X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=fea44fc8d9ded2926860f1c83410a9e2c9fd98da;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=3290def58a7f7e2010fc602aa74640242cf0131a;hpb=56f320d8ce6e8997370ec8e02fe50ca2d07b67f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 3290def..fea44fc 100644 --- a/world_gen.h +++ b/world_gen.h @@ -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; imeta->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; inonlocalgate_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; jnonlocalgate_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; 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] ++ ; + } } } @@ -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; 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] = -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; ilight_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; 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; + } + } } + 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;