struct world_light *light = &world->lights[ world->light_count ++ ];
light->node = pnode;
light->inf = mdl_get_entdata( world->meta, pnode );
+
+ q_m3x3( pnode->q, light->inverse_world );
+ v3_copy( pnode->co, light->inverse_world[3] );
+ m4x3_invert_affine( light->inverse_world, light->inverse_world );
+
+ light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
+ light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
}
VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
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] = 0;
- vert->lights[1] = 1;
- vert->lights[2] = 2;
- vert->lights[3] = 0;
-
- 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 influence = calc_light_influence( world, vert->co, j );
-
- 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];
- vert->lights[k] = vert->lights[k-1];
- }
-
- influences[best_pos] = influence;
- vert->lights[best_pos] = j;
- }
- }
-
- for( int j=0; j<N; j++ )
- {
- if( influences[j] > 0.00000125f )
- vert->lights[3] ++ ;
- }
- }
-}
-
VG_STATIC void world_generate( world_instance *world )
{
/*
scene_copy_slice( world->scene_geo, &mat->sm_geo );
}
- world_scene_compute_light_clusters( world, world->scene_geo );
/* compress that bad boy */
world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
}
- world_scene_compute_light_clusters( world, world->scene_no_collide );
/* upload and free that */
vg_acquire_thread_sync();
world->scene_no_collide = NULL;
}
+float fsd_cone_infinite( v3f p, v2f c )
+{
+ v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
+ float s = vg_maxf( 0.0f, v2_dot( q, c ) );
+
+ v2f v0;
+ v2_muls( c, s, v0 );
+ v2_sub( q, v0, v0 );
+
+ float d = v2_length( v0 );
+ return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
+}
+
+VG_STATIC void world_compute_light_indices( world_instance *world )
+{
+ /* 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 );
+
+ 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;
+ }
+ }
+ }
+
+ 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();
+}
+
VG_STATIC int reset_player( int argc, char const *argv[] );
VG_STATIC void world_post_process( world_instance *world )
{
}
audio_unlock();
+ world_compute_light_indices( world );
+
vg_acquire_thread_sync();
{
/* create scene lighting buffer */
/* buffer layout
*
- * colour position direction (spots)
- * | . . . . | . . . . | . . . . |
- * | Re Ge Be Night | Xco Yco Zco | Dx Dy Dz Da |
+ * colour position direction (spots)
+ * | . . . . | . . . . | . . . . |
+ * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
*
*/
/* colour + night */
v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] );
- light_dst[i*3+0][3] = 0.0f;
+ light_dst[i*3+0][3] = -1.0f;
if( (inf->type == k_light_type_spot_nighttime_only) ||
(inf->type == k_light_type_point_nighttime_only ) )
light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
}
- /* position + nothing */
+ /* position + 1/range^2 */
v3_copy( light->node->co, light_dst[i*3+1] );
+ light_dst[i*3+1][3] = 1.0f/(inf->range*inf->range);
/* 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;
+ light_dst[i*3+2][3] = cosf( inf->angle );
}
glUnmapBuffer( GL_TEXTURE_BUFFER );
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
shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
render_fsquad();
- /* todo: hmm?? */
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_MAX);
glEnable(GL_DEPTH_TEST);
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ /* 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();
glDeleteBuffers( 1, &world->tbo_light_entities );
glDeleteTextures( 1, &world->tex_light_entities );
+ glDeleteTextures( 1, &world->tex_light_cubes );
/* FIXME: CANT DO THIS HERE */
world_global.time = 0.0;
vg_release_thread_sync();
}
-VG_STATIC void world_add_global_light( world_instance *world,
- v2f dir, v3f colour )
-{
- int id = world->ub_lighting.g_light_count;
-
- v3_copy( colour, world->ub_lighting.g_light_colours[id] );
- v3_copy( (v3f){ cosf(dir[1]) * cosf(dir[0]),
- sinf(dir[0]),
- sinf(dir[1]) * cosf(dir[0]) },
- world->ub_lighting.g_light_directions[id] );
-
- world->ub_lighting.g_light_count ++;
-}
-
VG_STATIC void world_clean( world_instance *world )
{
/* clean dangling pointers */
/* default lighting conditions
* -------------------------------------------------------------*/
- world->ub_lighting.g_light_count = 0;
- world->ub_lighting.g_light_preview = 0;
- world->ub_lighting.g_shadow_samples = 8;
- world->ub_lighting.g_water_fog = 0.04f;
-
- v4_zero( world->ub_lighting.g_water_plane );
- v4_zero( world->ub_lighting.g_depth_bounds );
- v4_zero( world->ub_lighting.g_ambient_colour );
-
- v3_copy( (v3f){ 0.09f, 0.03f, 0.07f }, world->ub_lighting.g_ambient_colour );
+ struct ub_world_lighting *state = &world->ub_lighting;
- world_add_global_light( world, (v2f){ 0.63f, -0.08f },
- (v3f){ 1.36f, 1.35f, 1.01f } );
+ state->g_light_preview = 0;
+ state->g_shadow_samples = 8;
+ state->g_water_fog = 0.04f;
- world_add_global_light( world, (v2f){ -2.60f, -0.13f },
- (v3f){ 0.33f, 0.56f, 0.64f } );
+ v4_zero( state->g_water_plane );
+ v4_zero( state->g_depth_bounds );
- world_add_global_light( world, (v2f){ 2.60f, -0.84f },
- (v3f){ 0.05f, 0.05f, 0.23f } );
+ state->g_shadow_length = 9.50f;
+ state->g_shadow_spread = 0.65f;
- world->ub_lighting.g_light_directions[0][3] = 9.50f;
- world->ub_lighting.g_light_colours[0][3] = 0.65f;
+ v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
+ v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
+ v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
+ v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
+ v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
+ v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
}
VG_STATIC void world_load( world_instance *world, const char *path )