X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=026701a1bf89148d574543fe9c4120b4d70438ec;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=5cfc9d102af3a94996e032ac177193ffc7ff4836;hpb=f3a2490079baf440238b78e54f4476649eddbda2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 5cfc9d1..026701a 100644 --- a/world_gen.h +++ b/world_gen.h @@ -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 +335,11 @@ 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 ); - - world->light_count ++; + struct world_light *light = &world->lights[ world->light_count ++ ]; + light->node = pnode; + light->inf = mdl_get_entdata( world->meta, pnode ); } VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode ) @@ -373,7 +369,7 @@ 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 } }; @@ -448,40 +444,87 @@ VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b ) } } +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; ivertex_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; jlight_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 0.00000125f ) + vert->lights[3] ++ ; + } } } @@ -596,6 +639,60 @@ 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; ilight_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 ); @@ -609,17 +706,6 @@ 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; ilight_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, @@ -749,6 +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;