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path: root/lighting.cpp
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#include "lighting.hpp"
#include "model.hpp"
#include "renderer.hpp"
#include "scene.hpp"
#include "world.hpp"

extern "C" {
#include "memory.h"
#include "plat.h"
}

/* needs to match surface shader */
struct GPU_Light {
	v3f pos;
	float brightness;
	v3f colour;
	int caster_id;
	float range;
	int pad[3];
};

struct GPU_Caster {
	m4f projection;
};

void Lighting::init(Device* dev) {
	int i;
	Sampler_State ss{};
	lights.init(
		dev,
		"Light buffer",
		max_lights * sizeof(GPU_Light),
		Buffer_Flags::storage_buffer
	);
	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,
		max_shadows,
		0
	);
	for (i = 0; i < max_shadows; 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;
	lights.destroy(dev);
	casters.destroy(dev);
	dev->destroy_sampler(shadow_sampler);
	for (i = 0; i < max_shadows; i++) {
		dev->destroy_texture(shadow_slices[i]);
		r.destroy_camera(cameras[i]);
	}
	dev->destroy_texture(shadows);
}

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;
	sun_range[0] = count;
	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");
			goto cancel;
		}
		gl.brightness = l.brightness;
		gl.colour = l.colour;
		gl.pos = l.dir;
		if (l.caster && ccount < max_shadows) {
			int cid = ccount++;
			GPU_Caster& c = cdst[cid];
			Camera_Id camid = cameras[cid];
			if (!camid)
				camid = r.create_camera();
			Camera& cam = r.get_camera(camid);
			cam.init_shadow(l.dir, s.bound.min, s.bound.max);
			c.projection = cam.get_proj() * cam.get_view();
			cameras[cid] = camid;
			gl.caster_id = cid;
		} else
			gl.caster_id = -1;
		ldst[count++] = gl;
	}
	sun_range[1] = count;
	point_range[0] = count;
	for (auto v : w.view<Transform, Point_Light>()) {
		GPU_Light gl;
		Transform& t = v.get<Transform>();
		Point_Light& l = v.get<Point_Light>();
		if (count >= max_lights) {
			print_war("Over light limit.\n");
			goto cancel;
		}
		gl.brightness = l.brightness;
		gl.colour = l.colour;
		gl.pos = v3f(
			t.mat.m[3][0],
			t.mat.m[3][1],
			t.mat.m[3][2]
		);
		gl.caster_id = -1;
		gl.range = l.range;
		ldst[count++] = gl;
	}
	point_range[1] = count;
cancel:
	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(lights.map(dev), casters.map(dev), w, r, s);
	casters.unmap(dev);
	lights.unmap(dev);
	lights.update(ctx);
	casters.update(ctx);
}