wip: lmap
parent
32d4aa8d02
commit
084f549ba1
15
bind/v4k.lua
15
bind/v4k.lua
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@ -1257,6 +1257,9 @@ ffi.cdef([[
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:STATIC vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
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//lcpp INF [0000] vec3: macro name but used as C declaration in: vec3 pose(bool forward, float curframe, int minframe, int maxframe, bool loop, float *opt_retframe);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API lightmap_t lightmap(int hmsize , float near, float far, vec3 color , int passes , float threshold , float distmod );
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//lcpp INF [0000] vec3: macro name but used as C declaration in:STATIC lightmap_t lightmap(int hmsize , float near, float far, vec3 color , int passes , float threshold , float distmod );
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//lcpp INF [0000] vec3: macro name but used as C declaration in: lightmap_t lightmap(int hmsize , float near, float far, vec3 color , int passes , float threshold , float distmod );
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:API void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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//lcpp INF [0000] vec3: macro name but used as C declaration in:STATIC void skybox_sh_add_light(skybox_t *sky, vec3 light, vec3 dir, float strength);
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@ -2954,6 +2957,7 @@ unsigned num_textures;
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handle *textures;
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char **texture_names;
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material_t* materials;
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texture_t *lightmap;
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unsigned num_meshes;
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unsigned num_triangles;
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unsigned num_joints;
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@ -2999,7 +3003,16 @@ anim_t* anims;
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anims_t animations(const char *pathfile, int flags);
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typedef struct lightmap_t {
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struct lm_context *ctx;
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bool ready;
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texture_t lightmap;
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model_t** models;
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} lightmap_t;
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lightmap_t lightmap(int hmsize , float near, float far, vec3 color , int passes , float threshold , float distmod );
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void lightmap_setup(lightmap_t *lm, int w, int h);
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void lightmap_addmodel(lightmap_t *lm, model_t *m);
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void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, float *view, float *proj, void *userdata), void *userdata);
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void lightmap_clear(lightmap_t *lm);
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void lightmap_destroy(lightmap_t *lm);
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typedef struct skybox_t {
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handle program;
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mesh_t geometry;
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@ -3324,7 +3337,7 @@ unsigned play;
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bool paused;
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struct atlas_t *a;
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} sprite_t;
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enum { OBJTYPE_sprite_t = 10 }; typedef struct { unsigned static_assert_on_L__LINE__ : !!(10 <= 255); } static_assert_on_Lconcat(_L,3945)___COUNTER__; typedef struct { unsigned static_assert_on_L__LINE__ : !!(sizeof(sprite_t)); } static_assert_on_Lconcat(_L,3945)___COUNTER__;;
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enum { OBJTYPE_sprite_t = 10 }; typedef struct { unsigned static_assert_on_L__LINE__ : !!(10 <= 255); } static_assert_on_Lconcat(_L,3954)___COUNTER__; typedef struct { unsigned static_assert_on_L__LINE__ : !!(sizeof(sprite_t)); } static_assert_on_Lconcat(_L,3954)___COUNTER__;;
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void sprite_ctor(sprite_t *s);
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void sprite_dtor(sprite_t *s);
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void sprite_tick(sprite_t *s);
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@ -152,7 +152,8 @@ void main() {
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// rimlight
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#ifdef RIM
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{vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space
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{
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vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space
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vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space
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vec3 v = vec3(0,-1,0);
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if (!u_rimambient) {
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@ -49,6 +49,7 @@ uniform sampler2DArray blend_shapes; // @todo: implement me
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in vec3 att_position; // @todo: reorder ass2iqe to emit p3 n3 u2 t3 b3 c4B i4 w4 instead
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in vec2 att_texcoord;
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in vec2 att_texcoord2;
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in vec3 att_normal;
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in vec4 att_tangent; // vec3 + bi sign
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in mat4 att_instanced_matrix; // for instanced rendering
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@ -15930,9 +15930,6 @@ API void script_call(const char *lua_function);
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API bool script_tests();
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// -----------------------------------------------------------------------------
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// script framework
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enum {
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SCRIPT_LUA = 1,
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SCRIPT_DEBUGGER = 2,
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@ -17514,6 +17511,7 @@ typedef struct model_t {
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handle *textures;
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char **texture_names;
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array(material_t) materials;
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texture_t *lightmap;
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unsigned num_meshes;
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unsigned num_triangles;
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@ -17524,7 +17522,7 @@ typedef struct model_t {
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float curframe;
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mat44 pivot;
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int stride; // usually 60 bytes (12*4+4*3) for a p3 u2 n3 t4 i4B w4B c4B vertex stream
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int stride; // usually 68 bytes for a p3 u2 u2 n3 t4 i4B w4B c4B vertex stream
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void *verts;
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int num_verts;
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handle vao, ibo, vbo, vao_instanced;
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@ -17573,11 +17571,22 @@ API anims_t animations(const char *pathfile, int flags);
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// -----------------------------------------------------------------------------
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// lightmapping utils
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// @fixme: support xatlas uv packing
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typedef struct lightmap_t {
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struct lm_context *ctx; // private
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bool ready;
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texture_t lightmap; //@fixme: do we need it per-model?
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array(model_t*) models;
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} lightmap_t;
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API lightmap_t lightmap(int hmsize /*64*/, float near, float far, vec3 color /*1,1,1 for AO*/, int passes /*2*/, float threshold /*0.01f*/, float distmod /*0.0f*/);
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API void lightmap_setup(lightmap_t *lm, int w, int h);
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API void lightmap_addmodel(lightmap_t *lm, model_t *m);
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API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, float *view, float *proj, void *userdata), void *userdata);
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API void lightmap_clear(lightmap_t *lm);
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API void lightmap_destroy(lightmap_t *lm);
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// -----------------------------------------------------------------------------
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// skyboxes
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@ -369313,6 +369322,7 @@ struct iqmbounds {
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typedef struct iqm_vertex {
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GLfloat position[3];
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GLfloat texcoord[2];
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GLfloat texcoord2[2];
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GLfloat normal[3];
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GLfloat tangent[4];
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GLubyte blendindexes[4];
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@ -369472,26 +369482,28 @@ void model_set_state(model_t m) {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, position) );
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord) );
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord2) );
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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// vertex color
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glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
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glEnableVertexAttribArray(11);
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glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
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glEnableVertexAttribArray(12);
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// animation
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if(numframes > 0) {
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glVertexAttribPointer( 8, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
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glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
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glVertexAttribPointer(10, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
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glEnableVertexAttribArray(8);
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glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
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glVertexAttribPointer( 10, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
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glVertexAttribPointer(11, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
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glEnableVertexAttribArray(9);
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glEnableVertexAttribArray(10);
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glEnableVertexAttribArray(11);
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}
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// mat4 attribute; for instanced rendering
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@ -369503,20 +369515,20 @@ void model_set_state(model_t m) {
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glBindBuffer(GL_ARRAY_BUFFER, m.vao_instanced);
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glBufferData(GL_ARRAY_BUFFER, m.num_instances * mat4_size, m.instanced_matrices, GL_STATIC_DRAW);
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
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glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
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glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
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glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
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glEnableVertexAttribArray(4);
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glEnableVertexAttribArray(5);
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glEnableVertexAttribArray(6);
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glEnableVertexAttribArray(7);
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glEnableVertexAttribArray(8);
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glVertexAttribDivisor(4, 1);
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glVertexAttribDivisor(5, 1);
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glVertexAttribDivisor(6, 1);
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glVertexAttribDivisor(7, 1);
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glVertexAttribDivisor(8, 1);
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}
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// 7 bitangent? into texcoord.z?
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@ -369598,7 +369610,10 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
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if(inposition) memcpy(v->position, &inposition[i*3], sizeof(v->position));
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if(innormal) memcpy(v->normal, &innormal[i*3], sizeof(v->normal));
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if(intangent) memcpy(v->tangent, &intangent[i*4], sizeof(v->tangent));
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if(intexcoord) memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
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if(intexcoord) {
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memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
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memcpy(v->texcoord2, &intexcoord[i*2], sizeof(v->texcoord2)); // populate UV1 with the same value, used by lightmapper
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}
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if(inblendindex8) memcpy(v->blendindexes, &inblendindex8[i*4], sizeof(v->blendindexes));
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if(inblendweight8) memcpy(v->blendweights, &inblendweight8[i*4], sizeof(v->blendweights));
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if(inblendindexi) {
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@ -369868,8 +369883,8 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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// static int shaderprog = -1;
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// if( shaderprog < 0 ) {
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const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
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int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
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int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_3223444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
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"att_position,att_texcoord,att_texcoord2,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
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va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
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// }
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// ASSERT(shaderprog > 0);
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}
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return a;
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}
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// -----------------------------------------------------------------------------
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// lightmapping utils
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// @fixme: support xatlas uv packing, add UV1 coords to vertex model specs
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lightmap_t lightmap(int hmsize, float cnear, float cfar, vec3 color, int passes, float threshold, float distmod) {
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lightmap_t lm = {0};
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lm.ctx = lmCreate(hmsize, cnear, cfar, color.x, color.y, color.z, passes, threshold, distmod);
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if (!lm.ctx) {
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PANIC("Error: Could not initialize lightmapper.\n");
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return lm;
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}
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return lm;
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}
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static
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void lightmap_destroytexture(lightmap_t *lm) {
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texture_destroy(&lm->lightmap);
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for (int i = 0; i < array_count(lm->models); i++) {
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lm->models[i]->lightmap = NULL;
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}
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}
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void lightmap_destroy(lightmap_t *lm) {
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lmDestroy(lm->ctx);
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lightmap_destroytexture(lm);
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//
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}
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void lightmap_setup(lightmap_t *lm, int w, int h) {
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if (lm->ready) {
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lightmap_destroytexture(lm);
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}
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lm->ready=1;
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lm->lightmap = texture_create(w, h, 4, 0, TEXTURE_LINEAR);
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glBindTexture(GL_TEXTURE_2D, lm->lightmap.id);
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unsigned char emissive[] = { 0, 0, 0, 255 };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void lightmap_addmodel(lightmap_t *lm, model_t *m) {
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array_push(lm->models, m);
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}
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void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, float *view, float *proj, void *userdata), void *userdata) {
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ASSERT(lm->ready);
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// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
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// @fixme: combine all verts data together and push to lmSetGeometry
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// int w = lm->lightmap->w, h = lm->lightmap->h;
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// float *data = CALLOC(w * h * 4, sizeof(float));
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// memset(data, 0, w*h*4);
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// for (int b = 0; b < bounces; b++) {
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// lmSetTargetLightmap(lm->ctx, data, w, h, 4);
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// lmSetGeometry(lm->ctx, NULL,
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// LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, p), sizeof(vertex_t),
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// LM_NONE , NULL , 0 , // no interpolated normals in this example
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// LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, t), sizeof(vertex_t),
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// scene->indexCount, LM_UNSIGNED_SHORT, scene->indices);
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// glDisable(GL_BLEND);
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// int vp[4];
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// float view[16], projection[16];
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// double lastUpdateTime = 0.0;
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// while (lmBegin(ctx, vp, view, projection))
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// {
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// // render to lightmapper framebuffer
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// glViewport(vp[0], vp[1], vp[2], vp[3]);
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// drawScene(scene, view, projection);
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// // display progress every second (printf is expensive)
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// double time = time_ms() / 1000.0;
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// if (time - lastUpdateTime > 1.0)
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// {
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// lastUpdateTime = time;
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// printf("\r%6.2f%%", lmProgress(ctx) * 100.0f);
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// fflush(stdout);
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// }
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// lmEnd(ctx);
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// // window_swap();
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// }
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// printf("\rFinished baking %d triangles.\n", scene->indexCount / 3);
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// }
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// lmDestroy(ctx);
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// // postprocess texture
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// float *temp = CALLOC(w * h * 4, sizeof(float));
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// for (int i = 0; i < 16; i++)
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// {
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// lmImageDilate(data, temp, w, h, 4);
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// lmImageDilate(temp, data, w, h, 4);
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// }
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// lmImageSmooth(data, temp, w, h, 4);
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// lmImageDilate(temp, data, w, h, 4);
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// lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
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// FREE(temp);
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// // save result to a file
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// if (lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f))
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// printf("Saved result.tga\n");
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// // upload result
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// glBindTexture(GL_TEXTURE_2D, scene->lightmap);
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// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, data);
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// FREE(data);
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}
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void lightmap_clear(lightmap_t *lm) {
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ASSERT(lm->ready);
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glBindTexture(GL_TEXTURE_2D, lm->lightmap.id);
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unsigned char emissive[] = { 0, 0, 0, 255 };
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
#line 0
|
||||
|
||||
#line 1 "v4k_renderdd.c"
|
||||
|
|
|
@ -23,9 +23,6 @@ API void script_call(const char *lua_function);
|
|||
|
||||
API bool script_tests();
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// script framework
|
||||
|
||||
enum {
|
||||
SCRIPT_LUA = 1,
|
||||
SCRIPT_DEBUGGER = 2,
|
||||
|
|
|
@ -2766,6 +2766,7 @@ struct iqmbounds {
|
|||
typedef struct iqm_vertex {
|
||||
GLfloat position[3];
|
||||
GLfloat texcoord[2];
|
||||
GLfloat texcoord2[2];
|
||||
GLfloat normal[3];
|
||||
GLfloat tangent[4];
|
||||
GLubyte blendindexes[4];
|
||||
|
@ -2925,26 +2926,28 @@ void model_set_state(model_t m) {
|
|||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, position) );
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord) );
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
|
||||
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord2) );
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
|
||||
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
|
||||
// vertex color
|
||||
glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
|
||||
glEnableVertexAttribArray(11);
|
||||
glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
|
||||
glEnableVertexAttribArray(12);
|
||||
|
||||
// animation
|
||||
if(numframes > 0) {
|
||||
glVertexAttribPointer( 8, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
|
||||
glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
|
||||
glVertexAttribPointer(10, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
|
||||
glVertexAttribPointer( 10, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
|
||||
glVertexAttribPointer(11, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
|
||||
glEnableVertexAttribArray(9);
|
||||
glEnableVertexAttribArray(10);
|
||||
glEnableVertexAttribArray(11);
|
||||
}
|
||||
|
||||
// mat4 attribute; for instanced rendering
|
||||
|
@ -2956,20 +2959,20 @@ void model_set_state(model_t m) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, m.vao_instanced);
|
||||
glBufferData(GL_ARRAY_BUFFER, m.num_instances * mat4_size, m.instanced_matrices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
|
||||
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
|
||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
|
||||
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
|
||||
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
|
||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
|
||||
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
|
||||
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
|
||||
|
||||
glEnableVertexAttribArray(4);
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
glEnableVertexAttribArray(7);
|
||||
glEnableVertexAttribArray(8);
|
||||
|
||||
glVertexAttribDivisor(4, 1);
|
||||
glVertexAttribDivisor(5, 1);
|
||||
glVertexAttribDivisor(6, 1);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glVertexAttribDivisor(8, 1);
|
||||
}
|
||||
|
||||
// 7 bitangent? into texcoord.z?
|
||||
|
@ -3051,7 +3054,10 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
|
|||
if(inposition) memcpy(v->position, &inposition[i*3], sizeof(v->position));
|
||||
if(innormal) memcpy(v->normal, &innormal[i*3], sizeof(v->normal));
|
||||
if(intangent) memcpy(v->tangent, &intangent[i*4], sizeof(v->tangent));
|
||||
if(intexcoord) memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
|
||||
if(intexcoord) {
|
||||
memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
|
||||
memcpy(v->texcoord2, &intexcoord[i*2], sizeof(v->texcoord2)); // populate UV1 with the same value, used by lightmapper
|
||||
}
|
||||
if(inblendindex8) memcpy(v->blendindexes, &inblendindex8[i*4], sizeof(v->blendindexes));
|
||||
if(inblendweight8) memcpy(v->blendweights, &inblendweight8[i*4], sizeof(v->blendweights));
|
||||
if(inblendindexi) {
|
||||
|
@ -3321,8 +3327,8 @@ model_t model_from_mem(const void *mem, int len, int flags) {
|
|||
// static int shaderprog = -1;
|
||||
// if( shaderprog < 0 ) {
|
||||
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
|
||||
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
|
||||
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_3223444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||
"att_position,att_texcoord,att_texcoord2,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
|
||||
va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
|
||||
// }
|
||||
// ASSERT(shaderprog > 0);
|
||||
|
@ -3712,3 +3718,126 @@ anims_t animations(const char *pathfile, int flags) {
|
|||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// lightmapping utils
|
||||
// @fixme: support xatlas uv packing, add UV1 coords to vertex model specs
|
||||
lightmap_t lightmap(int hmsize, float cnear, float cfar, vec3 color, int passes, float threshold, float distmod) {
|
||||
lightmap_t lm = {0};
|
||||
lm.ctx = lmCreate(hmsize, cnear, cfar, color.x, color.y, color.z, passes, threshold, distmod);
|
||||
|
||||
if (!lm.ctx) {
|
||||
PANIC("Error: Could not initialize lightmapper.\n");
|
||||
return lm;
|
||||
}
|
||||
|
||||
return lm;
|
||||
}
|
||||
|
||||
static
|
||||
void lightmap_destroytexture(lightmap_t *lm) {
|
||||
texture_destroy(&lm->lightmap);
|
||||
for (int i = 0; i < array_count(lm->models); i++) {
|
||||
lm->models[i]->lightmap = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void lightmap_destroy(lightmap_t *lm) {
|
||||
lmDestroy(lm->ctx);
|
||||
lightmap_destroytexture(lm);
|
||||
//
|
||||
}
|
||||
|
||||
void lightmap_setup(lightmap_t *lm, int w, int h) {
|
||||
if (lm->ready) {
|
||||
lightmap_destroytexture(lm);
|
||||
}
|
||||
lm->ready=1;
|
||||
|
||||
lm->lightmap = texture_create(w, h, 4, 0, TEXTURE_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, lm->lightmap.id);
|
||||
unsigned char emissive[] = { 0, 0, 0, 255 };
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void lightmap_addmodel(lightmap_t *lm, model_t *m) {
|
||||
array_push(lm->models, m);
|
||||
}
|
||||
|
||||
void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, float *view, float *proj, void *userdata), void *userdata) {
|
||||
ASSERT(lm->ready);
|
||||
// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
|
||||
// @fixme: combine all verts data together and push to lmSetGeometry
|
||||
|
||||
// int w = lm->lightmap->w, h = lm->lightmap->h;
|
||||
// float *data = CALLOC(w * h * 4, sizeof(float));
|
||||
// memset(data, 0, w*h*4);
|
||||
// for (int b = 0; b < bounces; b++) {
|
||||
// lmSetTargetLightmap(lm->ctx, data, w, h, 4);
|
||||
|
||||
// lmSetGeometry(lm->ctx, NULL,
|
||||
// LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, p), sizeof(vertex_t),
|
||||
// LM_NONE , NULL , 0 , // no interpolated normals in this example
|
||||
// LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, t), sizeof(vertex_t),
|
||||
// scene->indexCount, LM_UNSIGNED_SHORT, scene->indices);
|
||||
|
||||
|
||||
// glDisable(GL_BLEND);
|
||||
|
||||
// int vp[4];
|
||||
// float view[16], projection[16];
|
||||
// double lastUpdateTime = 0.0;
|
||||
// while (lmBegin(ctx, vp, view, projection))
|
||||
// {
|
||||
// // render to lightmapper framebuffer
|
||||
// glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
// drawScene(scene, view, projection);
|
||||
|
||||
// // display progress every second (printf is expensive)
|
||||
// double time = time_ms() / 1000.0;
|
||||
// if (time - lastUpdateTime > 1.0)
|
||||
// {
|
||||
// lastUpdateTime = time;
|
||||
// printf("\r%6.2f%%", lmProgress(ctx) * 100.0f);
|
||||
// fflush(stdout);
|
||||
// }
|
||||
|
||||
// lmEnd(ctx);
|
||||
// // window_swap();
|
||||
// }
|
||||
// printf("\rFinished baking %d triangles.\n", scene->indexCount / 3);
|
||||
// }
|
||||
|
||||
// lmDestroy(ctx);
|
||||
|
||||
// // postprocess texture
|
||||
// float *temp = CALLOC(w * h * 4, sizeof(float));
|
||||
// for (int i = 0; i < 16; i++)
|
||||
// {
|
||||
// lmImageDilate(data, temp, w, h, 4);
|
||||
// lmImageDilate(temp, data, w, h, 4);
|
||||
// }
|
||||
// lmImageSmooth(data, temp, w, h, 4);
|
||||
// lmImageDilate(temp, data, w, h, 4);
|
||||
// lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
|
||||
// FREE(temp);
|
||||
|
||||
// // save result to a file
|
||||
// if (lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f))
|
||||
// printf("Saved result.tga\n");
|
||||
|
||||
// // upload result
|
||||
// glBindTexture(GL_TEXTURE_2D, scene->lightmap);
|
||||
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, data);
|
||||
// FREE(data);
|
||||
}
|
||||
|
||||
void lightmap_clear(lightmap_t *lm) {
|
||||
ASSERT(lm->ready);
|
||||
glBindTexture(GL_TEXTURE_2D, lm->lightmap.id);
|
||||
unsigned char emissive[] = { 0, 0, 0, 255 };
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -520,6 +520,7 @@ typedef struct model_t {
|
|||
handle *textures;
|
||||
char **texture_names;
|
||||
array(material_t) materials;
|
||||
texture_t *lightmap;
|
||||
|
||||
unsigned num_meshes;
|
||||
unsigned num_triangles;
|
||||
|
@ -530,7 +531,7 @@ typedef struct model_t {
|
|||
float curframe;
|
||||
mat44 pivot;
|
||||
|
||||
int stride; // usually 60 bytes (12*4+4*3) for a p3 u2 n3 t4 i4B w4B c4B vertex stream
|
||||
int stride; // usually 68 bytes for a p3 u2 u2 n3 t4 i4B w4B c4B vertex stream
|
||||
void *verts;
|
||||
int num_verts;
|
||||
handle vao, ibo, vbo, vao_instanced;
|
||||
|
@ -579,11 +580,22 @@ API anims_t animations(const char *pathfile, int flags);
|
|||
|
||||
// -----------------------------------------------------------------------------
|
||||
// lightmapping utils
|
||||
// @fixme: support xatlas uv packing
|
||||
|
||||
typedef struct lightmap_t {
|
||||
struct lm_context *ctx; // private
|
||||
bool ready;
|
||||
texture_t lightmap; //@fixme: do we need it per-model?
|
||||
array(model_t*) models;
|
||||
} lightmap_t;
|
||||
|
||||
API lightmap_t lightmap(int hmsize /*64*/, float near, float far, vec3 color /*1,1,1 for AO*/, int passes /*2*/, float threshold /*0.01f*/, float distmod /*0.0f*/);
|
||||
API void lightmap_setup(lightmap_t *lm, int w, int h);
|
||||
API void lightmap_addmodel(lightmap_t *lm, model_t *m);
|
||||
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, float *view, float *proj, void *userdata), void *userdata);
|
||||
API void lightmap_clear(lightmap_t *lm);
|
||||
API void lightmap_destroy(lightmap_t *lm);
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// skyboxes
|
||||
|
||||
|
|
163
engine/v4k.c
163
engine/v4k.c
|
@ -19682,6 +19682,7 @@ struct iqmbounds {
|
|||
typedef struct iqm_vertex {
|
||||
GLfloat position[3];
|
||||
GLfloat texcoord[2];
|
||||
GLfloat texcoord2[2];
|
||||
GLfloat normal[3];
|
||||
GLfloat tangent[4];
|
||||
GLubyte blendindexes[4];
|
||||
|
@ -19841,26 +19842,28 @@ void model_set_state(model_t m) {
|
|||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, position) );
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord) );
|
||||
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
|
||||
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, texcoord2) );
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, normal) );
|
||||
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, tangent) );
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
|
||||
// vertex color
|
||||
glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
|
||||
glEnableVertexAttribArray(11);
|
||||
glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,color) );
|
||||
glEnableVertexAttribArray(12);
|
||||
|
||||
// animation
|
||||
if(numframes > 0) {
|
||||
glVertexAttribPointer( 8, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
|
||||
glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
|
||||
glVertexAttribPointer(10, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
|
||||
glEnableVertexAttribArray(8);
|
||||
glVertexAttribPointer( 9, 4, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendindexes) );
|
||||
glVertexAttribPointer( 10, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex,blendweights) );
|
||||
glVertexAttribPointer(11, 1, GL_FLOAT, GL_FALSE, sizeof(iqm_vertex), (GLvoid*)offsetof(iqm_vertex, blendvertexindex) );
|
||||
glEnableVertexAttribArray(9);
|
||||
glEnableVertexAttribArray(10);
|
||||
glEnableVertexAttribArray(11);
|
||||
}
|
||||
|
||||
// mat4 attribute; for instanced rendering
|
||||
|
@ -19872,20 +19875,20 @@ void model_set_state(model_t m) {
|
|||
glBindBuffer(GL_ARRAY_BUFFER, m.vao_instanced);
|
||||
glBufferData(GL_ARRAY_BUFFER, m.num_instances * mat4_size, m.instanced_matrices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
|
||||
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
|
||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
|
||||
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
|
||||
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(0 * vec4_size)));
|
||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(1 * vec4_size)));
|
||||
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(2 * vec4_size)));
|
||||
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 4 * vec4_size, (GLvoid*)(((char*)NULL)+(3 * vec4_size)));
|
||||
|
||||
glEnableVertexAttribArray(4);
|
||||
glEnableVertexAttribArray(5);
|
||||
glEnableVertexAttribArray(6);
|
||||
glEnableVertexAttribArray(7);
|
||||
glEnableVertexAttribArray(8);
|
||||
|
||||
glVertexAttribDivisor(4, 1);
|
||||
glVertexAttribDivisor(5, 1);
|
||||
glVertexAttribDivisor(6, 1);
|
||||
glVertexAttribDivisor(7, 1);
|
||||
glVertexAttribDivisor(8, 1);
|
||||
}
|
||||
|
||||
// 7 bitangent? into texcoord.z?
|
||||
|
@ -19967,7 +19970,10 @@ bool model_load_meshes(iqm_t *q, const struct iqmheader *hdr, model_t *m) {
|
|||
if(inposition) memcpy(v->position, &inposition[i*3], sizeof(v->position));
|
||||
if(innormal) memcpy(v->normal, &innormal[i*3], sizeof(v->normal));
|
||||
if(intangent) memcpy(v->tangent, &intangent[i*4], sizeof(v->tangent));
|
||||
if(intexcoord) memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
|
||||
if(intexcoord) {
|
||||
memcpy(v->texcoord, &intexcoord[i*2], sizeof(v->texcoord));
|
||||
memcpy(v->texcoord2, &intexcoord[i*2], sizeof(v->texcoord2)); // populate UV1 with the same value, used by lightmapper
|
||||
}
|
||||
if(inblendindex8) memcpy(v->blendindexes, &inblendindex8[i*4], sizeof(v->blendindexes));
|
||||
if(inblendweight8) memcpy(v->blendweights, &inblendweight8[i*4], sizeof(v->blendweights));
|
||||
if(inblendindexi) {
|
||||
|
@ -20237,8 +20243,8 @@ model_t model_from_mem(const void *mem, int len, int flags) {
|
|||
// static int shaderprog = -1;
|
||||
// if( shaderprog < 0 ) {
|
||||
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
|
||||
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
|
||||
int shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_3223444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||
"att_position,att_texcoord,att_texcoord2,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
|
||||
va("SHADING_PHONG,%s", (flags&MODEL_RIMLIGHT)?"RIM":""));
|
||||
// }
|
||||
// ASSERT(shaderprog > 0);
|
||||
|
@ -20628,6 +20634,129 @@ anims_t animations(const char *pathfile, int flags) {
|
|||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// lightmapping utils
|
||||
// @fixme: support xatlas uv packing, add UV1 coords to vertex model specs
|
||||
lightmap_t lightmap(int hmsize, float cnear, float cfar, vec3 color, int passes, float threshold, float distmod) {
|
||||
lightmap_t lm = {0};
|
||||
lm.ctx = lmCreate(hmsize, cnear, cfar, color.x, color.y, color.z, passes, threshold, distmod);
|
||||
|
||||
if (!lm.ctx) {
|
||||
PANIC("Error: Could not initialize lightmapper.\n");
|
||||
return lm;
|
||||
}
|
||||
|
||||
return lm;
|
||||
}
|
||||
|
||||
static
|
||||
void lightmap_destroytexture(lightmap_t *lm) {
|
||||
texture_destroy(&lm->lightmap);
|
||||
for (int i = 0; i < array_count(lm->models); i++) {
|
||||
lm->models[i]->lightmap = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void lightmap_destroy(lightmap_t *lm) {
|
||||
lmDestroy(lm->ctx);
|
||||
lightmap_destroytexture(lm);
|
||||
//
|
||||
}
|
||||
|
||||
void lightmap_setup(lightmap_t *lm, int w, int h) {
|
||||
if (lm->ready) {
|
||||
lightmap_destroytexture(lm);
|
||||
}
|
||||
lm->ready=1;
|
||||
|
||||
lm->lightmap = texture_create(w, h, 4, 0, TEXTURE_LINEAR);
|
||||
glBindTexture(GL_TEXTURE_2D, lm->lightmap.id);
|
||||
unsigned char emissive[] = { 0, 0, 0, 255 };
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void lightmap_addmodel(lightmap_t *lm, model_t *m) {
|
||||
array_push(lm->models, m);
|
||||
}
|
||||
|
||||
void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, float *view, float *proj, void *userdata), void *userdata) {
|
||||
ASSERT(lm->ready);
|
||||
// @fixme: use xatlas to UV pack all models, update their UV1 and upload them to GPU.
|
||||
// @fixme: combine all verts data together and push to lmSetGeometry
|
||||
|
||||
// int w = lm->lightmap->w, h = lm->lightmap->h;
|
||||
// float *data = CALLOC(w * h * 4, sizeof(float));
|
||||
// memset(data, 0, w*h*4);
|
||||
// for (int b = 0; b < bounces; b++) {
|
||||
// lmSetTargetLightmap(lm->ctx, data, w, h, 4);
|
||||
|
||||
// lmSetGeometry(lm->ctx, NULL,
|
||||
// LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, p), sizeof(vertex_t),
|
||||
// LM_NONE , NULL , 0 , // no interpolated normals in this example
|
||||
// LM_FLOAT, (unsigned char*)scene->vertices + offsetof(vertex_t, t), sizeof(vertex_t),
|
||||
// scene->indexCount, LM_UNSIGNED_SHORT, scene->indices);
|
||||
|
||||
|
||||
// glDisable(GL_BLEND);
|
||||
|
||||
// int vp[4];
|
||||
// float view[16], projection[16];
|
||||
// double lastUpdateTime = 0.0;
|
||||
// while (lmBegin(ctx, vp, view, projection))
|
||||
// {
|
||||
// // render to lightmapper framebuffer
|
||||
// glViewport(vp[0], vp[1], vp[2], vp[3]);
|
||||
// drawScene(scene, view, projection);
|
||||
|
||||
// // display progress every second (printf is expensive)
|
||||
// double time = time_ms() / 1000.0;
|
||||
// if (time - lastUpdateTime > 1.0)
|
||||
// {
|
||||
// lastUpdateTime = time;
|
||||
// printf("\r%6.2f%%", lmProgress(ctx) * 100.0f);
|
||||
// fflush(stdout);
|
||||
// }
|
||||
|
||||
// lmEnd(ctx);
|
||||
// // window_swap();
|
||||
// }
|
||||
// printf("\rFinished baking %d triangles.\n", scene->indexCount / 3);
|
||||
// }
|
||||
|
||||
// lmDestroy(ctx);
|
||||
|
||||
// // postprocess texture
|
||||
// float *temp = CALLOC(w * h * 4, sizeof(float));
|
||||
// for (int i = 0; i < 16; i++)
|
||||
// {
|
||||
// lmImageDilate(data, temp, w, h, 4);
|
||||
// lmImageDilate(temp, data, w, h, 4);
|
||||
// }
|
||||
// lmImageSmooth(data, temp, w, h, 4);
|
||||
// lmImageDilate(temp, data, w, h, 4);
|
||||
// lmImagePower(data, w, h, 4, 1.0f / 2.2f, 0x7); // gamma correct color channels
|
||||
// FREE(temp);
|
||||
|
||||
// // save result to a file
|
||||
// if (lmImageSaveTGAf("result.tga", data, w, h, 4, 1.0f))
|
||||
// printf("Saved result.tga\n");
|
||||
|
||||
// // upload result
|
||||
// glBindTexture(GL_TEXTURE_2D, scene->lightmap);
|
||||
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, data);
|
||||
// FREE(data);
|
||||
}
|
||||
|
||||
void lightmap_clear(lightmap_t *lm) {
|
||||
ASSERT(lm->ready);
|
||||
glBindTexture(GL_TEXTURE_2D, lm->lightmap.id);
|
||||
unsigned char emissive[] = { 0, 0, 0, 255 };
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
#line 0
|
||||
|
||||
#line 1 "v4k_renderdd.c"
|
||||
|
|
17
engine/v4k.h
17
engine/v4k.h
|
@ -1997,9 +1997,6 @@ API void script_call(const char *lua_function);
|
|||
|
||||
API bool script_tests();
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// script framework
|
||||
|
||||
enum {
|
||||
SCRIPT_LUA = 1,
|
||||
SCRIPT_DEBUGGER = 2,
|
||||
|
@ -3581,6 +3578,7 @@ typedef struct model_t {
|
|||
handle *textures;
|
||||
char **texture_names;
|
||||
array(material_t) materials;
|
||||
texture_t *lightmap;
|
||||
|
||||
unsigned num_meshes;
|
||||
unsigned num_triangles;
|
||||
|
@ -3591,7 +3589,7 @@ typedef struct model_t {
|
|||
float curframe;
|
||||
mat44 pivot;
|
||||
|
||||
int stride; // usually 60 bytes (12*4+4*3) for a p3 u2 n3 t4 i4B w4B c4B vertex stream
|
||||
int stride; // usually 68 bytes for a p3 u2 u2 n3 t4 i4B w4B c4B vertex stream
|
||||
void *verts;
|
||||
int num_verts;
|
||||
handle vao, ibo, vbo, vao_instanced;
|
||||
|
@ -3640,11 +3638,22 @@ API anims_t animations(const char *pathfile, int flags);
|
|||
|
||||
// -----------------------------------------------------------------------------
|
||||
// lightmapping utils
|
||||
// @fixme: support xatlas uv packing
|
||||
|
||||
typedef struct lightmap_t {
|
||||
struct lm_context *ctx; // private
|
||||
bool ready;
|
||||
texture_t lightmap; //@fixme: do we need it per-model?
|
||||
array(model_t*) models;
|
||||
} lightmap_t;
|
||||
|
||||
API lightmap_t lightmap(int hmsize /*64*/, float near, float far, vec3 color /*1,1,1 for AO*/, int passes /*2*/, float threshold /*0.01f*/, float distmod /*0.0f*/);
|
||||
API void lightmap_setup(lightmap_t *lm, int w, int h);
|
||||
API void lightmap_addmodel(lightmap_t *lm, model_t *m);
|
||||
API void lightmap_bake(lightmap_t *lm, int bounces, void (*drawscene)(lightmap_t *lm, float *view, float *proj, void *userdata), void *userdata);
|
||||
API void lightmap_clear(lightmap_t *lm);
|
||||
API void lightmap_destroy(lightmap_t *lm);
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// skyboxes
|
||||
|
||||
|
|
Loading…
Reference in New Issue