- 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, tex_terrain_noise );
-}
-
-struct world_pass{
- camera *cam;
- enum mdl_shader shader;
- enum 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_if( 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_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 );
-
- 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 );
-
- 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_both_stages( world_instance *world, struct world_pass *pass )
-{
- mesh_bind( &world->mesh_geo );
- pass->geo_type = k_geo_type_solid;
- world_render_if( world, pass );
-
- glDisable( GL_CULL_FACE );
- mesh_bind( &world->mesh_no_collide );
- pass->geo_type = k_geo_type_nonsolid;
- world_render_if( 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 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, 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 render_world_standard( 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] );
-
- 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_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 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 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, 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, tex_terrain_noise );
-
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
-
- mesh_bind( &world_global.skydome );
- mesh_draw( &world_global.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->type == k_gate_type_unlinked )
- continue;
-
- 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 = 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;
-
- if( gate->type == k_gate_type_teleport ){
- render_gate( world, gate, cam, layer_depth );
- }
- else if( gate->type == k_gate_type_nonlocel ){
- if( skaterift.async_op != k_async_op_world_loading &&
- skaterift.async_op != k_async_op_world_preloading ){
- world_instance *dest_world = &world_global.worlds[ gate->target ];
- render_gate( dest_world, gate, cam, layer_depth );
- }
- }
- else
- world->rendering_gate = NULL;
- }
-}
-
-VG_STATIC void world_prerender( world_instance *world )
-{
- world->time += vg.time_delta * (1.0/(k_day_length*60.0));
-
- struct ub_world_lighting *state = &world->ub_lighting;
-
- state->g_time = world->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( 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 skateshop_render(void);
-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_vb( world, cam );
- render_world_alphatest( world, cam );
- render_terrain( world, cam );
-
- if( layer_depth == 0 ){
- skateshop_render();
-
- /* Render SFD's */
- u32 closest = 0;
- float min_dist = INFINITY;
-
- if( !mdl_arrcount( &world->ent_route ) )
- return;
-
- 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 );
- }
-}
-
-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 );
-}