grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 026701a1bf89148d574543fe9c4120b4d70438ec..fea44fc8d9ded2926860f1c83410a9e2c9fd98da 100644 (file)
@@ -340,6 +340,13 @@ VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
    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 )
@@ -615,6 +622,19 @@ 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 int reset_player( int argc, char const *argv[] );
 VG_STATIC void world_post_process( world_instance *world )
 {
@@ -651,9 +671,9 @@ VG_STATIC void world_post_process( world_instance *world )
       
       /* 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 |
        *
        */
 
@@ -666,7 +686,7 @@ VG_STATIC void world_post_process( world_instance *world )
 
          /* 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 ) )
@@ -678,12 +698,13 @@ VG_STATIC void world_post_process( world_instance *world )
             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 );
@@ -706,11 +727,6 @@ 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 );
 
-      /* 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
@@ -755,6 +771,187 @@ VG_STATIC void world_post_process( world_instance *world )
       glEnable(GL_DEPTH_TEST);
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
+
+
+
+      /* 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 );
+
+
+
+
+
+      /* 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();