )
+ count ++;
+
+ int base_index = iz * (icubes_count[0]*icubes_count[1]) +
+ iy * (icubes_count[0]) +
+ ix;
+
+ int lower_count = VG_MIN( 3, count );
+ u32 packed_index_lower = lower_count;
+ packed_index_lower |= indices[0]<<2;
+ packed_index_lower |= indices[1]<<12;
+ packed_index_lower |= indices[2]<<22;
+
+ int upper_count = VG_MAX( 0, count - lower_count );
+ u32 packed_index_upper = upper_count;
+ packed_index_upper |= indices[3]<<2;
+ packed_index_upper |= indices[4]<<12;
+ packed_index_upper |= indices[5]<<22;
+
+ cubes_index[ base_index*2 + 0 ] = packed_index_lower;
+ cubes_index[ base_index*2 + 1 ] = packed_index_upper;
+ }
+ }
+ }
+
+ vg_acquire_thread_sync();
+
+ glGenTextures( 1, &world->tex_light_cubes );
+ glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
+ glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
+ icubes_count[0], icubes_count[1], icubes_count[2],
+ 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
+ glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+
+ vg_linear_del( world_global.generic_heap, cubes_index );
+
+ vg_release_thread_sync();