baby lock the door and turn the lights down low
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 5cfc9d102af3a94996e032ac177193ffc7ff4836..248a7d76025409fd5fb983aab033bb670e0d5746 100644 (file)
@@ -184,7 +184,7 @@ 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)
       },
@@ -335,15 +335,18 @@ 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 world_light *light = &world->lights[ world->light_count ++ ];
+   light->node = pnode;
+   light->inf  = mdl_get_entdata( world->meta, pnode );
 
-   struct classtype_point_light *inf = mdl_get_entdata( world->meta, pnode );
-   v4_copy( inf->colour, light->colour );
+   q_m3x3( pnode->q,   light->inverse_world );
+   v3_copy( pnode->co, light->inverse_world[3] );
+   m4x3_invert_affine( light->inverse_world, light->inverse_world );
 
-   world->light_count ++;
+   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 )
@@ -373,7 +376,7 @@ 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 }
    };
 
@@ -448,41 +451,44 @@ VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
    }
 }
 
-VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
-                                                   scene *sc )
+VG_STATIC float colour_luminance( v3f v )
 {
-   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;
+   return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
+}
 
-      float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY };
+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;
 
-      for( int j=0; j<world->light_count; j ++ )
-      {
-         float dist = v3_dist2( world->lights[j].co, vert->co );
+   v3f light_delta;
+   v3_sub( world_light->node->co, position, light_delta );
+   v3_muls( light_delta, 10.0f, light_delta );
 
-         int best_pos = 4;
-         for( int k=best_pos-1; k>=0; k -- )
-            if( dist < distances[k] )
-               best_pos = k;
+   float quadratic = v3_dot( light_delta, light_delta ),
+         attenuation = 1.0f/( 1.0f + quadratic );
 
-         if( best_pos < 4 )
-         {
-            for( int k=3; k>best_pos; k -- )
-            {
-               distances[k] = distances[k-1];
-               vert->lights[k] = vert->lights[k-1];
-            }
+   float quadratic_light = attenuation * colour_luminance( inf->colour );
 
-            distances[best_pos] = dist;
-            vert->lights[best_pos] = j;
-         }
-      }
+   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_generate( world_instance *world )
@@ -512,7 +518,6 @@ 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 );
@@ -559,7 +564,6 @@ VG_STATIC void world_generate( world_instance *world )
 
       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();
@@ -572,6 +576,186 @@ VG_STATIC void world_generate( world_instance *world )
    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 )
 {
@@ -594,8 +778,65 @@ VG_STATIC void world_post_process( world_instance *world )
    }
    audio_unlock();
 
+   world_compute_light_indices( 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 Range     | 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] = -1.0f;
+
+         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 + 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] = cosf( 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 );
@@ -609,22 +850,6 @@ VG_STATIC void world_post_process( world_instance *world )
       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 );
-
 
       /* 
        * Rendering the depth map
@@ -659,7 +884,6 @@ VG_STATIC void world_post_process( world_instance *world )
       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);
@@ -669,6 +893,10 @@ VG_STATIC void world_post_process( world_instance *world )
       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();
@@ -749,6 +977,10 @@ 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 );
+   glDeleteTextures( 1, &world->tex_light_cubes );
+
    /* FIXME: CANT DO THIS HERE */
    world_global.time = 0.0;
    world_global.rewind_from = 0.0;
@@ -783,20 +1015,6 @@ VG_STATIC void world_unload( world_instance *world )
    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 */
@@ -853,28 +1071,24 @@ VG_STATIC void world_clean( world_instance *world )
 
    /* 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 )