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#pragma once
#include "light-falloff.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 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
{
using Position = GL::Attribute<0, Vector2>;
explicit lightmap_shader();
~lightmap_shader() override;
struct Framebuffer final {
GL::Framebuffer fb{NoCreate};
//GL::Renderbuffer depth{NoCreate};
GL::Texture2D color{NoCreate};
};
void begin(Vector2i neighbor_offset, const light_s& light);
void add_chunk(Vector2i neighbor_offset, const chunk& c);
void end();
GL::Texture2D& texture();
private:
static Framebuffer make_framebuffer(Vector2i size);
GL::Mesh make_mesh();
void add_light(Vector2i neighbor_offset, const light_s& light);
void flush_vertexes();
void add_quad(const std::array<Vector2, 4>& quad);
void bind();
void clear();
static std::array<UnsignedShort, 6> quad_indexes(size_t N);
static Vector2 project_vertex(Vector2 light, Vector2 vertex, Vector2 length);
enum : int {
ColorIntensityUniform = 0,
CenterUniform = 1,
FalloffUniform = 2,
SizeUniform = 3,
//DepthUniform = 4,
};
Framebuffer framebuffer, accum;
Array<std::array<Vector2, 4>> _quads;
Array<std::array<UnsignedShort, 6>> _indexes;
size_t _count = 0;
GL::Buffer _vertex_buf{NoCreate}, _index_buf{NoCreate};
GL::Mesh _mesh{NoCreate};
Optional<Vector2> _light_center;
};
} // namespace floormat
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