2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
9 #include "world_render.h"
11 static int ccmd_set_time( int argc
, const char *argv
[] ){
13 world_instance
*world
= world_current_instance();
14 world
->time
= atof( argv
[0] );
17 vg_error( "Usage set_time <0-1.0>\n" );
22 VG_STATIC
void async_world_render_init( void *payload
, u32 size
)
24 vg_info( "Allocate uniform buffers\n" );
25 for( int i
=0; i
<4; i
++ ){
26 world_instance
*world
= &world_static
.worlds
[i
];
27 world
->ubo_bind_point
= i
;
29 glGenBuffers( 1, &world
->ubo_lighting
);
30 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
31 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
32 NULL
, GL_DYNAMIC_DRAW
);
34 glBindBufferBase( GL_UNIFORM_BUFFER
, i
, world
->ubo_lighting
);
38 vg_info( "Allocate frame buffers\n" );
39 for( int i
=0; i
<4; i
++ ){
40 world_instance
*world
= &world_static
.worlds
[i
];
41 struct framebuffer
*fb
= &world
->heightmap
;
43 fb
->display_name
= NULL
;
47 fb
->resolution_div
= 0;
49 fb
->attachments
[0].display_name
= NULL
;
50 fb
->attachments
[0].purpose
= k_framebuffer_attachment_type_texture
;
51 fb
->attachments
[0].internalformat
= GL_RG16F
;
52 fb
->attachments
[0].format
= GL_RG
;
53 fb
->attachments
[0].type
= GL_FLOAT
;
54 fb
->attachments
[0].attachment
= GL_COLOR_ATTACHMENT0
;
56 fb
->attachments
[1].purpose
= k_framebuffer_attachment_type_none
;
57 fb
->attachments
[2].purpose
= k_framebuffer_attachment_type_none
;
58 fb
->attachments
[3].purpose
= k_framebuffer_attachment_type_none
;
59 fb
->attachments
[4].purpose
= k_framebuffer_attachment_type_none
;
61 render_fb_allocate( fb
);
65 VG_STATIC
void world_render_init(void)
67 VG_VAR_F32( k_day_length
);
68 VG_VAR_I32( k_debug_light_indices
);
69 VG_VAR_I32( k_debug_light_complexity
);
70 VG_VAR_I32( k_light_preview
);
71 vg_console_reg_cmd( "set_time", ccmd_set_time
, NULL
);
73 world_render
.sky_rate
= 1.0;
74 world_render
.sky_target_rate
= 1.0;
76 shader_scene_standard_register();
77 shader_scene_standard_alphatest_register();
78 shader_scene_vertex_blend_register();
79 shader_scene_terrain_register();
80 shader_scene_depth_register();
81 shader_scene_position_register();
82 shader_model_sky_register();
84 vg_info( "Loading world resources\n" );
85 vg_linear_clear( vg_mem
.scratch
);
88 mdl_open( &msky
, "models/rs_skydome.mdl", vg_mem
.scratch
);
89 mdl_load_metadata_block( &msky
, vg_mem
.scratch
);
90 mdl_async_load_glmesh( &msky
, &world_render
.skydome
);
93 vg_info( "Loading default world textures\n" );
94 vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
95 VG_TEX2D_NEAREST
|VG_TEX2D_REPEAT
,
96 &world_render
.tex_terrain_noise
);
98 vg_async_call( async_world_render_init
, NULL
, 0 );
101 VG_STATIC
void world_link_lighting_ub( world_instance
*world
, GLuint shader
)
103 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
104 glUniformBlockBinding( shader
, idx
, world
->ubo_bind_point
);
107 VG_STATIC
void world_bind_position_texture( world_instance
*world
,
108 GLuint shader
, GLuint location
,
111 render_fb_bind_texture( &world
->heightmap
, 0, slot
);
112 glUniform1i( location
, slot
);
115 VG_STATIC
void world_bind_light_array( world_instance
*world
,
116 GLuint shader
, GLuint location
,
119 glActiveTexture( GL_TEXTURE0
+ slot
);
120 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
121 glUniform1i( location
, slot
);
124 VG_STATIC
void world_bind_light_index( world_instance
*world
,
125 GLuint shader
, GLuint location
,
128 glActiveTexture( GL_TEXTURE0
+ slot
);
129 glBindTexture( GL_TEXTURE_3D
, world
->tex_light_cubes
);
130 glUniform1i( location
, slot
);
133 VG_STATIC
void render_world_depth( world_instance
*world
, camera
*cam
);
139 VG_STATIC
void bind_terrain_noise(void)
141 glActiveTexture( GL_TEXTURE0
);
142 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
147 enum mdl_shader shader
;
148 enum world_geo_type geo_type
;
150 void (*fn_bind_textures
)( world_instance
*world
,
151 struct world_surface
*mat
);
152 void (*fn_set_mdl
)( m4x3f mdl
);
153 void (*fn_set_uPvmPrev
)( m4x4f pvm
);
156 VG_STATIC
void world_render_if( world_instance
*world
, struct world_pass
*pass
)
158 for( int i
=0; i
<world
->surface_count
; i
++ ){
159 struct world_surface
*mat
= &world
->surfaces
[i
];
161 if( mat
->info
.shader
== pass
->shader
){
164 if( pass
->geo_type
== k_world_geo_type_solid
)
167 sm
= &mat
->sm_no_collide
;
169 if( !sm
->indice_count
)
173 m4x3_identity( mmdl
);
174 pass
->fn_set_mdl( mmdl
);
175 pass
->fn_set_uPvmPrev( pass
->cam
->mtx_prev
.pv
);
177 pass
->fn_bind_textures( world
, mat
);
178 mdl_draw_submesh( sm
);
180 for( u32 j
=0; j
<mdl_arrcount( &world
->ent_traffic
); j
++ ){
181 ent_traffic
*traffic
= mdl_arritm( &world
->ent_traffic
, j
);
183 for( u32 k
=0; k
<traffic
->submesh_count
; k
++ ){
184 sm
= mdl_arritm( &world
->meta
.submeshs
,
185 traffic
->submesh_start
+k
);
187 q_m3x3( traffic
->transform
.q
, mmdl
);
188 v3_copy( traffic
->transform
.co
, mmdl
[3] );
191 m4x3_expand( mmdl
, m4mdl
);
192 m4x4_mul( pass
->cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
194 pass
->fn_set_mdl( mmdl
);
195 pass
->fn_set_uPvmPrev( m4mdl
);
197 mdl_draw_submesh( sm
);
205 void world_render_both_stages( world_instance
*world
, struct world_pass
*pass
)
207 mesh_bind( &world
->mesh_geo
);
208 pass
->geo_type
= k_world_geo_type_solid
;
209 world_render_if( world
, pass
);
211 glDisable( GL_CULL_FACE
);
212 mesh_bind( &world
->mesh_no_collide
);
213 pass
->geo_type
= k_world_geo_type_nonsolid
;
214 world_render_if( world
, pass
);
215 glEnable( GL_CULL_FACE
);
218 VG_STATIC
void bindpoint_diffuse_texture1( world_instance
*world
,
219 struct world_surface
*mat
)
222 glActiveTexture( GL_TEXTURE1
);
223 glBindTexture( GL_TEXTURE_2D
, world
->textures
[ mat
->info
.tex_diffuse
] );
226 VG_STATIC
void render_world_vb( world_instance
*world
, camera
*cam
)
228 shader_scene_vertex_blend_use();
229 shader_scene_vertex_blend_uTexGarbage(0);
230 shader_scene_vertex_blend_uTexGradients(1);
231 world_link_lighting_ub( world
, _shader_scene_vertex_blend
.id
);
232 world_bind_position_texture( world
, _shader_scene_vertex_blend
.id
,
233 _uniform_scene_vertex_blend_g_world_depth
, 2 );
234 world_bind_light_array( world
, _shader_scene_vertex_blend
.id
,
235 _uniform_scene_vertex_blend_uLightsArray
, 3 );
236 world_bind_light_index( world
, _shader_scene_vertex_blend
.id
,
237 _uniform_scene_vertex_blend_uLightsIndex
, 4 );
239 glActiveTexture( GL_TEXTURE0
);
240 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
242 shader_scene_vertex_blend_uPv( cam
->mtx
.pv
);
243 shader_scene_vertex_blend_uCamera( cam
->transform
[3] );
245 struct world_pass pass
= {
246 .shader
= k_shader_standard_vertex_blend
,
248 .fn_bind_textures
= bindpoint_diffuse_texture1
,
249 .fn_set_mdl
= shader_scene_vertex_blend_uMdl
,
250 .fn_set_uPvmPrev
= shader_scene_vertex_blend_uPvmPrev
,
253 world_render_both_stages( world
, &pass
);
256 VG_STATIC
void render_world_standard( world_instance
*world
, camera
*cam
)
258 shader_scene_standard_use();
259 shader_scene_standard_uTexGarbage(0);
260 shader_scene_standard_uTexMain(1);
261 shader_scene_standard_uPv( cam
->mtx
.pv
);
263 world_link_lighting_ub( world
, _shader_scene_standard
.id
);
264 world_bind_position_texture( world
, _shader_scene_standard
.id
,
265 _uniform_scene_standard_g_world_depth
, 2 );
266 world_bind_light_array( world
, _shader_scene_standard
.id
,
267 _uniform_scene_standard_uLightsArray
, 3 );
268 world_bind_light_index( world
, _shader_scene_standard
.id
,
269 _uniform_scene_standard_uLightsIndex
, 4 );
271 bind_terrain_noise();
272 shader_scene_standard_uCamera( cam
->transform
[3] );
274 struct world_pass pass
= {
275 .shader
= k_shader_standard
,
277 .fn_bind_textures
= bindpoint_diffuse_texture1
,
278 .fn_set_mdl
= shader_scene_standard_uMdl
,
279 .fn_set_uPvmPrev
= shader_scene_standard_uPvmPrev
,
282 world_render_both_stages( world
, &pass
);
285 VG_STATIC
void render_world_alphatest( world_instance
*world
, camera
*cam
)
287 shader_scene_standard_alphatest_use();
288 shader_scene_standard_alphatest_uTexGarbage(0);
289 shader_scene_standard_alphatest_uTexMain(1);
290 shader_scene_standard_alphatest_uPv( cam
->mtx
.pv
);
292 world_link_lighting_ub( world
, _shader_scene_standard_alphatest
.id
);
293 world_bind_position_texture( world
, _shader_scene_standard_alphatest
.id
,
294 _uniform_scene_standard_alphatest_g_world_depth
, 2 );
295 world_bind_light_array( world
, _shader_scene_standard_alphatest
.id
,
296 _uniform_scene_standard_alphatest_uLightsArray
, 3 );
297 world_bind_light_index( world
, _shader_scene_standard_alphatest
.id
,
298 _uniform_scene_standard_alphatest_uLightsIndex
, 4 );
301 bind_terrain_noise();
304 shader_scene_standard_alphatest_uCamera( cam
->transform
[3] );
306 glDisable(GL_CULL_FACE
);
308 struct world_pass pass
= {
309 .shader
= k_shader_standard_cutout
,
311 .fn_bind_textures
= bindpoint_diffuse_texture1
,
312 .fn_set_mdl
= shader_scene_standard_alphatest_uMdl
,
313 .fn_set_uPvmPrev
= shader_scene_standard_alphatest_uPvmPrev
,
316 world_render_both_stages( world
, &pass
);
318 glEnable(GL_CULL_FACE
);
321 VG_STATIC
void bindpoint_terrain( world_instance
*world
,
322 struct world_surface
*mat
)
324 glActiveTexture( GL_TEXTURE1
);
325 glBindTexture( GL_TEXTURE_2D
, world
->textures
[ mat
->info
.tex_diffuse
] );
327 shader_scene_terrain_uSandColour( mat
->info
.colour
);
328 shader_scene_terrain_uBlendOffset( mat
->info
.colour1
);
331 VG_STATIC
void render_terrain( world_instance
*world
, camera
*cam
)
333 shader_scene_terrain_use();
334 shader_scene_terrain_uTexGarbage(0);
335 shader_scene_terrain_uTexGradients(1);
337 world_link_lighting_ub( world
, _shader_scene_terrain
.id
);
338 world_bind_position_texture( world
, _shader_scene_terrain
.id
,
339 _uniform_scene_terrain_g_world_depth
, 2 );
340 world_bind_light_array( world
, _shader_scene_terrain
.id
,
341 _uniform_scene_terrain_uLightsArray
, 3 );
342 world_bind_light_index( world
, _shader_scene_terrain
.id
,
343 _uniform_scene_terrain_uLightsIndex
, 4 );
345 glActiveTexture( GL_TEXTURE0
);
346 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
348 shader_scene_terrain_uPv( cam
->mtx
.pv
);
349 shader_scene_terrain_uCamera( cam
->transform
[3] );
351 struct world_pass pass
= {
352 .shader
= k_shader_terrain_blend
,
354 .fn_bind_textures
= bindpoint_terrain
,
355 .fn_set_mdl
= shader_scene_terrain_uMdl
,
356 .fn_set_uPvmPrev
= shader_scene_terrain_uPvmPrev
,
359 world_render_both_stages( world
, &pass
);
362 VG_STATIC
void render_sky( world_instance
*world
, camera
*cam
)
365 * Modify matrix to remove clipping and view translation
372 m4x4_copy( cam
->mtx
.v
, v
);
373 m4x4_copy( cam
->mtx_prev
.v
, v_prev
);
375 v3_zero( v_prev
[3] );
377 m4x4_copy( cam
->mtx
.p
, pv
);
378 m4x4_copy( cam
->mtx_prev
.p
, pv_prev
);
379 m4x4_reset_clipping( pv
, cam
->farz
, cam
->nearz
);
380 m4x4_reset_clipping( pv_prev
, cam
->farz
, cam
->nearz
);
382 m4x4_mul( pv
, v
, pv
);
383 m4x4_mul( pv_prev
, v_prev
, pv_prev
);
385 m4x3f identity_matrix
;
386 m4x3_identity( identity_matrix
);
391 shader_model_sky_use();
392 shader_model_sky_uMdl( identity_matrix
);
393 shader_model_sky_uPv( pv
);
394 shader_model_sky_uPvmPrev( pv_prev
);
395 shader_model_sky_uTexGarbage(0);
396 world_link_lighting_ub( world
, _shader_model_sky
.id
);
398 glActiveTexture( GL_TEXTURE0
);
399 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
401 glDepthMask( GL_FALSE
);
402 glDisable( GL_DEPTH_TEST
);
404 mesh_bind( &world_render
.skydome
);
405 mesh_draw( &world_render
.skydome
);
407 glEnable( GL_DEPTH_TEST
);
408 glDepthMask( GL_TRUE
);
411 VG_STATIC
void render_world_gates( world_instance
*world
, camera
*cam
,
414 float closest
= INFINITY
;
415 struct ent_gate
*gate
= NULL
;
417 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
418 ent_gate
*gi
= mdl_arritm( &world
->ent_gate
, i
);
420 if( gi
->type
== k_gate_type_unlinked
)
423 float dist
= v3_dist2( gi
->co
[0], cam
->transform
[3] );
425 vg_line_pt3( gi
->co
[0], 0.25f
, VG__BLUE
);
427 if( dist
< closest
){
434 /* should really be set in fixed update since its used in the physics
435 * of most systems. too bad! */
436 world
->rendering_gate
= gate
;
438 if( gate
->type
== k_gate_type_teleport
){
439 render_gate( world
, gate
, cam
, layer_depth
);
441 else if( gate
->type
== k_gate_type_nonlocel
){
442 if( skaterift
.async_op
!= k_async_op_world_loading
&&
443 skaterift
.async_op
!= k_async_op_world_preloading
){
444 world_instance
*dest_world
= &world_static
.worlds
[ gate
->target
];
445 render_gate( dest_world
, gate
, cam
, layer_depth
);
449 world
->rendering_gate
= NULL
;
453 VG_STATIC
void world_prerender( world_instance
*world
)
455 f32 day_length
= vg_maxf(0.1f
, fabsf(k_day_length
)) * vg_signf(k_day_length
);
456 world
->time
+= vg
.time_delta
* (1.0/(day_length
*60.0));
458 struct ub_world_lighting
*state
= &world
->ub_lighting
;
460 state
->g_time
= world
->time
;
461 state
->g_realtime
= vg
.time
;
462 state
->g_debug_indices
= k_debug_light_indices
;
463 state
->g_light_preview
= k_light_preview
;
464 state
->g_debug_complexity
= k_debug_light_complexity
;
465 state
->g_time_of_day
= vg_fractf( world
->time
);
466 state
->g_day_phase
= cosf( state
->g_time_of_day
* VG_PIf
* 2.0f
);
467 state
->g_sunset_phase
= cosf( state
->g_time_of_day
* VG_PIf
* 4.0f
+ VG_PIf
);
469 state
->g_day_phase
= state
->g_day_phase
* 0.5f
+ 0.5f
;
470 state
->g_sunset_phase
= powf( state
->g_sunset_phase
* 0.5f
+ 0.5f
, 6.0f
);
472 float a
= state
->g_time_of_day
* VG_PIf
* 2.0f
;
473 state
->g_sun_dir
[0] = sinf( a
);
474 state
->g_sun_dir
[1] = cosf( a
);
475 state
->g_sun_dir
[2] = 0.2f
;
476 v3_normalize( state
->g_sun_dir
);
478 world
->probabilities
[ k_probability_curve_constant
] = 1.0f
;
479 float dp
= state
->g_day_phase
;
481 world
->probabilities
[ k_probability_curve_wildlife_day
] =
482 (dp
*dp
*0.8f
+state
->g_sunset_phase
)*0.8f
;
483 world
->probabilities
[ k_probability_curve_wildlife_night
] =
484 1.0f
-powf(fabsf((state
->g_time_of_day
-0.5f
)*5.0f
),5.0f
);
486 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
487 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
488 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
491 VG_STATIC
void skateshop_render(void);
492 VG_STATIC
void render_world( world_instance
*world
, camera
*cam
,
495 render_sky( world
, cam
);
497 render_world_routes( world
, cam
, layer_depth
);
498 render_world_standard( world
, cam
);
499 render_world_vb( world
, cam
);
500 render_world_alphatest( world
, cam
);
501 render_terrain( world
, cam
);
503 if( layer_depth
== 0 ){
508 float min_dist
= INFINITY
;
510 if( !mdl_arrcount( &world
->ent_route
) )
513 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
514 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
515 float dist
= v3_dist2( route
->board_transform
[3], cam
->pos
);
517 if( dist
< min_dist
){
523 ent_route
*route
= mdl_arritm( &world
->ent_route
, closest
);
524 sfd_render( world
, cam
, route
->board_transform
);
528 VG_STATIC
void render_world_depth( world_instance
*world
, camera
*cam
)
530 m4x3f identity_matrix
;
531 m4x3_identity( identity_matrix
);
533 shader_scene_depth_use();
534 shader_scene_depth_uCamera( cam
->transform
[3] );
535 shader_scene_depth_uPv( cam
->mtx
.pv
);
536 shader_scene_depth_uPvmPrev( cam
->mtx_prev
.pv
);
537 shader_scene_depth_uMdl( identity_matrix
);
538 world_link_lighting_ub( world
, _shader_scene_depth
.id
);
540 mesh_bind( &world
->mesh_geo
);
541 mesh_draw( &world
->mesh_geo
);
544 VG_STATIC
void render_world_position( world_instance
*world
, camera
*cam
)
546 m4x3f identity_matrix
;
547 m4x3_identity( identity_matrix
);
549 shader_scene_position_use();
550 shader_scene_position_uCamera( cam
->transform
[3] );
551 shader_scene_position_uPv( cam
->mtx
.pv
);
552 shader_scene_position_uPvmPrev( cam
->mtx_prev
.pv
);
553 shader_scene_position_uMdl( identity_matrix
);
554 world_link_lighting_ub( world
, _shader_scene_position
.id
);
556 mesh_bind( &world
->mesh_geo
);
557 mesh_draw( &world
->mesh_geo
);