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#pragma once
#include "src/light-falloff.hpp"
#include "shaders/texture-unit-cache.hpp"
#include <array>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/Optional.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Vector4.h>
#include <Magnum/Math/Color.h>
#include <Magnum/GL/AbstractShaderProgram.h>
#include <Magnum/GL/Buffer.h>
#include <Magnum/GL/Framebuffer.h>
#include <Magnum/GL/Mesh.h>
//#include <Magnum/GL/Renderbuffer.h>
#include <Magnum/GL/Texture.h>
namespace floormat {
struct texture_unit_cache;
struct light_s final
{
Vector2 center;
float dist = 1;
//float depth = -1 + 1e-4f;
Math::Color4<uint8_t> color;
light_falloff falloff = light_falloff::linear;
bool operator==(const light_s&) const noexcept;
};
struct chunk;
struct lightmap_shader final : GL::AbstractShaderProgram
{
explicit lightmap_shader(texture_unit_cache& tuc);
~lightmap_shader() override;
struct Framebuffer final {
GL::Framebuffer fb{NoCreate};
//GL::Renderbuffer depth{NoCreate};
GL::Texture2D scratch{NoCreate}, accum{NoCreate};
};
void begin_occlusion();
void end_occlusion();
void add_chunk(Vector2 neighbor_offset, chunk& c);
void add_light(Vector2 neighbor_offset, const light_s& light);
void bind();
void finish();
static int iter_bounds();
GL::Texture2D& accum_texture();
using Position = GL::Attribute<0, Vector3>;
private:
enum : Int {
SamplerUniform = 2,
ModeUniform = 3,
// GL_MAX_UNIFORM_BUFFER_BINDINGS must be at least 36
BlockUniform = 35,
};
enum ShaderMode : uint32_t
{
DrawShadowsMode = 0,
DrawLightmapMode = 1,
BlendLightmapMode = 2,
};
static Framebuffer make_framebuffer(Vector2i size);
GL::Mesh make_occlusion_mesh();
void add_objects(Vector2 neighbor_offset, chunk& c);
void add_geometry(Vector2 neighbor_offset, chunk& c);
void add_rect(Vector2 neighbor_offset, Vector2 min, Vector2 max);
void add_rect(Vector2 neighbor_offset, Pair<Vector2, Vector2> minmax);
[[nodiscard]] std::array<Vector3, 4>& alloc_rect();
texture_unit_cache& tuc; // NOLINT(*-avoid-const-or-ref-data-members)
GL::Buffer vertex_buf{NoCreate}, index_buf{NoCreate},
block_uniform_buf{GL::Buffer::TargetHint::Uniform, };
Array<std::array<Vector3, 4>> vertexes; // todo make a contiguous allocation
Array<std::array<UnsignedShort, 6>> indexes;
size_t count = 0, capacity = 0;
Framebuffer framebuffer;
GL::Mesh occlusion_mesh{NoCreate};
static constexpr auto starting_capacity = 32;
GL::Buffer light_vertex_buf{NoCreate};
GL::Mesh light_mesh{NoCreate};
};
} // namespace floormat
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