+ v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
+ v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
+
+ v3_floor( cubes_min, cubes_min );
+ v3_floor( cubes_max, cubes_max );
+
+ v3i icubes_min, icubes_max;
+
+ for( int i=0; i<3; i++ )
+ {
+ icubes_min[i] = cubes_min[i];
+ icubes_max[i] = cubes_max[i];
+ }
+
+ v3i icubes_count;
+ v3i_sub( icubes_max, icubes_min, icubes_count );
+
+ for( int i=0; i<3; i++ )
+ {
+ icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
+ cubes_max[i] = icubes_min[i] + icubes_count[i];
+ }
+
+ v3_muls( cubes_min, k_light_cube_size, cubes_min );
+ v3_muls( cubes_max, k_light_cube_size, cubes_max );
+
+ for( int i=0; i<3; i++ )
+ {
+ float range = cubes_max[i]-cubes_min[i];
+ world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
+ world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
+
+ 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,
+ total_cubes * sizeof(u32) * 2.0f );
+
+ 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( int j=0; j<world->light_count; j ++ )
+ {
+ struct world_light *light = &world->lights[j];
+ v3f closest;
+ closest_point_aabb( light->node->co, bbx, closest );
+
+ float dist = v3_dist( closest, light->node->co ),
+ influence = 1.0f/(dist+1.0f);
+
+ if( dist > light->inf->range )
+ continue;
+
+ if( (light->inf->type == k_light_type_spot) ||
+ (light->inf->type == k_light_type_spot_nighttime_only) )
+ {
+ 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;
+ }
+ }