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Shapes with live settings, shape editing, knife and hole tools, drawing shapes onto other objects, combining objects (add / subtract / overlap), copies, thickness, painting with stickers and layers, a Layout tab, a Print tab with checks, packed .fry files with autosave, export to GLB, glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash screen, and a website for GitHub Pages in docs/. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
45 lines
1.9 KiB
C++
45 lines
1.9 KiB
C++
#pragma once
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// Clustered lighting: the view frustum is cut into a 3D grid (screen tiles × depth
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// slices) and each cell lists the lights that can reach it, so a pixel only shades
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// the few lights near it. Built on the CPU each frame; no GPU code here, so it is
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// shared by every render backend and testable headless.
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#include <glm/glm.hpp>
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#include <cstdint>
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#include <vector>
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namespace keel {
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struct DynamicLight {
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glm::vec3 origin{0.0f};
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float radius = 300.0f; // light reaches zero here
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glm::vec3 color{1.0f}; // linear, already scaled by intensity
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glm::vec3 direction{0, 0, -1}; // spot lights
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float innerCone = 0.0f; // spot half-angles in degrees; outerCone 0 = point light
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float outerCone = 0.0f;
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bool shadows = false;
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float size = 0.0f; // the light's own radius (a bulb, a lamp, a window): softer, wider highlights
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bool reflector = false; // a flashlight's beam (spotShape in model.glsl): hot centre, a ring, a dim spill
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bool spot() const { return outerCone > 0.0f; }
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};
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// Must match lights.glsl.
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inline constexpr uint32_t kClusterX = 16, kClusterY = 9, kClusterZ = 24;
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inline constexpr float kClusterNear = 8.0f, kClusterFar = 16384.0f;
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struct ClusterView {
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glm::vec3 origin, forward, right, up; // up is the screen's up (after roll)
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float tanHalfY = 1.0f, aspect = 1.0f;
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};
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struct ClusterGrid {
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std::vector<glm::uvec2> cells; // per cell: first index, light count; cell = (z * Y + y) * X + x
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std::vector<uint32_t> indices; // light indices, grouped by cell
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};
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// Depth slice for a distance along the view direction.
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uint32_t clusterSlice(float depth);
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// Lights past maxIndices total cell entries are dropped (farthest cells last).
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void buildClusters(const ClusterView& view, const std::vector<DynamicLight>& lights, size_t maxIndices, ClusterGrid& out);
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} // namespace keel
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