+++ /dev/null
-/*
- * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#ifndef WORLD_RENDER_C
-#define WORLD_RENDER_C
-
-#include "world.h"
-#include "world_render.h"
-#include "font.h"
-#include "gui.h"
-#include "respawn.h"
-
-static int ccmd_set_time( int argc, const char *argv[] ){
- if( argc == 1 ){
- world_instance *world = world_current_instance();
- world->time = atof( argv[0] );
- }
- else {
- vg_error( "Usage set_time <0-1.0>\n" );
- }
- return 0;
-}
-
-VG_STATIC void async_world_render_init( void *payload, u32 size )
-{
- vg_info( "Allocate uniform buffers\n" );
- for( int i=0; i<4; i++ ){
- world_instance *world = &world_static.instances[i];
- world->ubo_bind_point = i;
-
- glGenBuffers( 1, &world->ubo_lighting );
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
- NULL, GL_DYNAMIC_DRAW );
-
- glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
- VG_CHECK_GL_ERR();
- }
-
- vg_info( "Allocate frame buffers\n" );
- for( int i=0; i<4; i++ ){
- world_instance *world = &world_static.instances[i];
- struct framebuffer *fb = &world->heightmap;
-
- fb->display_name = NULL;
- fb->link = NULL;
- fb->fixed_w = 1024;
- fb->fixed_h = 1024;
- fb->resolution_div = 0;
-
- fb->attachments[0].display_name = NULL;
- fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
- fb->attachments[0].internalformat = GL_RG16F;
- fb->attachments[0].format = GL_RG;
- fb->attachments[0].type = GL_FLOAT;
- fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0;
-
- fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
-
- render_fb_allocate( fb );
- }
-}
-
-VG_STATIC void world_render_init(void)
-{
- VG_VAR_F32( k_day_length );
- VG_VAR_I32( k_debug_light_indices );
- VG_VAR_I32( k_debug_light_complexity );
- VG_VAR_I32( k_light_preview );
- vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
-
- world_render.sky_rate = 1.0;
- world_render.sky_target_rate = 1.0;
-
- shader_scene_standard_register();
- shader_scene_standard_alphatest_register();
- shader_scene_override_register();
- shader_scene_cubemapped_register();
- shader_scene_fxglow_register();
- shader_scene_vertex_blend_register();
- shader_scene_terrain_register();
- shader_scene_depth_register();
- shader_scene_position_register();
- shader_model_sky_register();
-
- vg_info( "Loading world resources\n" );
- vg_linear_clear( vg_mem.scratch );
-
- mdl_context msky;
- mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
- mdl_load_metadata_block( &msky, vg_mem.scratch );
- mdl_async_load_glmesh( &msky, &world_render.skydome );
- mdl_close( &msky );
-
- vg_info( "Loading default world textures\n" );
- vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
- VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
- &world_render.tex_terrain_noise );
-
- vg_async_call( async_world_render_init, NULL, 0 );
-}
-
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
-{
- GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
- glUniformBlockBinding( shader, idx, world->ubo_bind_point );
-}
-
-VG_STATIC void world_bind_position_texture( world_instance *world,
- GLuint shader, GLuint location,
- int slot )
-{
- render_fb_bind_texture( &world->heightmap, 0, slot );
- glUniform1i( location, slot );
-}
-
-VG_STATIC void world_bind_light_array( world_instance *world,
- GLuint shader, GLuint location,
- int slot )
-{
- glActiveTexture( GL_TEXTURE0 + slot );
- glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
- glUniform1i( location, slot );
-}
-
-VG_STATIC void world_bind_light_index( world_instance *world,
- GLuint shader, GLuint location,
- int slot )
-{
- glActiveTexture( GL_TEXTURE0 + slot );
- glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
- glUniform1i( location, slot );
-}
-
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
-/*
- * Rendering
- */
-
-VG_STATIC void bind_terrain_noise(void)
-{
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-}
-
-struct world_pass{
- 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_set_mdl)( m4x3f mdl );
- void (*fn_set_uPvmPrev)( m4x4f pvm );
-};
-
-VG_STATIC
-void world_render_traffic( world_instance *world, u32 material_id,
- struct world_pass *pass ){
- if( !mdl_arrcount( &world->ent_traffic ) ) return;
-
- /* HACK: use the first material for every traffic entity */
- ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
- if( !first->submesh_count ) return;
-
- mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
- if( sm->material_id != material_id ) return;
-
- struct world_surface *mat = &world->surfaces[ material_id ];
- pass->fn_bind_textures( world, mat );
-
- for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
- ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
-
- for( u32 k=0; k<traffic->submesh_count; k++ ){
- sm = mdl_arritm( &world->meta.submeshs,
- traffic->submesh_start+k );
-
- m4x3f mmdl;
- q_m3x3( traffic->transform.q, mmdl );
- v3_copy( traffic->transform.co, mmdl[3] );
-
- m4x4f m4mdl;
- m4x3_expand( mmdl, m4mdl );
- m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
-
- pass->fn_set_mdl( mmdl );
- pass->fn_set_uPvmPrev( m4mdl );
-
- mdl_draw_submesh( sm );
- }
- }
-}
-
-VG_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 ){
- mdl_submesh *sm;
-
- if( pass->geo_type == k_world_geo_type_solid ){
- sm = &mat->sm_geo;
- }
- else{
- world_render_traffic( world, i, pass );
- sm = &mat->sm_no_collide;
- }
-
- if( !sm->indice_count )
- continue;
-
- m4x3f mmdl;
- m4x3_identity( mmdl );
- pass->fn_set_mdl( mmdl );
- pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-
- pass->fn_bind_textures( world, mat );
- mdl_draw_submesh( sm );
- }
- }
-}
-
-VG_STATIC
-void world_render_both_stages( world_instance *world, struct world_pass *pass )
-{
- mesh_bind( &world->mesh_geo );
- pass->geo_type = k_world_geo_type_solid;
- world_render_pass( world, pass );
-
- glDisable( GL_CULL_FACE );
- mesh_bind( &world->mesh_no_collide );
- pass->geo_type = k_world_geo_type_nonsolid;
- world_render_pass( world, pass );
- glEnable( GL_CULL_FACE );
-}
-
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
- struct world_surface *mat )
-
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-}
-
-VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
- struct world_surface *mat ){
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-
- u32 cubemap_id = mat->info.tex_none0,
- cubemap_index = 0;
-
- if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
- cubemap_index = mdl_entity_id_id( cubemap_id );
- }
-
- ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
- glActiveTexture( GL_TEXTURE10 );
- glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
-
- shader_scene_cubemapped_uColour( mat->info.colour );
-}
-
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
-{
- shader_scene_vertex_blend_use();
- shader_scene_vertex_blend_uTexGarbage(0);
- shader_scene_vertex_blend_uTexGradients(1);
- world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
- world_bind_position_texture( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_uLightsIndex, 4 );
-
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-
- shader_scene_vertex_blend_uPv( cam->mtx.pv );
- shader_scene_vertex_blend_uCamera( cam->transform[3] );
-
- struct world_pass pass = {
- .shader = k_shader_standard_vertex_blend,
- .cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
- .fn_set_mdl = shader_scene_vertex_blend_uMdl,
- .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
- };
-
- world_render_both_stages( world, &pass );
-}
-
-VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
- shader_scene_standard_use();
- shader_scene_standard_uTexGarbage(0);
- shader_scene_standard_uTexMain(1);
- shader_scene_standard_uPv( cam->mtx.pv );
-
- world_link_lighting_ub( world, _shader_scene_standard.id );
- world_bind_position_texture( world, _shader_scene_standard.id,
- _uniform_scene_standard_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_standard.id,
- _uniform_scene_standard_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_standard.id,
- _uniform_scene_standard_uLightsIndex, 4 );
-
- bind_terrain_noise();
- shader_scene_standard_uCamera( cam->transform[3] );
-}
-
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
- world_shader_standard_bind( world, cam );
- struct world_pass pass = {
- .shader = k_shader_standard,
- .cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
- .fn_set_mdl = shader_scene_standard_uMdl,
- .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
- };
-
- world_render_both_stages( world, &pass );
-}
-
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
- int layer_depth ){
- if( !mdl_arrcount( &world->ent_cubemap ) )
- return;
-
- if( layer_depth == -1 ){
- world_shader_standard_bind( world, cam );
-
- struct world_pass pass = {
- .shader = k_shader_cubemap,
- .cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
- .fn_set_mdl = shader_scene_standard_uMdl,
- .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
- };
-
- world_render_both_stages( world, &pass );
- }
- else {
- shader_scene_cubemapped_use();
- shader_scene_cubemapped_uTexGarbage(0);
- shader_scene_cubemapped_uTexMain(1);
- shader_scene_cubemapped_uTexCubemap(10);
- shader_scene_cubemapped_uPv( cam->mtx.pv );
-
- world_link_lighting_ub( world, _shader_scene_cubemapped.id );
- world_bind_position_texture( world, _shader_scene_cubemapped.id,
- _uniform_scene_cubemapped_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_cubemapped.id,
- _uniform_scene_cubemapped_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_cubemapped.id,
- _uniform_scene_cubemapped_uLightsIndex, 4 );
-
- bind_terrain_noise();
- shader_scene_cubemapped_uCamera( cam->transform[3] );
-
- struct world_pass pass = {
- .shader = k_shader_cubemap,
- .cam = cam,
- .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
- .fn_set_mdl = shader_scene_cubemapped_uMdl,
- .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
- };
-
- world_render_both_stages( world, &pass );
- }
-}
-
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
- shader_scene_standard_alphatest_use();
- shader_scene_standard_alphatest_uTexGarbage(0);
- shader_scene_standard_alphatest_uTexMain(1);
- shader_scene_standard_alphatest_uPv( cam->mtx.pv );
-
- world_link_lighting_ub( world, _shader_scene_standard_alphatest.id );
- world_bind_position_texture( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_uLightsIndex, 4 );
-
-
- bind_terrain_noise();
-
-
- shader_scene_standard_alphatest_uCamera( cam->transform[3] );
-
- glDisable(GL_CULL_FACE);
-
- struct world_pass pass = {
- .shader = k_shader_standard_cutout,
- .cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
- .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
- .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
- };
-
- world_render_both_stages( world, &pass );
-
- glEnable(GL_CULL_FACE);
-}
-
-VG_STATIC
-void world_render_challenges( world_instance *world, struct world_pass *pass,
- v3f pos, int layer_depth ){
- if( !world ) return;
- if( skaterift.activity == k_skaterift_replay ) return;
-
- /* sort lists */
- f32 radius = 40.0f;
-
- u32 objective_list[ 32 ],
- challenge_list[ 16 ];
-
- v2f objective_uv_offsets[ 32 ];
-
- u32 objective_count = 0,
- challenge_count = 0;
-
- ent_challenge *active_challenge = NULL;
- int running = 0;
- if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){
- if( (skaterift.activity == k_skaterift_default) &&
- world_static.challenge_target ){
- running = 1;
- }
-
- if( !((skaterift.activity != k_skaterift_ent_focus) &&
- !world_static.challenge_target) ){
- world_instance *challenge_world = world_current_instance();
- u32 index = mdl_entity_id_id( world_static.focused_entity );
- active_challenge = mdl_arritm(&challenge_world->ent_challenge, index);
- }
- }
-
- if( active_challenge ){
- shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
- challenge_list[ challenge_count ++ ] = world_static.focused_entity;
-
- u32 next = active_challenge->first;
- while( mdl_entity_id_type(next) == k_ent_objective ){
- u32 index = mdl_entity_id_id( next );
- objective_list[ objective_count ++ ] = index;
-
- ent_objective *objective = mdl_arritm( &world->ent_objective, index );
- next = objective->id_next;
- }
-
- radius = 10000.0f;
- }
- else {
- shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
- bh_iter it;
- bh_iter_init_range( 0, &it, pos, radius+10.0f );
- i32 idx;
- while( bh_next( world->entity_bh, &it, &idx ) ){
- u32 id = world->entity_list[ idx ],
- type = mdl_entity_id_type( id ),
- index = mdl_entity_id_id( id );
-
- if( type == k_ent_objective ) {
- if( objective_count < vg_list_size(objective_list) )
- objective_list[ objective_count ++ ] = index;
- }
- else if( type == k_ent_challenge ){
- if( challenge_count < vg_list_size(challenge_list) )
- challenge_list[ challenge_count ++ ] = index;
- }
- }
- }
-
- /* render objectives */
- glDisable( GL_CULL_FACE );
- mesh_bind( &world->mesh_no_collide );
- u32 last_material = 0;
- 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) &&
- !active_challenge ) continue;
-
- f32 scale = 1.0f;
-
- 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);
- scale = vg_smoothstepf( objective->transform.s[0] );
-
- if( (objective == world_static.challenge_target) || passed )
- shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } );
- else
- shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
- }
- 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 ) );
- }
-
- m4x3f mmdl;
- q_m3x3( objective->transform.q, mmdl );
- m3x3_scalef( mmdl, scale );
- v3_copy( objective->transform.co, mmdl[3] );
- shader_scene_fxglow_uMdl( mmdl );
-
- 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 ){
- last_material = sm->material_id;
- pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
- }
- mdl_draw_submesh( sm );
- }
- }
-
- /* render texts */
- shader_scene_font_use();
- shader_scene_font_uTexGarbage(0);
- shader_scene_font_uTexMain(1);
-
- shader_scene_font_uPv( skaterift.cam.mtx.pv );
- shader_scene_font_uTime( vg.time );
-
- /* TODO: Code dupe... */
- world_link_lighting_ub( world, _shader_scene_font.id );
- world_bind_position_texture( world, _shader_scene_font.id,
- _uniform_scene_font_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_font.id,
- _uniform_scene_font_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_font.id,
- _uniform_scene_font_uLightsIndex, 4 );
-
- bind_terrain_noise();
- shader_scene_font_uCamera( skaterift.cam.transform[3] );
-
- //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, gui.font.texture );
-
- mesh_bind( &gui.font.mesh );
-
- char buf[32];
- u32 count = 0;
-
- for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
- ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
- if( challenge->status ) count ++;
- }
-
- int c=0;
- c+=highscore_intl( buf+c, count, 3 );
- buf[c++] = '/';
- c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
- buf[c++] = '\0';
-
- f32 w = font3d_string_width( &gui.font, 1, buf );
- m4x3f mlocal;
- m3x3_identity( mlocal );
- mlocal[3][0] = -w*0.5f;
- mlocal[3][1] = 0.0f;
- mlocal[3][2] = 0.0f;
-
- for( u32 i=0; i<challenge_count; i++ ){
- u32 index = challenge_list[ i ];
- ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
- m4x3f mmdl;
- mdl_transform_m4x3( &challenge->transform, mmdl );
- m4x3_mul( mmdl, mlocal, mmdl );
-
- vg_line_point( challenge->transform.co, 0.25f, VG__RED );
-
- f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
- scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
- colour = 0.0f;
-
- if( challenge->status )
- colour = 1.0f;
-
- shader_scene_font_uOpacity( scale );
- shader_scene_font_uColourize( colour );
-
- struct font3d_render render = {
- .font = &gui.font,
- .variant_id = 1,
- .shader = k_font_shader_world
- };
-
- font3d_begin( buf, &skaterift.cam, mmdl, &render );
- font3d_draw( &render );
- }
-}
-
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
- int layer_depth ){
- shader_scene_fxglow_use();
- shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
- shader_scene_fxglow_uTexMain(1);
- shader_scene_fxglow_uPv( cam->mtx.pv );
-
- world_link_lighting_ub( world, _shader_scene_fxglow.id );
- world_bind_position_texture( world, _shader_scene_fxglow.id,
- _uniform_scene_fxglow_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_fxglow.id,
- _uniform_scene_fxglow_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_fxglow.id,
- _uniform_scene_fxglow_uLightsIndex, 4 );
-
- shader_scene_fxglow_uCamera( cam->transform[3] );
- glDisable(GL_CULL_FACE);
-
- struct world_pass pass = {
- .shader = k_shader_fxglow,
- .cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
- .fn_set_mdl = shader_scene_fxglow_uMdl,
- .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
- };
-
- world_render_both_stages( world, &pass );
- world_render_challenges( world, &pass, cam->pos, layer_depth );
-
- glEnable(GL_CULL_FACE);
-}
-
-VG_STATIC void bindpoint_terrain( world_instance *world,
- struct world_surface *mat )
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-
- shader_scene_terrain_uSandColour( mat->info.colour );
- shader_scene_terrain_uBlendOffset( mat->info.colour1 );
-}
-
-VG_STATIC void bindpoint_override( world_instance *world,
- struct world_surface *mat ){
- if( mat->info.flags & k_material_flag_collision ){
- shader_scene_override_uAlphatest(0);
- }
- else{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
- shader_scene_override_uAlphatest(1);
- }
-}
-
-VG_STATIC void render_terrain( world_instance *world, camera *cam )
-{
- shader_scene_terrain_use();
- shader_scene_terrain_uTexGarbage(0);
- shader_scene_terrain_uTexGradients(1);
-
- world_link_lighting_ub( world, _shader_scene_terrain.id );
- world_bind_position_texture( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsIndex, 4 );
-
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-
- shader_scene_terrain_uPv( cam->mtx.pv );
- shader_scene_terrain_uCamera( cam->transform[3] );
-
- struct world_pass pass = {
- .shader = k_shader_terrain_blend,
- .cam = cam,
- .fn_bind_textures = bindpoint_terrain,
- .fn_set_mdl = shader_scene_terrain_uMdl,
- .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
- };
-
- world_render_both_stages( world, &pass );
-}
-
-VG_STATIC void render_sky( world_instance *world, camera *cam )
-{
- /*
- * Modify matrix to remove clipping and view translation
- */
- m4x4f v,
- v_prev,
- pv,
- pv_prev;
-
- m4x4_copy( cam->mtx.v, v );
- m4x4_copy( cam->mtx_prev.v, v_prev );
- v3_zero( v[3] );
- v3_zero( v_prev[3] );
-
- m4x4_copy( cam->mtx.p, pv );
- m4x4_copy( cam->mtx_prev.p, pv_prev );
- m4x4_reset_clipping( pv, cam->farz, cam->nearz );
- m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
-
- m4x4_mul( pv, v, pv );
- m4x4_mul( pv_prev, v_prev, pv_prev );
-
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- /*
- * Draw
- */
- shader_model_sky_use();
- shader_model_sky_uMdl( identity_matrix );
- shader_model_sky_uPv( pv );
- shader_model_sky_uPvmPrev( pv_prev );
- shader_model_sky_uTexGarbage(0);
- world_link_lighting_ub( world, _shader_model_sky.id );
-
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
-
- mesh_bind( &world_render.skydome );
- mesh_draw( &world_render.skydome );
-
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
-}
-
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
- int layer_depth )
-{
- float closest = INFINITY;
- struct ent_gate *gate = NULL;
-
- for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
- ent_gate *gi = mdl_arritm( &world->ent_gate, i );
-
- if( !(gi->flags & k_ent_gate_linked) )
- continue;
-
- float dist = v3_dist2( gi->co[0], cam->transform[3] );
-
- vg_line_point( gi->co[0], 0.25f, VG__BLUE );
-
- if( dist < closest ){
- closest = dist;
- gate = gi;
- }
- }
-
- world->rendering_gate = gate;
- if( gate ){
- if( gate->flags & k_ent_gate_locked ) return;
-
- if( gate->flags & k_ent_gate_nonlocal ){
- if( world_static.load_state != k_world_loader_none ){
- world->rendering_gate = NULL;
- return;
- }
-
- world_instance *dest_world = &world_static.instances[ gate->target ];
- render_gate( world, dest_world, gate, cam, layer_depth );
- }
- else{
- render_gate( world, world, gate, cam, layer_depth );
- }
- }
-}
-
-VG_STATIC void world_prerender( world_instance *world )
-{
-
- if( mdl_arrcount( &world->ent_light ) ){
- f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
- world->time += vg.time_delta * (1.0/(rate*60.0));
- }
- else{
- world->time = 0.834;
- }
-
- struct ub_world_lighting *state = &world->ub_lighting;
-
- state->g_time = world->time;
- state->g_realtime = vg.time_real;
- state->g_debug_indices = k_debug_light_indices;
- state->g_light_preview = k_light_preview;
- state->g_debug_complexity = k_debug_light_complexity;
-
- if( skaterift.activity == k_skaterift_respawning )
- state->g_time_of_day = 0.1f;
- else
- state->g_time_of_day = vg_fractf( world->time );
-
- state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
- state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
-
- state->g_day_phase = state->g_day_phase * 0.5f + 0.5f;
- state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
-
- float a = state->g_time_of_day * VG_PIf * 2.0f;
- state->g_sun_dir[0] = sinf( a );
- state->g_sun_dir[1] = cosf( a );
- state->g_sun_dir[2] = 0.2f;
- v3_normalize( state->g_sun_dir );
-
- world->probabilities[ k_probability_curve_constant ] = 1.0f;
- float dp = state->g_day_phase;
-
- world->probabilities[ k_probability_curve_wildlife_day ] =
- (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
- world->probabilities[ k_probability_curve_wildlife_night ] =
- 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
-
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferSubData( GL_UNIFORM_BUFFER, 0,
- sizeof(struct ub_world_lighting), &world->ub_lighting );
-}
-
-VG_STATIC void render_world( world_instance *world, camera *cam,
- int layer_depth )
-{
- render_sky( world, cam );
-
- render_world_routes( world, cam, layer_depth );
- render_world_standard( world, cam );
- render_world_cubemapped( world, cam, layer_depth );
-
- render_world_vb( world, cam );
- render_world_alphatest( world, cam );
- render_terrain( world, cam );
-
- if( layer_depth == -1 ) return;
- if( layer_depth == 0 ){
- world_entity_focus_render();
-
- /* Render SFD's */
- u32 closest = 0;
- float min_dist = INFINITY;
-
- if( mdl_arrcount( &world->ent_route ) ){
- for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
- ent_route *route = mdl_arritm( &world->ent_route, i );
- float dist = v3_dist2( route->board_transform[3], cam->pos );
-
- if( dist < min_dist ){
- min_dist = dist;
- closest = i;
- }
- }
-
- ent_route *route = mdl_arritm( &world->ent_route, closest );
- sfd_render( world, cam, route->board_transform );
- }
- }
-
- f32 greyout = 0.0f;
- if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge )
- greyout = world_static.focus_strength;
-
- if( greyout > 0.0f ){
- glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
- glEnable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- shader_blitcolour_use();
- shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
- render_fsquad();
-
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_TRUE);
- glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0,
- GL_COLOR_ATTACHMENT1 } );
- }
-
- render_world_fxglow( world, cam, layer_depth );
-}
-
-
-VG_STATIC
-void render_world_override_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.flags & k_material_flag_ghosts ) continue;
-
- mdl_submesh *sm;
- if( pass->geo_type == k_world_geo_type_solid )
- sm = &mat->sm_geo;
- else
- sm = &mat->sm_no_collide;
-
- if( !sm->indice_count )
- continue;
-
- m4x3f mmdl;
- m4x3_identity( mmdl );
- pass->fn_set_mdl( mmdl );
- pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
- pass->fn_bind_textures( world, mat );
- mdl_draw_submesh( sm );
- }
-}
-
-VG_STATIC void render_world_override( world_instance *world ){
- struct world_pass pass = {
- .cam = &skaterift.cam,
- .fn_bind_textures = bindpoint_override,
- .fn_set_mdl = shader_scene_override_uMdl,
- .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
- .shader = k_shader_override
- };
-
- shader_scene_override_use();
- respawn_chooser_shader_uniforms();
- shader_scene_override_uTexGarbage(0);
- shader_scene_override_uTexMain(1);
- shader_scene_override_uPv( pass.cam->mtx.pv );
-
- world_link_lighting_ub( world, _shader_scene_override.id );
- world_bind_position_texture( world, _shader_scene_override.id,
- _uniform_scene_override_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_override.id,
- _uniform_scene_override_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_override.id,
- _uniform_scene_override_uLightsIndex, 4 );
-
- bind_terrain_noise();
- shader_scene_override_uCamera( pass.cam->transform[3] );
-
- glDisable( GL_CULL_FACE );
- mesh_bind( &world->mesh_geo );
- pass.geo_type = k_world_geo_type_solid;
- render_world_override_pass( world, &pass );
- mesh_bind( &world->mesh_no_collide );
- pass.geo_type = k_world_geo_type_nonsolid;
- render_world_override_pass( world, &pass );
- glEnable( GL_CULL_FACE );
-}
-
-VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
- u32 side ){
- camera cam;
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
- glClear( GL_DEPTH_BUFFER_BIT );
-
- v3f forward[6] = {
- { -1.0f, 0.0f, 0.0f },
- { 1.0f, 0.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, 1.0f, 0.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, 0.0f, 1.0f }
- };
- v3f up[6] = {
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, 0.0f, 1.0f },
- { 0.0f, 0.0f, -1.0f },
- { 0.0f, -1.0f, 0.0f },
- { 0.0f, -1.0f, 0.0f }
- };
-
- v3_zero( cam.angles );
- v3_copy( cm->co, cam.pos );
-
- v3_copy( forward[side], cam.transform[2] );
- v3_copy( up[side], cam.transform[1] );
- v3_cross( up[side], forward[side], cam.transform[0] );
- v3_copy( cm->co, cam.transform[3] );
- m4x3_invert_affine( cam.transform, cam.transform_inverse );
-
- camera_update_view( &cam );
-
- cam.nearz = 0.1f;
- cam.farz = 1000.0f;
- cam.fov = 90.0f;
- m4x4_copy( cam.mtx.p, cam.mtx_prev.p );
- m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
- camera_finalize( &cam );
- camera_finalize( &cam );
-
- render_world( world, &cam, -1 );
-}
-
-VG_STATIC void render_world_cubemaps( world_instance *world ){
- if( world->cubemap_cooldown )
- world->cubemap_cooldown --;
- else{
- world->cubemap_cooldown = 60;
-
- glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
- for( u32 i=0; i<mdl_arrcount( &world->ent_cubemap ); i++ ){
- ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i );
- glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
-
- world->cubemap_side ++;
- if( world->cubemap_side >= 6 )
- world->cubemap_side = 0;
-
- render_cubemap_side( world, cm, world->cubemap_side );
- }
- }
-}
-
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_scene_depth_use();
- shader_scene_depth_uCamera( cam->transform[3] );
- shader_scene_depth_uPv( cam->mtx.pv );
- shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
- shader_scene_depth_uMdl( identity_matrix );
- world_link_lighting_ub( world, _shader_scene_depth.id );
-
- mesh_bind( &world->mesh_geo );
- mesh_draw( &world->mesh_geo );
-}
-
-VG_STATIC void render_world_position( world_instance *world, camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_scene_position_use();
- shader_scene_position_uCamera( cam->transform[3] );
- shader_scene_position_uPv( cam->mtx.pv );
- shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
- shader_scene_position_uMdl( identity_matrix );
- world_link_lighting_ub( world, _shader_scene_position.id );
-
- mesh_bind( &world->mesh_geo );
- mesh_draw( &world->mesh_geo );
-}
-
-#endif