grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 3290def58a7f7e2010fc602aa74640242cf0131a..fea44fc8d9ded2926860f1c83410a9e2c9fd98da 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 +335,30 @@ 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 );
+
+   light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
+   light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
+}
 
-   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 +376,8 @@ 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 +397,141 @@ 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] ++ ;
+      }
    }
 }
 
@@ -500,6 +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 )
 {
@@ -524,6 +659,75 @@ 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 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 );
+
+      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 );
+
+
       /* 
        * Rendering the depth map
        */
@@ -562,35 +766,188 @@ 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++ )
+      /* 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++ )
       {
-         struct world_light *light = &world->lights[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 );
 
-         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] );
+      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, 
@@ -675,6 +1032,9 @@ 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 +1131,9 @@ 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;