add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index 0b3310ab44781d01dc6ab747cb5c3ae3e8a0aef9..bb278ffa71726b4baf4e70c84fafed9d9c421f2b 100644 (file)
@@ -12,8 +12,8 @@
  */
 
 #define SR_NETWORKED
-
 #include "common.h"
+#include "conf.h"
 #include "steam.h"
 #include "render.h"
 #include "audio.h"
@@ -22,7 +22,8 @@
 #include "network.h"
 #include "menu.h"
 
-static int cl_ui     = 1;
+static int cl_ui      = 1,
+           cl_view_id = 0;
 
 int main( int argc, char *argv[] )
 {
@@ -45,20 +46,22 @@ VG_STATIC void vg_launch_opt(void)
 
 VG_STATIC void vg_preload(void)
 {
+   g_conf_init();
+
    vg_convar_push( (struct vg_convar){
       .name = "cl_ui",
       .data = &cl_ui,
       .data_type = k_convar_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
+      .persistent = 0
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "cl_fov",
-      .data = &g_fov_option,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
+      .name = "cl_view_id",
+      .data = &cl_view_id,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 0
    });
 
 vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
@@ -147,95 +150,121 @@ VG_STATIC void vg_framebuffer_resize( int w, int h )
    water_fb_resize();
 }
 
-VG_STATIC void render_main_game(void)
+VG_STATIC void present_view_with_post_processing(void)
 {
-   m4x4f world_4x4;
-   m4x3_expand( camera_mtx_inverse, world_4x4 );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
-   static float fov = 60.0f;
+   glEnable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
 
-   float fov_target = vg_lerpf( 90.0f, 110.0f, g_fov_option );
+   shader_blitblur_use();
+   shader_blitblur_uTexMain( 0 );
+   shader_blitblur_uTexMotion( 1 );
+   shader_blitblur_uBlurStrength( cl_blur_strength );
+   glActiveTexture( GL_TEXTURE0 );
 
-   if( player.phys.on_board )
-      fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option );
+   if( cl_view_id == 0 )
+      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+   else if( cl_view_id == 1 )
+      glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
+   else
+      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
 
-   if( cl_menu )
-      fov_target = menu_fov_target;
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
 
-   fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+   render_fsquad();
+}
 
-   gpipeline.fov = freecam? 60.0f: fov; /* 120 */
-   m4x4_projection( vg.pv, gpipeline.fov, 
-         (float)vg.window_x / (float)vg.window_y, 
-         0.1f, 2100.0f );
+VG_STATIC void render_scene(void)
+{
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
 
-   m4x4_mul( vg.pv, world_4x4, vg.pv );
+   /* Draw world */
    glEnable( GL_DEPTH_TEST );
-   
-   /* 
-    * Draw world
-    */
 
-   int draw_solid = player.is_dead | freecam;
-   render_world( vg.pv, camera_mtx );
+   render_world( &main_camera );
+   render_water_texture( &main_camera );
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   render_water_surface( &main_camera );
+   render_world_gates( &main_camera );
+}
+
+VG_STATIC void render_menu(void)
+{
+   glClear( GL_DEPTH_BUFFER_BIT );
+   menu_render( &main_camera );
+}
 
-   if( draw_solid )
-      draw_player( camera_mtx );
+VG_STATIC void render_player_into_world(void)
+{
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   draw_player( &main_camera );
+}
+
+VG_STATIC void render_player_transparent(void)
+{
+   camera small_cam;
+   m4x3_copy( main_camera.transform, small_cam.transform );
 
-   render_water_texture( camera_mtx );
+   small_cam.fov = main_camera.fov;
+   small_cam.nearz = 0.05f;
+   small_cam.farz  = 60.0f;
+
+   camera_update_view( &small_cam );
+   camera_update_projection( &small_cam );
+   camera_finalize( &small_cam );
+
+   /* Draw player to window buffer and blend background ontop */
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   render_water_surface( vg.pv, camera_mtx );
-   render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
+   draw_player( &small_cam );
+}
 
+VG_STATIC void render_main_game(void)
+{
+   static float fov = 60.0f;
+   float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
+   if( player.phys.on_board )
+      fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
    if( cl_menu )
-   {
-      glClear( GL_DEPTH_BUFFER_BIT );
-      menu_render( vg.pv );
-   }
-   
-   /* Copy the RGB of what we have into the background buffer */
-   glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
-   glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
-   glBlitFramebuffer( 0,0, vg.window_x, vg.window_y, 
-                      0,0, vg.window_x, vg.window_y,
-                      GL_COLOR_BUFFER_BIT,
-                      GL_LINEAR );
-   
-   /* Clear out the colour buffer, but keep depth */
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
+      fov_target = menu_fov_target;
+   fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+   fov = freecam? 60.0f: fov;
 
-   if( !player.is_dead )
-      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-   else
-      glClear( GL_COLOR_BUFFER_BIT );
+   main_camera.fov   = fov;
+   main_camera.nearz = 0.1f;
+   main_camera.farz  = 2100.0f;
+
+   camera_update_view( &main_camera );
+   camera_update_projection( &main_camera );
+   camera_finalize( &main_camera );
+
+   /* ========== Begin Frame ========== */
+
+   render_scene();
    
-   if( !draw_solid )
+   if( !cl_menu )
    {
-      m4x4_projection( vg.pv, gpipeline.fov, 
-            (float)vg.window_x / (float)vg.window_y, 
-            0.05f, 60.0f );
-      m4x4_mul( vg.pv, world_4x4, vg.pv );
-      draw_player( camera_mtx );
+      if( player.is_dead | freecam )
+         render_player_into_world();
+      else
+         render_player_transparent();
    }
 
-   /* Draw back in the background
-    *
-    * TODO: need to disable alpha write in the terrain shader so this works 
-    *       again.
-    */
-   glEnable(GL_BLEND);
-   glDisable(GL_DEPTH_TEST);
-   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
-   glBlendEquation(GL_FUNC_ADD);
-   
-   shader_blit_use();
-   shader_blit_uTexMain( 0 );
-   glActiveTexture(GL_TEXTURE0);
-   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+   present_view_with_post_processing();
 
-   render_fsquad();
+   if( cl_menu ) 
+   {
+      render_menu();
+      render_player_transparent();
+   }
+
+   /* =========== End Frame =========== */
 }
 
 VG_STATIC void vg_render(void)
@@ -245,15 +274,15 @@ VG_STATIC void vg_render(void)
    glViewport( 0,0, vg.window_x, vg.window_y );
    glDisable( GL_DEPTH_TEST );
 
-   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
-   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+   glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    render_main_game();
    
    /* Other shite */
    glDisable(GL_BLEND);
    glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg.pv );
+   vg_lines_drawall( (float *)main_camera.mtx.pv );
    glViewport( 0,0, vg.window_x, vg.window_y );
 }