X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=248a7d76025409fd5fb983aab033bb670e0d5746;hb=5086e369c10a9ae5d5d4fa271a99c731727dbcfa;hp=b6c2f15db41125191eb1b871332a06b43b318500;hpb=e61356f70eddb79f05d7b9e329e91963ec74f817;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index b6c2f15..248a7d7 100644 --- a/world_gen.h +++ b/world_gen.h @@ -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 ) @@ -450,7 +457,7 @@ VG_STATIC float colour_luminance( v3f v ) } VG_STATIC float calc_light_influence( world_instance *world, v3f position, - v3f normal, int light ) + int light ) { struct world_light *world_light = &world->lights[ light ]; struct classtype_world_light *inf = world_light->inf; @@ -462,16 +469,15 @@ VG_STATIC float calc_light_influence( world_instance *world, v3f position, float quadratic = v3_dot( light_delta, light_delta ), attenuation = 1.0f/( 1.0f + quadratic ); - v3_normalize( light_delta ); - //attenuation *= vg_maxf( 0.0, v3_dot( light_delta, normal ) ); - float quadratic_light = attenuation * colour_luminance( inf->colour ); - if( inf->type == k_light_type_point ) + 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 ) + 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 ); @@ -485,52 +491,6 @@ VG_STATIC float calc_light_influence( world_instance *world, v3f position, 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] = 0; - vert->lights[1] = 1; - vert->lights[2] = 2; - vert->lights[3] = 3; - - float influences[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; - - v3f co, norm; - v3_copy( vert->co, co ); - - norm[0] = vert->norm[0]; - norm[1] = vert->norm[1]; - norm[2] = vert->norm[2]; - - v3_muls( norm, 1.0f/127.0f, norm ); - - for( int j=0; jlight_count; j ++ ) - { - float influence = calc_light_influence( world, co, norm, j ); - - int best_pos = 4; - for( int k=best_pos-1; k>=0; k -- ) - if( influence > influences[k] ) - best_pos = k; - - if( best_pos < 4 ) - { - for( int k=3; 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; - } - } - } -} - VG_STATIC void world_generate( world_instance *world ) { /* @@ -558,7 +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 ); @@ -605,7 +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(); @@ -618,6 +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; izub_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; jlight_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 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 ) { @@ -640,6 +778,8 @@ VG_STATIC void world_post_process( world_instance *world ) } audio_unlock(); + world_compute_light_indices( world ); + vg_acquire_thread_sync(); { /* create scene lighting buffer */ @@ -654,9 +794,9 @@ 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 | * */ @@ -669,14 +809,25 @@ 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] = 1.0f; + 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 ) ) + { + 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 */ + /* 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 ); @@ -699,11 +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 ); - /* 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 @@ -738,7 +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); @@ -748,6 +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(); @@ -830,6 +979,7 @@ VG_STATIC void world_unload( world_instance *world ) 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; @@ -865,20 +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 */ @@ -935,28 +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 )