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#include "lighting.hpp"
#include "model.hpp"
#include "renderer.hpp"
#include "world.hpp"
extern "C" {
#include "memory.h"
#include "plat.h"
}
#include <random>
/* needs to match surface shader */
struct GPU_Light {
v3f dir;
float brightness;
v3f colour;
int caster_id;
};
struct GPU_Caster {
m4f projection;
m4f jittered;
};
void Lighting::init(Device* dev, int w, int h) {
int i;
Sampler_State ss{};
gpu_lights.init(
dev,
"Light buffer",
max_lights * sizeof(GPU_Light),
Buffer_Flags::storage_buffer
);
gpu_casters.init(
dev,
"Caster buffer",
max_shadows * sizeof(GPU_Caster),
Buffer_Flags::storage_buffer
);
shadows = dev->create_texture(
"Shadowmap Array",
texture_format_d16,
Texture_Flags::sampleable | Texture_Flags::depth_stencil_target,
shadow_res,
shadow_res,
1,
1,
shadowmap_count,
0
);
zero(ss_shadows, sizeof ss_shadows);
zero(ss_shadow_slices, sizeof ss_shadow_slices);
zero(occlusion, sizeof occlusion);
recreate(dev, w, h);
for (i = 0; i < shadowmap_count; i++) {
cameras[i] = 0;
shadow_slices[i] = dev->alias_texture(
shadows,
"Shadowmap Slice",
texture_format_d16,
Texture_Flags::depth_stencil_target,
shadow_res,
shadow_res,
1,
1,
1,
0,
i
);
}
ss.min = Filter_Mode::linear;
ss.mag = Filter_Mode::linear;
ss.mip = Filter_Mode::linear;
ss.address_u = Address_Mode::border;
ss.address_v = Address_Mode::border;
ss.border[0] = 1.0f;
ss.border[1] = 1.0f;
ss.border[2] = 1.0f;
ss.border[3] = 1.0f;
ss.compare = Depth_Mode::less;
shadow_sampler = dev->create_sampler("shadow sampler", ss);
}
void Lighting::destroy(Device* dev, Renderer& r) {
int i;
gpu_lights.destroy(dev);
gpu_casters.destroy(dev);
dev->destroy_sampler(shadow_sampler);
for (i = 0; i < shadowmap_count; i++) {
dev->destroy_texture(shadow_slices[i]);
r.destroy_camera(cameras[i]);
}
dev->destroy_texture(shadows);
destroy_ss(dev);
}
void Lighting::destroy_ss(Device* dev) {
int i, j;
for (i = 0; i < 2; i++) {
for (j = 0; j < max_shadows; j++)
if (ss_shadow_slices[i][j])
dev->destroy_texture(ss_shadow_slices[i][j]);
if (ss_shadows[i])
dev->destroy_texture(ss_shadows[i]);
if (occlusion[i])
dev->destroy_texture(occlusion[i]);
}
}
void Lighting::recreate(Device* dev, int w, int h) {
int i, j;
destroy_ss(dev);
for (i = 0; i < 2; i++) {
ss_shadows[i] = dev->create_texture(
"Shadow accumulation buffer",
texture_format_r16f,
Texture_Flags::sampleable | Texture_Flags::colour_target,
w,
h,
1,
1,
max_shadows,
0
);
for (j = 0; j < max_shadows; j++)
ss_shadow_slices[i][j] = dev->alias_texture(
ss_shadows[i],
"Shadow accumulation buffer slice",
texture_format_r16f,
Texture_Flags::colour_target,
w,
h,
1,
1,
1,
0,
j
);
occlusion[i] = dev->create_texture(
"Occlusion buffer",
texture_format_r32f,
Texture_Flags::sampleable | Texture_Flags::colour_target,
w,
h,
1,
1,
1,
0
);
}
}
Camera_Id Lighting::gm_cam(Renderer& r) {
int id = cam_count++;
Camera_Id cid = cameras[id];
if (!cid) {
cid = r.create_camera();
cameras[id] = cid;
}
return cid;
}
void Lighting::write_bufs(
void* lptr,
void* cptr,
World& w,
Renderer& r,
Model_Scene& s
) {
GPU_Light* ldst = (GPU_Light*)lptr;
GPU_Caster* cdst = (GPU_Caster*)cptr;
int count = 0, ccount = 0;
cam_count = 0;
std::random_device dev;
std::mt19937 rng(dev());
std::uniform_real_distribution<float> dist6(-0.01f, 0.01f);
for (auto v : w.view<Sun_Light>()) {
GPU_Light gl;
Sun_Light& l = v.get<Sun_Light>();
if (count >= max_lights) {
print_war("Over light limit.\n");
return;
}
gl.brightness = l.brightness;
gl.colour = l.colour;
gl.dir = l.dir;
if (l.caster && ccount < max_shadows) {
Camera* cam[2];
int cid = ccount++;
Caster& caster = casters[cid];
GPU_Caster& gc = cdst[cid];
v3f jitter(
dist6(rng),
dist6(rng),
dist6(rng)
);
caster = Caster { gm_cam(r), gm_cam(r) };
cam[0] = &r.get_camera(caster.reality);
cam[1] = &r.get_camera(caster.jittered);
cam[0]->init_shadow(l.dir, s.bound.min, s.bound.max);
cam[1]->init_shadow(l.dir + jitter, s.bound.min, s.bound.max);
gc.projection = cam[0]->get_proj() * cam[0]->get_view();
gc.jittered = cam[1]->get_proj() * cam[1]->get_view();
gl.caster_id = cid;
} else
gl.caster_id = -1;
ldst[count++] = gl;
}
light_count = count;
caster_count = ccount;
}
void Lighting::update(
Device* dev,
Context& ctx,
World& w,
Renderer& r,
Model_Scene& s
) {
light_count = 0;
write_bufs(gpu_lights.map(dev), gpu_casters.map(dev), w, r, s);
gpu_casters.unmap(dev);
gpu_lights.unmap(dev);
gpu_lights.update(ctx);
gpu_casters.update(ctx);
}
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