#include "rigidbody.h"
#include "gate.h"
#include "bvh.h"
+#include "lighting.h"
+#include "model.h"
+#include "shaders/terrain.h"
+#include "shaders/sky.h"
+#include "shaders/planeinf.h"
#include "shaders/standard.h"
+#include "shaders/vblend.h"
+#include "shaders/gpos.h"
+#include "shaders/fscolour.h"
static struct gworld
{
- scene geo, foliage;
- submodel sm_road, sm_terrain;
- glmesh skybox;
-
+ /* gameplay */
v3f tutorial;
-
teleport_gate gates[64];
u32 gate_count;
+ /* Physics */
rigidbody temp_rbs[128];
u32 rb_count;
-
bh_tree bhcubes;
+
+ /* Rendering & geometry */
+ scene geo, foliage, props;
+ submodel sm_road, sm_terrain;
+
+ glmesh skybox, skydome;
+ submodel dome_upper,
+ dome_lower;
}
world;
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
-
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+ .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
- render_terrain( projection, camera[3] );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-
- vg_line_boxf( world.geo.bbx, 0xff00ff00 );
-}
+vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
{
return hit->tri[0] < world.sm_road.vertex_count;
}
+static void world_register(void)
+{
+ shader_terrain_register();
+ shader_sky_register();
+ shader_planeinf_register();
+ shader_gpos_register();
+ shader_fscolour_register();
+}
+
+static void world_free(void)
+{
+ /* TODO.. */
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera );
static void world_load(void)
{
- /* Setup scene */
+ /*
+ * Setup scene
+ *
+ * TODO: Call world_free when its ready here
+ *
+ */
scene_init( &world.geo );
model *mworld = vg_asset_read( "models/mp_dev.mdl" );
scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
}
+ for( int i=0; i<mworld->layer_count; i++ )
+ {
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "vertex_blend" ) )
+ {
+ m4x3f transform;
+ q_m3x3( sm->q, transform );
+ v3_copy( sm->pivot, transform[3] );
+ scene_add_foliage( &world.geo, mworld, sm, transform );
+ }
+ }
scene_copy_slice( &world.geo, &world.sm_road );
for( int i=0; i<mworld->layer_count; i++ )
scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
}
- scene_copy_slice( &world.geo, &world.sm_terrain );
- vg_info( "BBX: %.3f %.3f %.3f -> %.3f %.3f %.3f\n",
- world.geo.bbx[0][0], world.geo.bbx[0][1], world.geo.bbx[0][2],
- world.geo.bbx[1][0], world.geo.bbx[1][1], world.geo.bbx[1][2] );
+ scene_copy_slice( &world.geo, &world.sm_terrain );
/*
* TODO: Parametric marker import
break;
}
}
-
- scene_upload( &world.geo );
- scene_bh_create( &world.geo );
- water_compute_depth( world.geo.bbx );
+ scene_bh_create( &world.geo );
+ scene_upload( &world.geo );
scene_init( &world.foliage );
model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
submodel *sm = model_get_submodel( mworld, i );
if( !strcmp( sm->material, "surf" ) ||
!strcmp( sm->material, "terrain" ) ||
- !strcmp( sm->material, "water" ) )
+ !strcmp( sm->material, "water" ) ||
+ !strcmp( sm->material, "vertex_blend") )
continue;
m4x3f transform;
rb_update_transform( rb );
}
- free( mworld );
-
v3f volume;
v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
volume[1] = 1.0f;
free( mfoliage );
scene_upload( &world.foliage );
+
+ /* Prop layer */
+ scene_init( &world.props );
+ for( int i=0; i<mworld->layer_count; i++ )
+ {
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "vertex_blend" ) )
+ {
+ m4x3f transform;
+ q_m3x3( sm->q, transform );
+ v3_copy( sm->pivot, transform[3] );
+ scene_add_foliage( &world.props, mworld, sm, transform );
+ }
+ }
+
+ scene_upload( &world.props );
+ free( mworld );
bh_create( &world.bhcubes,
&bh_system_rigidbodies, world.temp_rbs, world.rb_count );
+
+ /*
+ * Rendering the depth map
+ */
+ m4x4f ortho;
+ m4x3f camera;
+
+ v3f extent;
+ v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+
+ float fl = world.geo.bbx[0][0],
+ fr = world.geo.bbx[1][0],
+ fb = world.geo.bbx[0][2],
+ ft = world.geo.bbx[1][2],
+ rl = 1.0f / (fr-fl),
+ tb = 1.0f / (ft-fb);
+
+ m4x4_zero( ortho );
+ ortho[0][0] = 2.0f * rl;
+ ortho[2][1] = 2.0f * tb;
+ ortho[3][0] = (fr + fl) * -rl;
+ ortho[3][1] = (ft + fb) * -tb;
+ ortho[3][3] = 1.0f;
+ m4x3_identity( camera );
+
+ glViewport( 0, 0, 1024, 1024 );
+ glDisable(GL_DEPTH_TEST);
+ glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+ shader_fscolour_use();
+ shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+ render_fsquad();
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glBlendEquation(GL_MAX);
+ render_world_depth( ortho, camera );
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+
+ /*
+ * TODO: World settings entity
+ */
+ struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
+ v4_copy( wrender.plane, winfo->g_water_plane );
+
+ v4f bounds;
+ bounds[0] = world.geo.bbx[0][0];
+ bounds[1] = world.geo.bbx[0][2];
+ bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
+ bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
+ v4_copy( bounds, winfo->g_depth_bounds );
+
+ winfo->g_water_fog = 0.04f;
+ render_update_lighting_ub();
+}
+
+static void world_init(void)
+{
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
+ &tex_terrain_noise }, 2 );
+
+
+ model *msky = vg_asset_read("models/rs_skydome.mdl");
+ model_unpack( msky, &world.skydome );
+
+ world.dome_lower = *submodel_get( msky, "dome_lower" );
+ world.dome_upper = *submodel_get( msky, "dome_upper" );
+
+ free(msky);
+}
+
+/*
+ * Rendering
+ */
+
+static void bind_terrain_textures(void)
+{
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
+static void render_props( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_vblend_use();
+ shader_vblend_uTexGarbage(0);
+ shader_vblend_uTexGradients(1);
+ shader_link_standard_ub( _shader_vblend.id, 2 );
+ bind_terrain_textures();
+
+ shader_vblend_uPv( projection );
+ shader_vblend_uMdl( identity_matrix );
+ shader_vblend_uCamera( camera );
+
+ scene_bind( &world.props );
+ scene_draw( &world.props );
+}
+
+static void render_terrain( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_terrain_use();
+ shader_terrain_uTexGarbage(0);
+ shader_terrain_uTexGradients(1);
+ shader_link_standard_ub( _shader_terrain.id, 2 );
+ bind_terrain_textures();
+
+ shader_terrain_uPv( projection );
+ shader_terrain_uMdl( identity_matrix );
+ shader_terrain_uCamera( camera );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+}
+
+static void render_lowerdome( m4x3f camera )
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_planeinf_use();
+ shader_planeinf_uMdl(identity_matrix);
+ shader_planeinf_uPv(full);
+ shader_planeinf_uCamera(camera[3]);
+ shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
+
+ submodel_draw( &world.dome_lower );
+}
+
+static void render_sky(m4x3f camera)
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_sky_use();
+ shader_sky_uMdl(identity_matrix);
+ shader_sky_uPv(full);
+ shader_sky_uTexGarbage(0);
+ shader_sky_uTime( vg_time );
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+ glDepthMask( GL_FALSE );
+ glDisable( GL_DEPTH_TEST );
+
+ mesh_bind( &world.skydome );
+ submodel_draw( &world.dome_upper );
+
+ glEnable( GL_DEPTH_TEST );
+ glDepthMask( GL_TRUE );
+}
+
+static void render_world( m4x4f projection, m4x3f camera )
+{
+ render_sky( camera );
+ render_props( projection, camera[3] );
+ render_terrain( projection, camera[3] );
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_gpos_use();
+ shader_gpos_uCamera( camera[3] );
+ shader_gpos_uPv( projection );
+ shader_gpos_uMdl( identity_matrix );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+#if 0
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+#endif
+
+ scene_bind( &world.props );
+ scene_draw( &world.props );
}
#endif /* WORLD_H */