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#include "shaders/lightmap.hpp"
#include "compat/assert.hpp"
#include "src/tile-defs.hpp"
#include "loader/loader.hpp"
#include <Corrade/Containers/Iterable.h>
#include <Magnum/Magnum.h>
#include <Magnum/GL/MeshView.h>
#include <Magnum/GL/Shader.h>
#include <Magnum/GL/Version.h>
//#include "src/tile-bbox.hpp"

#if defined __CLION_IDE__ || defined __clang__
#pragma GCC diagnostic ignored "-Wfloat-equal"
#endif

namespace floormat {

namespace {

constexpr auto chunk_size   = TILE_SIZE2 * TILE_MAX_DIM;
constexpr auto chunk_offset = TILE_SIZE2/2;
constexpr auto image_size = iTILE_SIZE2 * TILE_MAX_DIM;
constexpr auto buffer_size = 256uz;

} // namespace

auto lightmap_shader::make_framebuffer() -> Framebuffer
{
    Framebuffer framebuffer;

    framebuffer.fb = GL::Framebuffer{{ {}, image_size }};

    framebuffer.color = GL::Texture2D{};
    framebuffer.color.setStorage(1, GL::TextureFormat::RGBA8, image_size);
    //framebuffer.depth = GL::Renderbuffer{};
    //framebuffer.depth.setStorage(GL::RenderbufferFormat::DepthComponent32F, fb_size);

    framebuffer.fb.attachTexture(GL::Framebuffer::ColorAttachment{0}, framebuffer.color, 0);
    //framebuffer.fb.attachRenderbuffer(GL::Framebuffer::BufferAttachment::Depth, framebuffer.depth);
    framebuffer.fb.clearColor(0, Color4{0.f, 0.f, 0.f, 1.f});
    //framebuffer.fb.clearDepth(0);

    return framebuffer;
}

GL::Mesh lightmap_shader::make_mesh()
{
    GL::Mesh mesh{GL::MeshPrimitive::Triangles};
    mesh.addVertexBuffer(_vertex_buf, 0, Position{})
        .setIndexBuffer(_index_buf, 0, GL::MeshIndexType::UnsignedShort)
        .setCount(int32_t(6 * buffer_size));
    return mesh;
}

lightmap_shader::lightmap_shader() :
    framebuffer { make_framebuffer() },
    _quads { ValueInit, buffer_size },
    _indexes { ValueInit, buffer_size },
    _vertex_buf { _quads },
    _index_buf { _indexes },
    _mesh { make_mesh() }
{
    constexpr auto min_version = GL::Version::GL330;
    const auto version = GL::Context::current().version();

    if (version < min_version)
        fm_abort("floormat requires OpenGL version %d, only %d is supported", (int)min_version, (int)version);

    GL::Shader vert{version, GL::Shader::Type::Vertex};
    GL::Shader frag{version, GL::Shader::Type::Fragment};

    vert.addSource(loader.shader("shaders/lightmap.vert"));
    frag.addSource(loader.shader("shaders/lightmap.frag"));

    CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile());
    CORRADE_INTERNAL_ASSERT_OUTPUT(frag.compile());
    attachShaders({vert, frag});
    CORRADE_INTERNAL_ASSERT_OUTPUT(link());
}

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();
}

std::array<UnsignedShort, 6> lightmap_shader::quad_indexes(size_t N)
{
    using u16 = UnsignedShort;
    return {                                        /* 3--1  1 */
        (u16)(0+N*4), (u16)(1+N*4), (u16)(2+N*4),   /* | /  /| */
        (u16)(2+N*4), (u16)(1+N*4), (u16)(3+N*4),   /* |/  / | */
    };                                              /* 2  2--0 */
}

void lightmap_shader::add_light(Vector2i neighbor_offset, const light_s& light)
{
    fm_debug_assert(_count == 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 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() },
    }};

    _index_buf.setSubData(0, ArrayView<std::array<UnsignedShort, 6>>{_indexes, 1});
    _vertex_buf.setSubData(0, ArrayView<std::array<Vector2, 4>>{_quads, 1});

    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::begin(Vector2i neighbor_offset, const light_s& light)
{
    fm_assert(_count == 0);
    clear();
    add_light(neighbor_offset, light);
}

void lightmap_shader::end()
{
    flush_vertexes();
}

bool light_s::operator==(const light_s&) const noexcept = default;

} // namespace floormat