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- /// Constructor. Creates a Bulb renderer struct that is responsible for the final renderering of
- /// lights in your game.
- ///
- /// @param [camera]
- ///
- /// Full list of variables:
- ///
- /// `.ambientColor` | `c_black` | Baseline ambient light color
- /// `.ambientInGammaSpace` | `false` | Whether the above is in gamma space (`true`) or linear space {`false`)
- /// `.smooth` | `true` | Whether to use texture filtering (bilinear interpolation) where possible
- /// `.soft` | `true` | Whether to use soft shadows
- /// `.selfLighting` | `false` | Whether to allow light to enter but not escape occluders. Hard shadow mode only
- /// `.exposure` | `1.0` | Exposure for the entire lighting render. Should usually be left at `1.0` when not in HDR mode
- /// `.ldrTonemap` | `BULB_TONEMAP_NONE` | Tonemap to use when not in HDR mode. Should usually be left at `BULB_TONEMAP_NONE`
- /// `.hdr` | `false` | Whether to use HDR rendering or not. HDR surface is 16-bit
- /// `.hdrTonemap` | `BULB_TONEMAP_HBD` | Tonemap to use when in HDR mode
- /// `.hdrBloomIntensity` | `0` | Intensity of the bloom effect
- /// `.hdrBloomIterations` | `3` | Number of Kawase blur iterations to apply to the bloom
- /// `.hdrBloomThresholdMin` | `0.6` | Lower threshold for bloom cut-off
- /// `.hdrBloomThresholdMax` | `0.8` | Upper threshold for bloom cut-off
- /// `.normalMap` | Config macro | Whether normal mapping should be used. Defaults to `BULB_DEFAULT_USE_NORMAL_MAP`
- ///
- /// Full list of methods:
- ///
- /// `.Free()`
- /// `.SetCamera(camera)`
- /// `.GetCamera()`
- /// `.SetSurfaceDimensions(width, height)`
- /// `.GetSurfaceDimensions()`
- /// `.Update()`
- /// `.GetOutputSurface(surface)`
- /// `.DrawLitSurface(surface, x, y, width, height, [textureFiltering], [alphaBlend])`
- /// `.GetTonemap()`
- /// `.GetLightSurface()`
- /// `.GetLightValue(x, y)`
- /// `.GetNormalMapSurface()
- /// `.DrawNormalMapDebug(x, y, width, height)`
- /// `.RefreshStaticOccluders()`
- function BulbRenderer(_camera) constructor
- {
- static _system = __BulbSystem();
-
- static _vformat3DNormal = (function()
- {
- vertex_format_begin();
- vertex_format_add_position_3d();
- vertex_format_add_normal();
- return vertex_format_end();
- })();
- static _vformat3DNormalTex = (function()
- {
- vertex_format_begin();
- vertex_format_add_position_3d();
- vertex_format_add_normal();
- vertex_format_add_texcoord();
- return vertex_format_end();
- })();
-
-
-
- SetCamera = function(_camera)
- {
- if (__cameraImplicit)
- {
- camera_destroy(__camera);
- }
-
- if (_camera != undefined)
- {
- __camera = _camera;
- __cameraImplicit = false;
- }
- else
- {
- __camera = camera_create_view(0, 0, room_width, room_height, 0, noone, 0, 0, 0, 0);
- __cameraImplicit = true;
- }
-
- //Set the lighting surface dimensions from the camera
- var _projMatrix = camera_get_proj_mat(__camera);
- var _width = round(abs(2/_projMatrix[0]));
- var _height = round(abs(2/_projMatrix[5]));
- SetSurfaceDimensions(_width, _height);
- }
-
- GetCamera = function()
- {
- return __camera;
- }
-
- SetSurfaceDimensions = function(_width, _height)
- {
- __surfaceWidth = _width;
- __surfaceHeight = _height;
-
- GetLightSurface();
- }
-
- GetSurfaceDimensions = function()
- {
- static _result = {};
-
- _result.width = __surfaceWidth;
- _result.height = __surfaceHeight;
-
- return _result;
- }
-
- Update = function()
- {
- //Deploy PROPER MATHS in case the dev is using matrices
-
- var _viewMatrix = camera_get_view_mat(__camera);
- var _projMatrix = camera_get_proj_mat(__camera);
-
- var _cameraCos = _viewMatrix[ 0];
- var _cameraSin = _viewMatrix[ 1];
- var _matrixX = -_viewMatrix[12];
- var _matrixY = -_viewMatrix[13];
-
- var _cameraCX = _matrixX*_cameraCos + _matrixY*_cameraSin;
- var _cameraCY = -_matrixX*_cameraSin + _matrixY*_cameraCos;
- var _cameraW = round(abs(2/_projMatrix[0]));
- var _cameraH = round(abs(2/_projMatrix[5]));
-
- var _rotatedW = _cameraW*abs(_cameraCos) + _cameraH*abs(_cameraSin);
- var _rotatedH = _cameraW*abs(_cameraSin) + _cameraH*abs(_cameraCos);
-
- var _boundaryL = _cameraCX - _rotatedW/2;
- var _boundaryT = _cameraCY - _rotatedH/2;
- var _boundaryR = _cameraCX + _rotatedW/2;
- var _boundaryB = _cameraCY + _rotatedH/2;
-
- var _boundaryExpandedL = _boundaryL - BULB_DYNAMIC_OCCLUDER_RANGE;
- var _boundaryExpandedT = _boundaryT - BULB_DYNAMIC_OCCLUDER_RANGE;
- var _boundaryExpandedR = _boundaryR + BULB_DYNAMIC_OCCLUDER_RANGE;
- var _boundaryExpandedB = _boundaryB + BULB_DYNAMIC_OCCLUDER_RANGE;
-
- //Force a regeneration of vertex buffers if we're swapped between hard/soft lights
- if (soft != __oldSoft)
- {
- __oldSoft = soft;
- __FreeVertexBuffers();
- }
-
- //Determine whether we actually want HDR
- var _hdr = (hdr && _system.__hdrAvailable);
-
- //Force regeneration/freeing of surfaces if the HDR state has changed
- if (_hdr != __oldHDR)
- {
- __oldHDR = _hdr;
-
- if (__lightSurface != undefined)
- {
- surface_free(__lightSurface);
- __lightSurface = undefined;
- }
-
- if (not _hdr)
- {
- __FreeOutputSurface();
- }
- }
-
- //Manage bloom surfaces if the number of iterations has changed
- if ((not _hdr) || (hdrBloomIterations != __oldHDRBloomIterations))
- {
- __FreeBloomSurfaces();
- }
-
- //Free up memory if the normal map state has changed
- if ((not normalMap) && __oldNormalMap)
- {
- __FreeNormalMapSurface();
- }
-
- //Construct our wipe/static/dynamic vertex buffers
- __UpdateVertexBuffers(_boundaryExpandedL, _boundaryExpandedT, _boundaryExpandedR, _boundaryExpandedB);
-
- //Create accumulating renderer surface
- surface_set_target(GetLightSurface());
-
- //Set the view/projection matrices
- camera_apply(__camera);
-
- //Set up some GPU state
- var _oldNoCulling = gpu_get_cullmode();
- var _oldTexFilter = gpu_get_tex_filter();
- gpu_set_cullmode(cull_noculling);
- gpu_set_tex_filter(smooth);
-
- //Clear the light surface with the ambient colour
- draw_clear(__GetAmbientColor());
-
- //Accumulate lights and shadows onto the lighting surface
- __AccumulateAmbienceSprite(_boundaryL, _boundaryT, _boundaryR, _boundaryB);
-
- if (soft)
- {
- __AccumulateSoftLights(_boundaryL, _boundaryT, _boundaryR, _boundaryB, _cameraCX, _cameraCY, _cameraW, _cameraH, _cameraCos, _cameraSin, selfLighting? -1 : 1);
- }
- else
- {
- __AccumulateHardLights(_boundaryL, _boundaryT, _boundaryR, _boundaryB, _cameraCX, _cameraCY, _cameraW, _cameraH, _cameraCos, _cameraSin, selfLighting? -1 : 1);
- }
-
- __AccumulateShadowOverlay(_boundaryL, _boundaryT, _boundaryR, _boundaryB);
- __AccumulateLightOverlay(_boundaryL, _boundaryT, _boundaryR, _boundaryB);
-
- //Restore default behaviour
- gpu_set_colorwriteenable(true, true, true, true);
- gpu_set_blendmode(bm_normal);
- gpu_set_cullmode(_oldNoCulling);
- gpu_set_tex_filter(_oldTexFilter);
-
- surface_reset_target();
- }
-
- __GetTonemapShader = function()
- {
- var _hdrTonemap = GetTonemap();
- if (_hdrTonemap == BULB_TONEMAP_NONE)
- {
- return __shdBulbTonemapNone;
- }
- else if (_hdrTonemap == BULB_TONEMAP_CLAMP)
- {
- return __shdBulbTonemapClamp;
- }
- else if (_hdrTonemap == BULB_TONEMAP_REINHARD)
- {
- return __shdBulbTonemapReinhard;
- }
- else if (_hdrTonemap == BULB_TONEMAP_REINHARD_EXTENDED)
- {
- return __shdBulbTonemapReinhardExtended;
- }
- else if (_hdrTonemap == BULB_TONEMAP_ACES)
- {
- return __shdBulbTonemapACES;
- }
- else if (_hdrTonemap == BULB_TONEMAP_UNCHARTED2)
- {
- return __shdBulbTonemapUncharted2;
- }
- else if (_hdrTonemap == BULB_TONEMAP_UNREAL3)
- {
- return __shdBulbTonemapUnreal3;
- }
- else if (_hdrTonemap == BULB_TONEMAP_HBD)
- {
- return __shdBulbTonemapHBD;
- }
- else
- {
- return __shdBulbTonemapBadGamma;
- }
- }
-
- GetOutputSurface = function(_surface)
- {
- var _surfaceWidth = surface_get_width( _surface);
- var _surfaceHeight = surface_get_height(_surface);
- __GetOutputSurface(_surfaceWidth, _surfaceHeight);
-
- surface_set_target(__outputSurface);
- DrawLitSurface(_surface, 0, 0, _surfaceWidth, _surfaceHeight, false, false);
- surface_reset_target();
-
- return __outputSurface;
- }
-
- DrawLitSurface = function(_surface, _x, _y, _width, _height, _textureFiltering = undefined, _alphaBlend = undefined)
- {
- if (surface_get_target() == _surface)
- {
- __BulbError("Cannot call .DrawLitSurface() when the destination surface and drawn surface are the same\nIf you are drawing the application surface, use a Post-Draw event or GUI draw event");
- }
-
- var _oldTextureFiltering = gpu_get_tex_filter();
- var _oldAlphaBlend = gpu_get_blendenable();
-
- if (_textureFiltering != undefined) gpu_set_tex_filter(_textureFiltering);
- if (_alphaBlend != undefined) gpu_set_blendenable(_alphaBlend);
-
- if ((__lightSurface != undefined) && surface_exists(__lightSurface))
- {
- if (hdr && _system.__hdrAvailable
- && (hdrBloomIntensity > 0) && (hdrBloomIterations >= 1)
- && (__lightSurface != undefined) && surface_exists(__lightSurface))
- {
- __KawaseBloom(__lightSurface, 1/max(0.0001, exposure));
- }
-
- var _shader = __GetTonemapShader();
- var _exposureUniform = shader_get_uniform(_shader, "u_fExposure");
- var _sampler = shader_get_sampler_index(_shader, "u_sLightMap");
-
- shader_set(_shader);
- shader_set_uniform_f(_exposureUniform, exposure);
- texture_set_stage(_sampler, surface_get_texture(__lightSurface));
- gpu_set_tex_filter_ext(_sampler, smooth);
- draw_surface_stretched(_surface, _x, _y, _width, _height);
- shader_reset();
- }
- else
- {
- draw_surface_stretched(_surface, _x, _y, _width, _height);
- }
-
- gpu_set_tex_filter(_oldTextureFiltering);
- gpu_set_blendenable(_oldAlphaBlend);
- }
-
- __KawaseBloom = function(_surface, _thresholdCoeff)
- {
- static _u_fIntensity = shader_get_uniform(__shdBulbIntensity, "u_fIntensity");
- static _u_vThreshold = shader_get_uniform(__shdBulbKawaseDownWithThreshold, "u_vThreshold");
-
- var _surfaceWidth = surface_get_width( _surface);
- var _surfaceHeight = surface_get_height(_surface);
-
- var _bloomSurfaceArray = __bloomSurfaceArray;
-
- //Create new bloom surfaces on demand
- if (array_length(_bloomSurfaceArray) < hdrBloomIterations-1)
- {
- __FreeBloomSurfaces();
-
- var _bloomWidth = _surfaceWidth;
- var _bloomHeight = _surfaceHeight;
-
- //Work around compile error in LTS
- var _surface_create = surface_create;
-
- var _i = 0;
- repeat(hdrBloomIterations)
- {
- _bloomWidth = _bloomWidth div 2;
- _bloomHeight = _bloomHeight div 2;
- _bloomSurfaceArray[_i] = _surface_create(_bloomWidth, _bloomHeight, surface_rgba16float);
-
- ++_i;
- }
- }
-
- //Perform Kawase blur
- var _oldTextureFiltering = gpu_get_tex_filter();
- var _oldAlphaBlend = gpu_get_blendenable();
-
- gpu_set_tex_filter(true);
- gpu_set_blendenable(false);
-
- surface_set_target(_bloomSurfaceArray[0]);
- shader_set(__shdBulbKawaseDownWithThreshold);
- shader_set_uniform_f(_u_vThreshold, hdrBloomThresholdMin*_thresholdCoeff, hdrBloomThresholdMax*_thresholdCoeff);
- shader_set_uniform_f(shader_get_uniform(__shdBulbKawaseDownWithThreshold, "u_vTexel"), texture_get_texel_width(surface_get_texture(_surface)), texture_get_texel_height(surface_get_texture(_surface)));
- draw_surface_stretched(_surface, 0, 0, surface_get_width(_bloomSurfaceArray[0]), surface_get_height(_bloomSurfaceArray[0]));
- shader_reset();
- surface_reset_target();
-
- if (hdrBloomIterations >= 2)
- {
- var _i = 1;
- repeat(hdrBloomIterations-1)
- {
- surface_set_target(_bloomSurfaceArray[_i]);
- shader_set(__shdBulbKawaseDown);
- shader_set_uniform_f(shader_get_uniform(__shdBulbKawaseDown, "u_vTexel"), texture_get_texel_width(surface_get_texture(_bloomSurfaceArray[_i-1])), texture_get_texel_height(surface_get_texture(_bloomSurfaceArray[_i-1])));
- draw_surface_stretched(_bloomSurfaceArray[_i-1], 0, 0, surface_get_width(_bloomSurfaceArray[_i]), surface_get_height(_bloomSurfaceArray[_i]));
- surface_reset_target();
-
- ++_i;
- }
-
- var _i = hdrBloomIterations-1;
- repeat(hdrBloomIterations-1)
- {
- surface_set_target(_bloomSurfaceArray[_i-1]);
- shader_set(__shdBulbKawaseUp);
- shader_set_uniform_f(shader_get_uniform(__shdBulbKawaseUp, "u_vTexel"), texture_get_texel_width(surface_get_texture(_bloomSurfaceArray[_i])), texture_get_texel_height(surface_get_texture(_bloomSurfaceArray[_i])));
- draw_surface_stretched(_bloomSurfaceArray[_i], 0, 0, surface_get_width(_bloomSurfaceArray[_i-1]), surface_get_height(_bloomSurfaceArray[_i-1]));
- surface_reset_target();
-
- --_i;
- }
- }
-
- gpu_set_blendenable(true);
-
- surface_set_target(_surface);
-
- gpu_set_blendmode_ext(bm_one, bm_one);
- shader_set(__shdBulbIntensity);
- shader_set_uniform_f(_u_fIntensity, hdrBloomIntensity);
- draw_surface_stretched_ext(_bloomSurfaceArray[0], 0, 0, _surfaceWidth, _surfaceHeight, c_white, 1);
-
- gpu_set_blendmode(bm_normal);
- shader_reset();
-
- surface_reset_target();
-
- gpu_set_tex_filter(_oldTextureFiltering);
- gpu_set_blendenable(_oldAlphaBlend);
- }
-
- Free = function()
- {
- __FreeVertexBuffers();
- __FreeLightSurface();
- __FreeOutputSurface();
- __FreeBloomSurfaces();
- __FreeNormalMapSurface();
-
- var _nullFunc = function() {}
-
- //BulbRenderer()
- SetCamera = _nullFunc;
- GetCamera = _nullFunc;
- SetSurfaceDimensions = _nullFunc;
- GetSurfaceDimensions = _nullFunc;
- Update = _nullFunc;
- GetOutputSurface = _nullFunc;
- DrawLitSurface = _nullFunc;
- GetTonemap = _nullFunc;
- RefreshStaticOccluders = _nullFunc;
- __KawaseBloom = _nullFunc;
-
- //__BulbRendererDefineHDR()
- __GetOutputSurface = _nullFunc;
- __FreeOutputSurface = _nullFunc;
- __FreeBloomSurfaces = _nullFunc;
-
- //__BulbRendererDefineNormal()
- GetNormalMapSurface = _nullFunc;
- DrawNormalMapDebug = _nullFunc;
- __FreeNormalMapSurface = _nullFunc;
-
- //__BulbRendererDefineOverlayUnderlay()
- __AccumulateAmbienceSprite = _nullFunc;
- __AccumulateShadowOverlay = _nullFunc;
- __AccumulateLightOverlay = _nullFunc;
-
- //__BulbRendererDefineAccumulateSoft()
- __AccumulateSoftLights = _nullFunc;
-
- //__BulbRendererDefineAccumulateHard()
- __AccumulateHardLights = _nullFunc;
-
- //__BulbRendererDefineVertexBuffers()
- RefreshStaticOccluders = _nullFunc;
- __FreeVertexBuffers = _nullFunc;
- __UpdateVertexBuffers = _nullFunc;
-
- //__BulbRendererDefineLight()
- GetLightSurface = _nullFunc;
- __FreeLightSurface = _nullFunc;
- GetLightValue = _nullFunc;
- }
-
- GetTonemap = function()
- {
- return (hdr && _system.__hdrAvailable)? hdrTonemap : ldrTonemap;
- }
-
- __GetAmbientColor = function()
- {
- if (GetTonemap() == BULB_TONEMAP_BAD_GAMMA)
- {
- if (ambientInGammaSpace)
- {
- return ambientColor;
- }
- else
- {
- return make_color_rgb(255*power(color_get_red( ambientColor)/255, 1/BULB_GAMMA),
- 255*power(color_get_green(ambientColor)/255, 1/BULB_GAMMA),
- 255*power(color_get_blue( ambientColor)/255, 1/BULB_GAMMA));
- }
- }
- else
- {
- if (ambientInGammaSpace)
- {
- return make_color_rgb(255*power(color_get_red( ambientColor)/255, BULB_GAMMA),
- 255*power(color_get_green(ambientColor)/255, BULB_GAMMA),
- 255*power(color_get_blue( ambientColor)/255, BULB_GAMMA));
- }
- else
- {
- return ambientColor;
- }
- }
- }
-
-
-
- //Assign the ambient colour used for the darkest areas of the screen. This can be changed on the fly
- ambientColor = c_black;
- ambientInGammaSpace = false;
-
- //The smoothing mode controls texture filtering both when accumulating lights and when drawing the resulting surface
- smooth = true;
-
- selfLighting = false;
-
- soft = true;
- __oldSoft = undefined;
-
- exposure = 1;
- ldrTonemap = BULB_TONEMAP_NONE;
-
- __camera = undefined;
- __cameraImplicit = false;
-
- __surfaceWidth = -1;
- __surfaceHeight = -1;
-
- __BulbRendererDefineHDR();
- __BulbRendererDefineNormal();
- __BulbRendererDefineOverlayUnderlay();
- __BulbRendererDefineAccumulateSoft();
- if (_system.__hasStencil) __BulbRendererDefineAccumulateHard() else __BulbRendererDefineAccumulateHardNoStencil();
- __BulbRendererDefineVertexBuffers();
- __BulbRendererDefineLight();
-
- SetCamera(_camera);
- }
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