summaryrefslogtreecommitdiffhomepage
path: root/shaders/lightmap.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'shaders/lightmap.cpp')
-rw-r--r--shaders/lightmap.cpp28
1 files changed, 20 insertions, 8 deletions
diff --git a/shaders/lightmap.cpp b/shaders/lightmap.cpp
index 3a2d339a..7fa76d69 100644
--- a/shaders/lightmap.cpp
+++ b/shaders/lightmap.cpp
@@ -109,8 +109,20 @@ void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light)
constexpr auto tile_size = TILE_SIZE2.sum()/2;
constexpr auto scale = 2/chunk_size;
- auto dist = std::fmax(0.f, light.dist/* * tile_size*/);
- auto dist_clip = dist/* * tile_size*/;
+ float I;
+ switch (light.falloff)
+ {
+ default:
+ I = 1;
+ break;
+ case light_falloff::linear:
+ I = std::fmax(1.f, light.dist * tile_size);
+ break;
+ case light_falloff::quadratic:
+ I = std::fmax(1.f, light.dist * tile_size * 100);
+ break;
+ }
+ auto I_clip = I * tile_size;
auto center = light.center + chunk_offset + Vector2(neighbor_offset)*chunk_size;
auto center_clip = Vector2{center} * scale; // clip coordinate
constexpr auto image_size_factor = Vector2(image_size) / Vector2(chunk_size);
@@ -118,10 +130,10 @@ void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light)
_indexes[_count] = quad_indexes(0);
_quads[_count] = std::array<Vector2, 4>{{
- { dist_clip + center_clip.x(), -dist_clip + center_clip.y() },
- { dist_clip + center_clip.x(), dist_clip + center_clip.y() },
- { -dist_clip + center_clip.x(), -dist_clip + center_clip.y() },
- { -dist_clip + center_clip.x(), dist_clip + center_clip.y() },
+ { I_clip + center_clip.x(), -I_clip + center_clip.y() },
+ { I_clip + center_clip.x(), I_clip + center_clip.y() },
+ { -I_clip + center_clip.x(), -I_clip + center_clip.y() },
+ { -I_clip + center_clip.x(), I_clip + center_clip.y() },
}};
_count++;
@@ -129,10 +141,10 @@ void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light)
float alpha = light.color.a() / 255.f;
auto color = Vector3{light.color.rgb()} / 255.f;
- setUniform(ColorIntensityUniform, Vector4{Vector3{color} * alpha, dist});
+ setUniform(ColorIntensityUniform, Vector4{Vector3{color} * alpha, I });
setUniform(CenterUniform, center_fragcoord);
setUniform(FalloffUniform, (uint32_t)light.falloff);
- setUniform(SizeUniform, chunk_size);
+ setUniform(SizeUniform, 1.f/image_size_factor);
}
lightmap_shader::~lightmap_shader() = default;