change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 1b1a9c08399d1d68020c58e37d673e18dc5748a2..e1a30886b8de504afacda8052fbef4e9eba4c2ef 100644 (file)
@@ -145,25 +145,27 @@ static GLuint world_get_texture( world_instance *world, u32 id ){
    else                  return world->textures[ id ];
 }
 
+#if 0
 static void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_surface *mat ){
+                                        struct world_surface *mat ){
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, 
                   world_get_texture(world,mat->info.tex_diffuse) );
 }
+#endif
 
 /*
  * Passes Rendering
  * ----------------------------------------------------------------------------
  */
 
-struct world_pass{
+struct world_pass
+{
    vg_camera *cam;
    enum mdl_shader shader;
    enum world_geo_type geo_type;
 
-   void (*fn_bind_textures)( world_instance *world, 
-                             struct world_surface *mat );
+   void (*fn_bind)( world_instance *world, struct world_surface *mat );
    void (*fn_set_mdl)( m4x3f mdl );
    void (*fn_set_uPvmPrev)( m4x4f pvm );
    void (*fn_set_uNormalMtx)( m3x3f mnorm );
@@ -177,10 +179,13 @@ void render_world_depth( world_instance *world, vg_camera *cam );
 static void world_render_submeshes( world_instance *world,
                                     struct world_pass *pass, 
                                     mdl_transform *transform, 
-                                    u32 start, u32 count, u32 material_id ){
-   for( u32 k=0; k<count; k++ ){
+                                    u32 start, u32 count, u32 material_id )
+{
+   for( u32 k=0; k<count; k++ )
+   {
       mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, start+k );
-      if( sm->material_id != material_id ) continue;
+      if( sm->material_id != material_id ) 
+         continue;
 
       m4x3f mmdl;
       mdl_transform_m4x3( transform, mmdl );
@@ -200,11 +205,12 @@ static void world_render_submeshes( world_instance *world,
  * Render props attached to this material
  */
 static void world_render_props( world_instance *world, u32 material_id,
-                                struct world_pass *pass ){
+                                struct world_pass *pass )
+{
    struct world_surface *mat = &world->surfaces[ material_id ];
    if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return;
 
-   pass->fn_bind_textures( world, mat );
+   pass->fn_bind( world, mat );
 
    for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
       ent_prop *prop = mdl_arritm( &world->ent_prop, j );
@@ -219,11 +225,12 @@ static void world_render_props( world_instance *world, u32 material_id,
  * Render traffic models attactched to this material
  */
 static void world_render_traffic( world_instance *world, u32 material_id,
-                                  struct world_pass *pass ){
+                                  struct world_pass *pass )
+{
    struct world_surface *mat = &world->surfaces[ material_id ];
    if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return;
 
-   pass->fn_bind_textures( world, mat );
+   pass->fn_bind( world, mat );
 
    for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
       ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
@@ -238,17 +245,22 @@ static void world_render_traffic( world_instance *world, u32 material_id,
  * Iterate and render all materials which match the passes shader and geometry
  * type. Includes props/traffic.
  */
-static void world_render_pass( world_instance *world, struct world_pass *pass ){
-   for( int i=0; i<world->surface_count; i++ ){
+static void world_render_pass( world_instance *world, struct world_pass *pass )
+{
+   for( int i=0; i<world->surface_count; i++ )
+   {
       struct world_surface *mat = &world->surfaces[i];
 
-      if( mat->info.shader == pass->shader ){
+      if( mat->info.shader == pass->shader )
+      {
          mdl_submesh *sm;
 
-         if( pass->geo_type == k_world_geo_type_solid ){
+         if( pass->geo_type == k_world_geo_type_solid )
+         {
             sm = &mat->sm_geo;
          }
-         else{
+         else
+         {
             world_render_traffic( world, i, pass );
             world_render_props( world, i, pass );
             sm = &mat->sm_no_collide;
@@ -261,8 +273,7 @@ static void world_render_pass( world_instance *world, struct world_pass *pass ){
          m4x3_identity( mmdl );
          pass->fn_set_mdl( mmdl );
          pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-
-         pass->fn_bind_textures( world, mat );
+         pass->fn_bind( world, mat );
          mdl_draw_submesh( sm );
       }
    }
@@ -274,7 +285,8 @@ static void world_render_pass( world_instance *world, struct world_pass *pass ){
  */
 
 static void world_render_both_stages( world_instance *world, 
-                                      struct world_pass *pass ){
+                                      struct world_pass *pass )
+{
    mesh_bind( &world->mesh_geo );
    pass->geo_type = k_world_geo_type_solid;
    world_render_pass( world, pass );
@@ -286,7 +298,21 @@ static void world_render_both_stages( world_instance *world,
    glEnable( GL_CULL_FACE );
 }
 
-static void render_world_vb( world_instance *world, vg_camera *cam ){
+static void bindpoint_world_vb( world_instance *world,
+                                struct world_surface *mat )
+{
+   struct shader_props_vertex_blend *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+
+#if 0
+   shader_scene_vertex_blend_uOffset( props->blend_offset );
+#endif
+}
+
+static void render_world_vb( world_instance *world, vg_camera *cam )
+{
    shader_scene_vertex_blend_use();
    shader_scene_vertex_blend_uTexGarbage(0);
    shader_scene_vertex_blend_uTexGradients(1);
@@ -298,10 +324,11 @@ static void render_world_vb( world_instance *world, vg_camera *cam ){
    shader_scene_vertex_blend_uPv( cam->mtx.pv );
    shader_scene_vertex_blend_uCamera( cam->transform[3] );
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard_vertex_blend,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_world_vb,
       .fn_set_mdl = shader_scene_vertex_blend_uMdl,
       .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
    };
@@ -309,7 +336,8 @@ static void render_world_vb( world_instance *world, vg_camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void world_shader_standard_bind( world_instance *world, vg_camera *cam ){
+static void world_shader_standard_bind( world_instance *world, vg_camera *cam )
+{
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
@@ -320,12 +348,23 @@ static void world_shader_standard_bind( world_instance *world, vg_camera *cam ){
    shader_scene_standard_uCamera( cam->transform[3] );
 }
 
-static void render_world_standard( world_instance *world, vg_camera *cam ){
+static void bindpoint_standard( world_instance *world, 
+                                struct world_surface *mat )
+{
+   struct shader_props_standard *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
+static void render_world_standard( world_instance *world, vg_camera *cam )
+{
    world_shader_standard_bind( world, cam );
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_standard_uMdl,
       .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
    };
@@ -333,16 +372,20 @@ static void render_world_standard( world_instance *world, vg_camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
-                                                 struct world_surface *mat ){
+static void bindpoint_world_cubemapped( world_instance *world,
+                                        struct world_surface *mat )
+{
+   struct shader_props_cubemapped *props = mat->info.props.compiled;
+
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, 
-                  world_get_texture(world,mat->info.tex_diffuse) );
+                  world_get_texture( world,props->tex_diffuse ) );
 
-   u32 cubemap_id = mat->info.tex_none0,
+   u32 cubemap_id = props->cubemap_entity,
        cubemap_index = 0;
 
-   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
+   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap )
+   {
       cubemap_index = mdl_entity_id_id( cubemap_id );
    }
 
@@ -350,28 +393,42 @@ static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    glActiveTexture( GL_TEXTURE10 );
    glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
 
-   shader_scene_cubemapped_uColour( mat->info.colour );
+   shader_scene_cubemapped_uColour( props->tint );
+}
+
+static void bindpoint_world_cubemapped_disabled( world_instance *world,
+                                                 struct world_surface *mat )
+{
+   struct shader_props_cubemapped *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture( world, props->tex_diffuse ) );
 }
 
 static void render_world_cubemapped( world_instance *world, vg_camera *cam,
-                                     int enabled ){
+                                     int enabled )
+{
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
 
-   if( !enabled ){
+   if( !enabled )
+   {
       world_shader_standard_bind( world, cam );
 
-      struct world_pass pass = {
+      struct world_pass pass = 
+      {
          .shader = k_shader_cubemap,
          .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse_texture1,
+         .fn_bind = bindpoint_world_cubemapped_disabled,
          .fn_set_mdl = shader_scene_standard_uMdl,
          .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
       };
 
       world_render_both_stages( world, &pass );
    }
-   else {
+   else 
+   {
       shader_scene_cubemapped_use();
       shader_scene_cubemapped_uTexGarbage(0);
       shader_scene_cubemapped_uTexMain(1);
@@ -383,10 +440,11 @@ static void render_world_cubemapped( world_instance *world, vg_camera *cam,
       bind_terrain_noise();
       shader_scene_cubemapped_uCamera( cam->transform[3] );
       
-      struct world_pass pass = {
+      struct world_pass pass = 
+      {
          .shader = k_shader_cubemap,
          .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+         .fn_bind = bindpoint_world_cubemapped,
          .fn_set_mdl = shader_scene_cubemapped_uMdl,
          .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
       };
@@ -395,7 +453,8 @@ static void render_world_cubemapped( world_instance *world, vg_camera *cam,
    }
 }
 
-static void render_world_alphatest( world_instance *world, vg_camera *cam ){
+static void render_world_alphatest( world_instance *world, vg_camera *cam )
+{
    shader_scene_standard_alphatest_use();
    shader_scene_standard_alphatest_uTexGarbage(0);
    shader_scene_standard_alphatest_uTexMain(1);
@@ -407,10 +466,11 @@ static void render_world_alphatest( world_instance *world, vg_camera *cam ){
    shader_scene_standard_alphatest_uCamera( cam->transform[3] );
    glDisable(GL_CULL_FACE);
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard_cutout,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
       .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
    };
@@ -419,7 +479,8 @@ static void render_world_alphatest( world_instance *world, vg_camera *cam ){
    glEnable(GL_CULL_FACE);
 }
 
-static void render_world_foliage( world_instance *world, vg_camera *cam ){
+static void render_world_foliage( world_instance *world, vg_camera *cam )
+{
    shader_scene_foliage_use();
    shader_scene_foliage_uTexGarbage(0);
    shader_scene_foliage_uTexMain(1);
@@ -431,10 +492,11 @@ static void render_world_foliage( world_instance *world, vg_camera *cam ){
 
    shader_scene_foliage_uCamera( cam->transform[3] );
    glDisable(GL_CULL_FACE);
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_foliage,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_foliage_uMdl,
       .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
    };
@@ -443,7 +505,8 @@ static void render_world_foliage( world_instance *world, vg_camera *cam ){
 }
 
 static void world_render_challenges( world_instance *world, 
-                                     struct world_pass *pass, v3f pos ){
+                                     struct world_pass *pass, v3f pos )
+{
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
    if( world != world_current_instance() ) return;
@@ -515,7 +578,8 @@ static void world_render_challenges( world_instance *world,
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_no_collide );
    u32 last_material = 0;
-   for( u32 i=0; i<objective_count; i++ ){
+   for( u32 i=0; i<objective_count; i++ )
+   {
       u32 index = objective_list[ i ];
       ent_objective *objective = mdl_arritm( &world->ent_objective, index );
       if( (objective->flags & k_ent_objective_hidden) &&
@@ -523,7 +587,8 @@ static void world_render_challenges( world_instance *world,
 
       f32 scale = 1.0f;
 
-      if( running ){
+      if( running )
+      {
          u32 passed = objective->flags & k_ent_objective_passed;
          f32 target = passed? 0.0f: 1.0f;
          vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
@@ -534,7 +599,8 @@ static void world_render_challenges( world_instance *world,
          else
             shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
       }
-      else {
+      else 
+      {
          f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
          scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
       }
@@ -545,13 +611,15 @@ static void world_render_challenges( world_instance *world,
       v3_copy( objective->transform.co, mmdl[3] );
       shader_scene_fxglow_uMdl( mmdl );
 
-      for( u32 j=0; j<objective->submesh_count; j++ ){
+      for( u32 j=0; j<objective->submesh_count; j++ )
+      {
          mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
                                        objective->submesh_start + j );
 
-         if( sm->material_id != last_material ){
+         if( sm->material_id != last_material )
+         {
             last_material = sm->material_id;
-            pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+            pass->fn_bind( world, &world->surfaces[sm->material_id] );
          }
          mdl_draw_submesh( sm );
       }
@@ -605,10 +673,20 @@ static void world_render_challenges( world_instance *world,
    }
 }
 
+static void bindpoint_fxglow( world_instance *world,
+                              struct world_surface *mat )
+{
+   struct shader_props_standard *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
 static void render_world_fxglow( world_instance *host_world, 
                                  world_instance *world, vg_camera *cam,
                                  m4x3f world_mmdl,
-                                 int generic, int challenges, int regions ){
+                                 int generic, int challenges, int regions )
+{
    shader_scene_fxglow_use();
    shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
    shader_scene_fxglow_uTexMain(1);
@@ -618,10 +696,11 @@ static void render_world_fxglow( world_instance *host_world,
    shader_scene_fxglow_uCamera( cam->transform[3] );
    glDisable(GL_CULL_FACE);
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_fxglow,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_fxglow,
       .fn_set_mdl = shader_scene_fxglow_uMdl,
       .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
    };
@@ -650,13 +729,15 @@ static void render_world_fxglow( world_instance *host_world,
          m4x3_mul( world_mmdl, mmdl, mmdl );
          shader_scene_fxglow_uMdl( mmdl );
 
-         for( u32 j=0; j<region->submesh_count; j++ ){
+         for( u32 j=0; j<region->submesh_count; j++ )
+         {
             mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
                                           region->submesh_start + j );
 
-            if( sm->material_id != last_material ){
+            if( sm->material_id != last_material )
+            {
                last_material = sm->material_id;
-               pass.fn_bind_textures(world,&world->surfaces[sm->material_id]);
+               pass.fn_bind( world, &world->surfaces[sm->material_id] );
             }
             mdl_draw_submesh( sm );
          }
@@ -670,30 +751,33 @@ static void render_world_fxglow( world_instance *host_world,
 }
 
 static void bindpoint_terrain( world_instance *world,
-                                  struct world_surface *mat )
+                               struct world_surface *mat )
 {
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, 
-                  world_get_texture(world,mat->info.tex_diffuse) );
+   struct shader_props_terrain *props = mat->info.props.compiled;
 
-   shader_scene_terrain_uSandColour( mat->info.colour );
-   shader_scene_terrain_uBlendOffset( mat->info.colour1 );
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+   shader_scene_terrain_uBlendOffset( props->blend_offset );
+   shader_scene_terrain_uSandColour( props->sand_colour );
 }
 
 static void bindpoint_override( world_instance *world,
-                                   struct world_surface *mat ){
-   if( mat->info.flags & k_material_flag_collision ){
+                                   struct world_surface *mat )
+{
+   if( mat->info.flags & k_material_flag_collision )
+   {
       shader_scene_override_uAlphatest(0);
    }
-   else{
+   else
+   {
       glActiveTexture( GL_TEXTURE1 );
-      glBindTexture( GL_TEXTURE_2D, 
-                     world_get_texture(world,mat->info.tex_diffuse) );
+      glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) );
       shader_scene_override_uAlphatest(1);
    }
 }
 
-static void render_terrain( world_instance *world, vg_camera *cam ){
+static void render_terrain( world_instance *world, vg_camera *cam )
+{
    shader_scene_terrain_use();
    shader_scene_terrain_uTexGarbage(0);
    shader_scene_terrain_uTexGradients(1);
@@ -705,10 +789,11 @@ static void render_terrain( world_instance *world, vg_camera *cam ){
    shader_scene_terrain_uPv( cam->mtx.pv );
    shader_scene_terrain_uCamera( cam->transform[3] );
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_terrain_blend,
       .cam = cam,
-      .fn_bind_textures = bindpoint_terrain,
+      .fn_bind = bindpoint_terrain,
       .fn_set_mdl = shader_scene_terrain_uMdl,
       .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
    };
@@ -716,7 +801,8 @@ static void render_terrain( world_instance *world, vg_camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void render_sky( world_instance *world, vg_camera *cam ){
+static void render_sky( world_instance *world, vg_camera *cam )
+{
    /* 
     * Modify matrix to remove clipping and view translation
     */
@@ -1059,8 +1145,10 @@ void render_world( world_instance *world, vg_camera *cam,
 static void render_world_override_pass( world_instance *world,
                                         struct world_pass *pass,
                                         m4x3f mmdl, m3x3f mnormal,
-                                        m4x4f mpvm_prev ){
-   for( int i=0; i<world->surface_count; i++ ){
+                                        m4x4f mpvm_prev )
+{
+   for( int i=0; i<world->surface_count; i++ )
+   {
       struct world_surface *mat = &world->surfaces[i];
       if( mat->info.flags & k_material_flag_ghosts ) continue;
 
@@ -1076,7 +1164,7 @@ static void render_world_override_pass( world_instance *world,
       pass->fn_set_mdl( mmdl );
       pass->fn_set_uNormalMtx( mnormal );
       pass->fn_set_uPvmPrev( mpvm_prev );
-      pass->fn_bind_textures( world, mat );
+      pass->fn_bind( world, mat );
       mdl_draw_submesh( sm );
    }
 }
@@ -1087,9 +1175,10 @@ void render_world_override( world_instance *world,
                             vg_camera *cam,
                             ent_spawn *dest_spawn, v4f map_info )
 {
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .cam = cam,
-      .fn_bind_textures = bindpoint_override,
+      .fn_bind = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
       .fn_set_uNormalMtx = shader_scene_override_uNormalMtx,