fb->fixed_h = 1024;
fb->resolution_div = 0;
- /* TODO: We could get away with this being R16u, and just have it be
- * a normed value between min and max of the bounding box Y */
-
fb->attachments[0].display_name = NULL;
fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
fb->attachments[0].internalformat = GL_RG16F;
vg_release_thread_sync();
}
-VG_STATIC void world_link_lighting_ub( world_instance *world,
- GLuint shader, int texture_id )
+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 );
+}
- render_fb_bind_texture( &world->heightmap, 0, texture_id );
- glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+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 );
}
typedef void (*func_bind_point)( world_instance *world,
- struct world_material *mat );
+ struct world_surface *mat );
VG_STATIC void world_render_if( world_instance *world,
enum mdl_shader shader,
func_bind_point bind_point )
{
- for( int i=0; i<world->material_count; i++ )
+ for( int i=0; i<world->surface_count; i++ )
{
- struct world_material *mat = &world->materials[i];
+ struct world_surface *mat = &world->surfaces[i];
if( mat->info.shader == shader )
{
}
VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
- struct world_material *mat )
+ struct world_surface *mat )
{
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
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, 2 );
+ 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 );
+
vg_tex2d_bind( &tex_terrain_noise, 0 );
shader_scene_vertex_blend_uPv( cam->mtx.pv );
shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv );
shader_scene_vertex_blend_uMdl( identity_matrix );
shader_scene_vertex_blend_uCamera( cam->transform[3] );
- shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 );
- shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( world, k_shader_standard_vertex_blend,
bindpoint_diffuse_texture1 );
shader_scene_standard_uTexMain(1);
shader_scene_standard_uPv( cam->mtx.pv );
shader_scene_standard_uPvmPrev( cam->mtx_prev.pv );
- world_link_lighting_ub( world, _shader_scene_standard.id, 2 );
+
+ 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_uMdl( identity_matrix );
shader_scene_standard_uCamera( cam->transform[3] );
- shader_scene_standard_uBoard0( TEMP_BOARD_0 );
- shader_scene_standard_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( world, k_shader_standard,
bindpoint_diffuse_texture1 );
shader_scene_standard_alphatest_uTexMain(1);
shader_scene_standard_alphatest_uPv( cam->mtx.pv );
shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.pv );
- world_link_lighting_ub( world, _shader_scene_standard_alphatest.id, 2 );
+
+ 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_uMdl( identity_matrix );
shader_scene_standard_alphatest_uCamera( cam->transform[3] );
- shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 );
- shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 );
glDisable(GL_CULL_FACE);
}
VG_STATIC void bindpoint_terrain( world_instance *world,
- struct world_material *mat )
+ struct world_surface *mat )
{
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
shader_scene_terrain_use();
shader_scene_terrain_uTexGarbage(0);
shader_scene_terrain_uTexGradients(1);
- world_link_lighting_ub( world, _shader_scene_terrain.id, 2 );
+
+ 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 );
vg_tex2d_bind( &tex_terrain_noise, 0 );
shader_scene_terrain_uMdl( identity_matrix );
shader_scene_terrain_uCamera( cam->transform[3] );
- shader_scene_terrain_uBoard0( TEMP_BOARD_0 );
- shader_scene_terrain_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
}
-VG_STATIC void render_sky( camera *cam )
+VG_STATIC void render_sky( world_instance *world, camera *cam )
{
/*
* Modify matrix to remove clipping and view translation
shader_model_sky_uPv( pv );
shader_model_sky_uPvmPrev( pv_prev );
shader_model_sky_uTexGarbage(0);
- shader_model_sky_uTime( world_global.sky_time );
+ world_link_lighting_ub( world, _shader_model_sky.id );
vg_tex2d_bind( &tex_terrain_noise, 0 );
glDisable( GL_DEPTH_TEST );
mesh_bind( &world_global.skydome );
- mdl_draw_submesh( &world_global.dome_upper );
+ mesh_draw( &world_global.skydome );
glEnable( GL_DEPTH_TEST );
glDepthMask( GL_TRUE );
}
-VG_STATIC void render_world_gates( world_instance *world, camera *cam )
+VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+ int layer_depth )
{
float closest = INFINITY;
- struct teleport_gate *gate = NULL;
- world_instance *dest_world = world;
+ struct ent_gate *gate = NULL;
- for( int i=0; i<world->gate_count; i++ )
- {
- struct route_gate *rg = &world->gates[i];
- float dist = v3_dist2( rg->gate.co[0], cam->transform[3] );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gi = mdl_arritm( &world->ent_gate, i );
- vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
+ if( gi->type == k_gate_type_unlinked )
+ continue;
- if( dist < closest )
- {
+ float dist = v3_dist2( gi->co[0], cam->transform[3] );
+
+ vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+
+ if( dist < closest ){
closest = dist;
- gate = &rg->gate;
- dest_world = world;
+ gate = gi;
}
}
+
+ if( gate ){
+ /* should really be set in fixed update since its used in the physics
+ * of most systems. too bad! */
+ world->rendering_gate = gate;
- for( int i=0; i<world->nonlocalgate_count; i++ )
- {
- struct nonlocal_gate *nlg = &world->nonlocal_gates[i];
-
- if( !nlg->working )
- {
- vg_line_pt3( nlg->gate.co[0], 0.25f, VG__RED );
- continue;
+ if( gate->type == k_gate_type_teleport ){
+ render_gate( world, gate, cam, layer_depth );
+ }
+ else if( gate->type == k_gate_type_nonlocel ){
+ world_instance *dest_world = &world_global.worlds[ gate->target ];
+ render_gate( dest_world, gate, cam, layer_depth );
}
else
- vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN );
+ world->rendering_gate = NULL;
+ }
+}
- float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] );
+VG_STATIC void world_prerender( world_instance *world )
+{
+ static double g_time = 0.0;
+ g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+ struct ub_world_lighting *state = &world->ub_lighting;
+
+ state->g_time = g_time;
+ state->g_realtime = vg.time;
+ state->g_debug_indices = k_debug_light_indices;
+ state->g_light_preview = k_light_preview;
+ state->g_debug_complexity = k_debug_light_complexity;
+
+ state->g_time_of_day = vg_fractf( g_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 );
- if( dist < closest )
- {
- closest = dist;
- gate = &nlg->gate;
- dest_world = &world_global.worlds[ nlg->target_map_index ];
- }
- }
- if( gate )
- render_gate( dest_world, gate, cam );
+ 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 )
+VG_STATIC void render_world( world_instance *world, camera *cam,
+ int layer_depth )
{
- render_sky( cam );
+ render_sky( world, cam );
- render_world_routes( world, cam );
+ render_world_routes( world, cam, layer_depth );
render_world_standard( world, cam );
render_world_vb( world, cam );
render_world_alphatest( world, cam );
render_terrain( world, cam );
/* Render SFD's */
- int closest = 0;
+ u32 closest = 0;
float min_dist = INFINITY;
- if( !world->route_count )
+ if( !mdl_arrcount( &world->ent_route ) )
return;
- for( int i=0; i<world->route_count; i++ )
- {
- float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos);
+ 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 )
- {
+ if( dist < min_dist ){
min_dist = dist;
closest = i;
}
}
- sfd_render( cam, world->routes[closest].scoreboard_transform );
+ ent_route *route = mdl_arritm( &world->ent_route, closest );
+ sfd_render( world, cam, route->board_transform );
}
VG_STATIC void render_world_depth( world_instance *world, camera *cam )
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, 2 );
+ world_link_lighting_ub( world, _shader_scene_depth.id );
mesh_bind( &world->mesh_geo );
mesh_draw( &world->mesh_geo );
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, 2 );
+ world_link_lighting_ub( world, _shader_scene_position.id );
mesh_bind( &world->mesh_geo );
mesh_draw( &world->mesh_geo );