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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
{
explicit lightmap_shader();
~lightmap_shader() override;
struct Framebuffer final {
GL::Framebuffer fb{NoCreate};
//GL::Renderbuffer depth{NoCreate};
GL::Texture2D scratch{NoCreate}, accum{NoCreate};
};
#if 0
const blend_light = {
equation: {color: gl.FUNC_ADD, alpha: gl.FUNC_ADD},
function: {color_src:gl.DST_ALPHA, alpha_src:gl.ONE,
color_dst:gl.ONE, alpha_dst:gl.ZERO},
};
// Shadows should only be drawn into the alpha channel and should leave color untouched.
// You could also do this with a write mask if that's supported.
const blend_shadow = {
equation: {color: gl.FUNC_ADD, alpha: gl.FUNC_ADD},
function: {color_src:gl.ZERO, alpha_src:gl.ZERO,
color_dst:gl.ONE_MINUS_SRC_COLOR, alpha_dst:GL_ONE},
};
#endif
//void begin_light(Vector2 neighbor_offset, const light_s& light);
void begin_occlusion();
void end_occlusion();
void add_chunk(Vector2 neighbor_offset, chunk& c);
void add_entities(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);
//void finish_light_only();
//void finish_and_blend_light();
void add_light(const light_s& light);
void bind();
GL::Texture2D& scratch_texture();
GL::Texture2D& accum_texture();
static constexpr auto max_chunks = Vector2s(8, 8);
using Position = GL::Attribute<0, Vector3>;
private:
enum : Int {
SamplerUniform = 0,
LightColorUniform = 1,
SizeUniform = 2,
CenterFragcoordUniform = 3,
CenterClipUniform = 4,
IntensityUniform = 5,
ModeUniform = 6,
FalloffUniform = 7,
};
enum : Int {
TextureSampler = 1,
};
enum ShaderMode : uint32_t
{
DrawShadowsMode = 0,
DrawLightmapMode = 1,
BlendLightmapMode = 2,
};
static Framebuffer make_framebuffer(Vector2i size);
GL::Mesh make_occlusion_mesh();
//void flush_vertexes(ShaderMode mode);
//void add_quad(const std::array<Vector2, 4>& quad);
//void clear_scratch();
//void clear_accum();
static std::array<UnsignedShort, 6> quad_indexes(size_t N);
// todo use setData() and a boolean flag on capacity change
GL::Buffer vertex_buf{NoCreate}, index_buf{NoCreate};
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 = 1; // todo
GL::Buffer light_vertex_buf{NoCreate};
GL::Mesh light_mesh{NoCreate};
GL::Mesh blend_mesh{NoCreate};
[[nodiscard]] std::array<Vector3, 4>& alloc_rect();
};
} // namespace floormat
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