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#include "lighting.hpp"
#include "model.hpp"
#include "world.hpp"
extern "C" {
#include "memory.h"
#include "plat.h"
}
/* needs to match surface shader */
struct GPU_Light {
v3f dir;
float brightness;
v3f colour;
float pad;
};
void Lighting::init(Device* dev) {
int i;
lights.init(
dev,
"Light buffer",
max_lights * sizeof(GPU_Light),
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,
max_shadows,
0
);
for (i = 0; i < max_shadows; i++) {
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
);
}
}
void Lighting::destroy(Device* dev) {
int i;
lights.destroy(dev);
for (i = 0; i < max_shadows; i++)
dev->destroy_texture(shadow_slices[i]);
dev->destroy_texture(shadows);
}
void Lighting::write_buf(void* ptr, World& w) {
GPU_Light* dst = (GPU_Light*)ptr;
int count = 0, ccount = 0;
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;
dst[count++] = gl;
if (l.caster) {
Caster& c = casters[ccount++];
c.vp = m4f::identity();
}
}
light_count = count;
caster_count = ccount;
}
void Lighting::update(Device* dev, Context& ctx, World& w) {
light_count = 0;
write_buf(lights.map(dev), w);
lights.unmap(dev);
lights.update(ctx);
}
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