-
-
-
- /* light cubes */
-
- v3f cubes_min, cubes_max;
- v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
- v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
-
- 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 );
-
- vg_info( "g_cube_min[%f %f %f]\n",
- world->ub_lighting.g_cube_min[0],
- world->ub_lighting.g_cube_min[1],
- world->ub_lighting.g_cube_min[2] );
- vg_info( "g_cube_inv_range[%f %f %f]\n",
- world->ub_lighting.g_cube_inv_range[0],
- world->ub_lighting.g_cube_inv_range[1],
- world->ub_lighting.g_cube_inv_range[2] );
-
- 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;
- }
- }
-
- 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;
- }
- }
- }
-
- glGenTextures( 1, &world->tex_light_cubes ); /* FIXME: glDeleteTextures */
- 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 );
-
-
-
-
-