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authorStanislaw Halik <sthalik@misaki.pl>2023-06-10 10:57:53 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-06-10 10:57:53 +0200
commit411b53fd96b3e43960fcd1bf4bfeefe4c5e2f164 (patch)
treeb56da1aee8a89e0582b81bf85098c06f837fc6ed /shaders
parentbb70c67f77fbd3a8d1af5d73bad27acf1b986fc6 (diff)
wip
Diffstat (limited to 'shaders')
-rw-r--r--shaders/lightmap.cpp61
1 files changed, 39 insertions, 22 deletions
diff --git a/shaders/lightmap.cpp b/shaders/lightmap.cpp
index 8e8e1884..a599cfc9 100644
--- a/shaders/lightmap.cpp
+++ b/shaders/lightmap.cpp
@@ -31,7 +31,7 @@ auto lightmap_shader::make_framebuffer() -> Framebuffer
framebuffer.fb = GL::Framebuffer{{ {}, image_size }};
framebuffer.color = GL::Texture2D{};
- framebuffer.color.setStorage(1, GL::TextureFormat::RGBA8, image_size);
+ framebuffer.color.setStorage(1, GL::TextureFormat::RGB8, image_size);
//framebuffer.depth = GL::Renderbuffer{};
//framebuffer.depth.setStorage(GL::RenderbufferFormat::DepthComponent32F, fb_size);
@@ -80,18 +80,17 @@ lightmap_shader::lightmap_shader() :
void lightmap_shader::flush_vertexes()
{
- // todo
-}
-
-void lightmap_shader::clear()
-{
- framebuffer.fb.clearColor(0, Color4{1.f, 0.f, 1.f, 1.f});
- //framebuffer.fb.clearDepth(0);
-}
-
-void lightmap_shader::bind()
-{
- framebuffer.fb.bind();
+ if (_count > 0)
+ {
+ _index_buf.setSubData(0, ArrayView<std::array<UnsignedShort, 6>>{_indexes, 1});
+ _vertex_buf.setSubData(0, ArrayView<std::array<Vector2, 4>>{_quads, 1});
+
+ GL::MeshView mesh{_mesh};
+ mesh.setCount((int)(6 * _count));
+ mesh.setIndexRange(0, 0, (uint32_t)(_count * 6 - 1));
+ AbstractShaderProgram::draw(mesh);
+ _count = 0;
+ }
}
std::array<UnsignedShort, 6> lightmap_shader::quad_indexes(size_t N)
@@ -106,40 +105,51 @@ std::array<UnsignedShort, 6> lightmap_shader::quad_indexes(size_t N)
void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light)
{
fm_debug_assert(_count == 0);
+ fm_debug_assert(_quads.size() > 0);
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;
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);
auto center_fragcoord = center * image_size_factor; // window-relative coordinates
- _indexes[0] = quad_indexes(0);
- _quads[0] = std::array<Vector2, 4>{{
- { dist + center_clip.x(), -dist + center_clip.y() },
- { dist + center_clip.x(), dist + center_clip.y() },
- { -dist + center_clip.x(), -dist + center_clip.y() },
- { -dist + center_clip.x(), dist + center_clip.y() },
+ _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() },
}};
- _index_buf.setSubData(0, ArrayView<std::array<UnsignedShort, 6>>{_indexes, 1});
- _vertex_buf.setSubData(0, ArrayView<std::array<Vector2, 4>>{_quads, 1});
+ _count++;
setUniform(ColorIntensityUniform, Vector4{Vector3{light.color}, dist});
setUniform(CenterUniform, center_fragcoord);
setUniform(FalloffUniform, (uint32_t)light.falloff);
setUniform(SizeUniform, chunk_size);
+}
+lightmap_shader::~lightmap_shader() = default;
+void lightmap_shader::clear()
+{
+ framebuffer.fb.clearColor(0, Color4{1.f, 0.f, 1.f, 1.f});
+ //framebuffer.fb.clearDepth(0);
}
-lightmap_shader::~lightmap_shader() = default;
+void lightmap_shader::bind()
+{
+ framebuffer.fb.bind();
+}
void lightmap_shader::begin(Vector2i neighbor_offset, const light_s& light)
{
fm_assert(_count == 0);
clear();
+ bind();
add_light(neighbor_offset, light);
}
@@ -148,6 +158,13 @@ void lightmap_shader::end()
flush_vertexes();
}
+GL::Texture2D& lightmap_shader::texture()
+{
+ fm_assert(_count == 0);
+ fm_debug_assert(framebuffer.color.id());
+ return framebuffer.color;
+}
+
bool light_s::operator==(const light_s&) const noexcept = default;
} // namespace floormat