checkin
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 3290def58a7f7e2010fc602aa74640242cf0131a..026701a1bf89148d574543fe9c4120b4d70438ec 100644 (file)
@@ -184,9 +184,14 @@ VG_STATIC void world_ents_allocate( world_instance *world )
          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)
       }
    };
 
@@ -330,15 +335,23 @@ VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode )
    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 )
@@ -356,7 +369,8 @@ 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++ )
@@ -376,40 +390,141 @@ VG_STATIC void world_entities_process( world_instance *world )
    }
 }
 
+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, 
+                                      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 );
+
+   float quadratic_light = attenuation * colour_luminance( inf->colour );
+
+   if( (inf->type == k_light_type_point) ||
+       (inf->type == k_light_type_point_nighttime_only) )
+   {
+      return quadratic_light;
+   }
+   else if( (inf->type == k_light_type_spot) ||
+            (inf->type == k_light_type_spot_nighttime_only) )
+   {
+      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] = 0;
 
-      float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY };
+      float influences[3] = { 0.0f, 0.0f, 0.0f };
+      const int N = vg_list_size( influences );
 
       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, vert->co, j );
 
-         int best_pos = 4;
+         int best_pos = N;
          for( int k=best_pos-1; k>=0; k -- )
-            if( dist < distances[k] )
+            if( influence > influences[k] )
                best_pos = k;
 
-         if( best_pos < 4 )
+         if( best_pos < N )
          {
-            for( int k=3; k>best_pos; k -- )
+            for( int k=N-1; 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;
          }
       }
+
+      for( int j=0; j<N; j++ )
+      {
+         if( influences[j] > 0.00000125f )
+            vert->lights[3] ++ ;
+      }
    }
 }
 
@@ -524,6 +639,79 @@ VG_STATIC void world_post_process( world_instance *world )
 
    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] = 0.0f;
+
+         if( (inf->type == k_light_type_spot_nighttime_only) ||
+             (inf->type == k_light_type_point_nighttime_only ) )
+         {
+            u32 hash = (i * 29986577) & 0xff;
+            float switch_on = hash;
+                  switch_on *= (1.0f/255.0f);
+
+            light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
+         }
+         
+         /* 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
        */
@@ -562,39 +750,11 @@ VG_STATIC void world_post_process( world_instance *world )
       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();
@@ -675,6 +835,9 @@ VG_STATIC void world_unload( world_instance *world )
    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;
@@ -771,6 +934,9 @@ VG_STATIC void world_clean( world_instance *world )
    world->collectors = NULL;
    world->collector_count = 0;
 
+   world->nonlocal_gates = NULL;
+   world->nonlocalgate_count = 0;
+
    world->water.enabled = 0;