reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 29e1e714b6453576dc9e510e5951fc6b0a227c83..66922cd2604e8f31b726769f245c026977f01353 100644 (file)
--- a/world.h
+++ b/world.h
@@ -1,44 +1,55 @@
+#include "common.h"
+
+static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+
 #ifndef WORLD_H
 #define WORLD_H
 
-#define VG_3D
-#include "vg/vg.h"
-
 #include "scene.h"
 #include "terrain.h"
 #include "render.h"
 #include "water.h"
-
+#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;
+   /* 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;
 
-   v3f tutorial;
+   glmesh skybox, skydome;
+   submodel dome_upper,
+            dome_lower;
 }
 world;
 
-static void render_world( m4x4f projection, m4x3f camera )
-{
-   render_sky( camera );
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+                                 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   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, 0xff00ffff );
-}
+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] )
 {
@@ -48,7 +59,7 @@ static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
 
 static int ray_world( v3f pos, v3f dir, ray_hit *hit )
 {
-   return bvh_raycast( &world.geo, pos, dir, hit );
+   return scene_raycast( &world.geo, pos, dir, hit );
 }
 
 static int ray_hit_is_ramp( ray_hit *hit )
@@ -56,9 +67,29 @@ static int ray_hit_is_ramp( ray_hit *hit )
    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" );
 
@@ -69,6 +100,17 @@ static void world_load(void)
          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++ )
@@ -78,56 +120,100 @@ static void world_load(void)
          scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
    }
 
+
    scene_copy_slice( &world.geo, &world.sm_terrain );
 
    /* 
     * TODO: Parametric marker import
     */
-   v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
-
-
-   /* GATE DEV */
-#if 0
+   v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
+   
+   /* 
+    * Initialize gates
+    */
+   
+   world.gate_count = 0;
+   for( int i=0; i<mworld->marker_count; i++ )
    {
-      model_marker *ga = model_marker_get(mworld,"gate_a"),
-                   *gb = model_marker_get(mworld,"gate_a_recv");
-
-      v3_copy( ga->co, gate_a.co );
-      v3_copy( gb->co, gate_b.co );
-      v4_copy( ga->q, gate_a.q );
-      v4_copy( gb->q, gate_b.q );
-      v2_copy( ga->s, gate_a.dims );
-      v2_copy( gb->s, gate_b.dims );
-
-      gate_a.other = &gate_b;
-      gate_b.other = &gate_a;
+      model_marker *ga = model_get_marker( mworld, i );
+      
+      if( ga->classtype == k_classtype_gate )
+      {
+         struct classtype_gate *data = get_entdata_raw( mworld, ga );
+         
+         if( data->target )
+         {
+            model_marker *gb = model_get_marker( mworld, data->target );
+            
+            teleport_gate *gate = &world.gates[ world.gate_count ++ ];
+            
+            v3_copy( ga->co, gate->co[0] );
+            v3_copy( gb->co, gate->co[1] );
+            v4_copy( ga->q, gate->q[0] );
+            v4_copy( gb->q, gate->q[1] );
+            v2_copy( ga->s, gate->dims );
 
-      gate_transform_update( &gate_a );
-      gate_transform_update( &gate_b );
+            gate_transform_update( gate );
+         }
+      }
    }
-#endif
 
-   /* WATER DEV
-    * again, TODO: parametric import (material)
+   /*
+    * Load water mesh (1 per world)
     */
+   for( int i=0; i<mworld->layer_count; i++ )
    {
-      glmesh surf;
-      submodel *sm = submodel_get(mworld,"mp_dev_water");
-      model_unpack_submodel( mworld, &surf, sm );
-            
-      water_init();
-      water_set_surface( &surf, sm->pivot[1] );
-   }
+      submodel *sm = model_get_submodel( mworld, i );
+      if( !strcmp( sm->material, "water" ) )
+      {
+         glmesh surf;
+         model_unpack_submodel( mworld, &surf, sm );
+               
+         water_init();
+         water_set_surface( &surf, sm->pivot[1] );
 
-   free( mworld );
-   scene_upload( &world.geo );
-   bvh_create( &world.geo );
+         vg_info( "%.3f\n", sm->pivot[1] );
+
+         break;
+      }
+   }
    
-   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");
 
+   /*
+    * TODO: Load any other meshes into the foliage scene, and create rbs for
+    *       them.
+    *
+    *       then compute bvh
+    */
+   
+   for( int i=0; i<mworld->layer_count; i++ )
+   {
+      submodel *sm = model_get_submodel( mworld, i );
+      if( !strcmp( sm->material, "surf" ) ||
+          !strcmp( sm->material, "terrain" ) ||
+          !strcmp( sm->material, "water" ) ||
+          !strcmp( sm->material, "vertex_blend") )
+         continue;
+
+      m4x3f transform;
+      q_m3x3( sm->q, transform );
+      v3_copy( sm->pivot, transform[3] );
+      scene_add_foliage( &world.foliage, mworld, sm, transform );
+
+      rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+
+      box_copy( sm->bbx, rb->bbx );
+      v3_copy( sm->pivot, rb->co );
+      rb_init( rb );
+      v4_copy( sm->q, rb->q );
+      rb_update_transform( rb );
+   }
+
    v3f volume;
    v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
    volume[1] = 1.0f;
@@ -141,6 +227,7 @@ static void world_load(void)
    {
       v3f pos;
       v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
+      pos[1] = 1000.0f;
       v3_add( pos, world.geo.bbx[0], pos );
       
       ray_hit hit;
@@ -149,7 +236,7 @@ static void world_load(void)
       if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
       {
          if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
-             hit.pos[1] > wrender.height )
+             hit.pos[1] > water_height()+10.0f )
          {
             v4f qsurface, qrandom;
             v3f axis;
@@ -164,19 +251,251 @@ static void world_load(void)
 
             v3_copy( hit.pos, transform[3] );
             
-            if( vg_randf() < 0.00000006f )
+            if( vg_randf() < 0.0006f )
             {
                m3x3_identity( transform );
-               scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform );
+               scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
             }
             else
-               scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform );
+               scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
          }
       }
    }
 
    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;
+   
+   v3f sundir = { 0.5f, 0.8f, 0.2f };
+   v3_normalize( sundir );
+   v3_copy( sundir, winfo->g_directional );
+   v3_copy( (v3f){ 1.2f,1.152f,1.08f }, winfo->g_sun_colour );
+   v3_copy( (v3f){ 0.15f,0.1f,0.2f }, winfo->g_shadow_colour );
+   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_terrain( projection, camera[3] );
+   /* render props... */
+}
+
+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 );
+
+   glDisable(GL_CULL_FACE);
+   scene_bind( &world.foliage );
+   scene_draw( &world.foliage );
+   glEnable(GL_CULL_FACE);
+
+   scene_bind( &world.props );
+   scene_draw( &world.props );
 }
 
 #endif /* WORLD_H */