proxy models
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 2d23737c3f5325247b0db045ed2da4bd18cce028..1d2256b4f6ddf88d7cefc696b68ece318e23e585 100644 (file)
 #include "respawn.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
-   if( argc == 1 ){
-      world_instance *world = world_current_instance();
+   world_instance *world = world_current_instance();
+   if( argc == 1 )
       world->time = atof( argv[0] );
-   }
-   else {
-      vg_error( "Usage set_time <0-1.0>\n" );
-   }
+   else 
+      vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time );
    return 0;
 }
 
 static void async_world_render_init( void *payload, u32 size )
 {
    vg_info( "Allocate uniform buffers\n" );
-   for( int i=0; i<4; i++ ){
+   for( int i=0; i<k_world_max; i++ ){
       world_instance *world = &world_static.instances[i];
       world->ubo_bind_point = i;
 
@@ -39,7 +37,7 @@ static void async_world_render_init( void *payload, u32 size )
    }
 
    vg_info( "Allocate frame buffers\n" );
-   for( int i=0; i<4; i++ ){
+   for( int i=0; i<k_world_max; i++ ){
       world_instance *world = &world_static.instances[i];
       struct framebuffer *fb = &world->heightmap;
 
@@ -86,6 +84,7 @@ static void world_render_init(void)
    shader_scene_depth_register();
    shader_scene_position_register();
    shader_model_sky_register();
+   shader_model_sky_space_register();
 
    vg_info( "Loading world resources\n" );
    vg_linear_clear( vg_mem.scratch );
@@ -104,24 +103,21 @@ static void world_render_init(void)
    vg_async_call( async_world_render_init, NULL, 0 );
 }
 
-static void world_link_lighting_ub( world_instance *world, GLuint shader )
-{
+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 );
 }
 
 static void world_bind_position_texture( world_instance *world, 
                                             GLuint shader, GLuint location,
-                                            int slot )
-{
+                                            int slot ){
    render_fb_bind_texture( &world->heightmap, 0, slot );
    glUniform1i( location, slot );
 }
 
 static void world_bind_light_array( world_instance *world,
                                        GLuint shader, GLuint location, 
-                                       int slot )
-{
+                                       int slot ){
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
    glUniform1i( location, slot );
@@ -129,8 +125,7 @@ static void world_bind_light_array( world_instance *world,
 
 static void world_bind_light_index( world_instance *world,
                                        GLuint shader, GLuint location,
-                                       int slot )
-{
+                                       int slot ){
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
    glUniform1i( location, slot );
@@ -156,8 +151,48 @@ struct world_pass{
                              struct world_surface *mat );
    void (*fn_set_mdl)( m4x3f mdl );
    void (*fn_set_uPvmPrev)( m4x4f pvm );
+   void (*fn_set_uNormalMtx)( m3x3f mnorm );
 };
 
+/* FIXME: we gotta do something about this crap, maybe batch lists. something..
+ * anything but this. */
+static
+void world_render_props( world_instance *world, u32 material_id,
+                         struct world_pass *pass ){
+   if( !mdl_arrcount( &world->ent_prop ) ) return;
+
+   /* HACK: use the first material for every prop entity */
+   ent_prop *first = mdl_arritm( &world->ent_prop, 0 );
+   if( !first->submesh_count ) return;
+
+   mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
+   if( sm->material_id != material_id ) return;
+
+   struct world_surface *mat = &world->surfaces[ material_id ];
+   pass->fn_bind_textures( world, mat );
+
+   for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
+      ent_prop *prop = mdl_arritm( &world->ent_prop, j );
+      if( prop->flags & 0x1 ) continue;
+      
+      for( u32 k=0; k<prop->submesh_count; k++ ){
+         sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+
+         m4x3f mmdl;
+         mdl_transform_m4x3( &prop->transform, mmdl );
+
+         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 );
+      }
+   }
+}
+
 static
 void world_render_traffic( world_instance *world, u32 material_id,
                            struct world_pass *pass ){
@@ -209,6 +244,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
          }
          else{
             world_render_traffic( world, i, pass );
+            world_render_props( world, i, pass );
             sm = &mat->sm_no_collide;
          }
 
@@ -267,8 +303,7 @@ static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    shader_scene_cubemapped_uColour( mat->info.colour );
 }
 
-static void render_world_vb( world_instance *world, camera *cam )
-{
+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);
@@ -627,20 +662,12 @@ static void bindpoint_override( world_instance *world,
    }
 }
 
-static void render_terrain( world_instance *world, camera *cam )
-{
+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 );
-
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain );
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
 
@@ -658,8 +685,7 @@ static void render_terrain( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-static void render_sky( world_instance *world, camera *cam )
-{
+static void render_sky( world_instance *world, camera *cam ){
    /* 
     * Modify matrix to remove clipping and view translation
     */
@@ -687,15 +713,32 @@ static void render_sky( world_instance *world, camera *cam )
    /*
     * 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 );
+   if( world->skybox == k_skybox_default ){
+      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, world_render.tex_terrain_noise );
+   }
+   else if( world->skybox == k_skybox_space ){
+      shader_model_sky_space_use();
 
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+      shader_model_sky_space_uMdl( identity_matrix );
+      shader_model_sky_space_uPv( pv );
+      shader_model_sky_space_uPvmPrev( pv_prev );
+      shader_model_sky_space_uTexGarbage(0);
+      world_link_lighting_ub( world, _shader_model_sky_space.id );
+
+      glActiveTexture( GL_TEXTURE0 );
+      glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+   }
+   else {
+      assert(0);
+   }
 
    glDepthMask( GL_FALSE );
    glDisable( GL_DEPTH_TEST );
@@ -716,7 +759,8 @@ static void render_world_gates( world_instance *world, camera *cam,
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
       ent_gate *gi = mdl_arritm( &world->ent_gate, i );
 
-      if( !(gi->flags & k_ent_gate_linked) )
+      if( !(gi->flags & (k_ent_gate_linked|k_ent_gate_nonlocal_DELETED|
+                         k_ent_gate_locked)) )
          continue;
 
       float dist = v3_dist2( gi->co[0], cam->transform[3] );
@@ -730,30 +774,14 @@ static void render_world_gates( world_instance *world, camera *cam,
    }
    
    world->rendering_gate = gate;
-   if( gate ){
-      if( gate->flags & k_ent_gate_locked ) return;
-
-      if( gate->flags & k_ent_gate_nonlocal ){
-         if( world_static.load_state != k_world_loader_none ){
-            world->rendering_gate = NULL;
-            return;
-         }
-
-         world_instance *dest_world = &world_static.instances[ gate->target ];
-         render_gate( world, dest_world, gate, cam, layer_depth );
-      }
-      else{
-         render_gate( world, world, gate, cam, layer_depth );
-      }
-   }
+   if( gate )
+      render_gate( world, world, gate, cam, layer_depth );
 }
 
-static void world_prerender( world_instance *world )
-{
-
+static void world_prerender( world_instance *world ){
    if( mdl_arrcount( &world->ent_light ) ){
       f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
-      world->time += vg.time_delta * (1.0/(rate*60.0));
+      world->time += vg.time_frame_delta * (1.0/(rate*60.0));
    }
    else{
       world->time = 0.834;
@@ -861,9 +889,10 @@ static void render_world( world_instance *world, camera *cam,
 }
 
 
-static 
-void render_world_override_pass( world_instance *world,
-                                 struct world_pass *pass ){
+static void render_world_override_pass( world_instance *world,
+                                        struct world_pass *pass,
+                                        m4x3f mmdl, m3x3f mnormal,
+                                       m4x4f mpvm_prev ){
    for( int i=0; i<world->surface_count; i++ ){
       struct world_surface *mat = &world->surfaces[i];
 
@@ -878,48 +907,79 @@ void render_world_override_pass( world_instance *world,
       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_set_uNormalMtx( mnormal );
+      pass->fn_set_uPvmPrev( mpvm_prev );
       pass->fn_bind_textures( world, mat );
       mdl_draw_submesh( sm );
    }
 }
 
-static void render_world_override( world_instance *world ){
+static void render_world_override( world_instance *world,
+                                   world_instance *lighting_source,
+                                   m4x3f mmdl ){
    struct world_pass pass = {
       .cam = &skaterift.cam,
       .fn_bind_textures = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
+      .fn_set_uNormalMtx = shader_scene_override_uNormalMtx,
       .shader = k_shader_override
    };
 
    shader_scene_override_use();
+#if 0
    respawn_chooser_shader_uniforms();
+#endif
    shader_scene_override_uTexGarbage(0);
    shader_scene_override_uTexMain(1);
    shader_scene_override_uPv( pass.cam->mtx.pv );
 
-   world_link_lighting_ub( world, _shader_scene_override.id );
-   world_bind_position_texture( world, _shader_scene_override.id, 
-                                _uniform_scene_override_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_override.id,
-                                _uniform_scene_override_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_override.id,
-                                _uniform_scene_override_uLightsIndex, 4 );
-
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
    bind_terrain_noise();
+
    shader_scene_override_uCamera( pass.cam->transform[3] );
 
+   m4x4f mpvm_prev;
+   m4x3_expand( mmdl, mpvm_prev );
+   m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev );
+
+   m3x3f mnormal;
+   m3x3_inv( mmdl, mnormal );
+   m3x3_transpose( mnormal, mnormal );
+   v3_normalize( mnormal[0] );
+   v3_normalize( mnormal[1] );
+   v3_normalize( mnormal[2] );
+
+   v4f uPlayerPos, uSpawnPos;
+   v4_zero( uPlayerPos );
+   v4_zero( uSpawnPos );
+
+   v3_copy( world->player_co, uPlayerPos );
+   
+   m4x3f mmdl_inv;
+   m4x3_invert_full( mmdl, mmdl_inv );
+   v3f localized;
+   m4x3_mulv( mmdl_inv, localplayer.rb.co, localized );
+   ent_spawn *spawn = world_find_closest_spawn( world, localized );
+   if( spawn )
+      v3_copy( spawn->transform.co, uSpawnPos );
+
+   uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
+   uSpawnPos[3] = 1.0f/uPlayerPos[3];
+
+   shader_scene_override_uPlayerPos( uPlayerPos );
+   shader_scene_override_uSpawnPos( uSpawnPos );
+
+
+
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_geo );
    pass.geo_type = k_world_geo_type_solid;
-   render_world_override_pass( world, &pass );
+   render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev );
    mesh_bind( &world->mesh_no_collide );
    pass.geo_type = k_world_geo_type_nonsolid;
-   render_world_override_pass( world, &pass );
+   render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev );
    glEnable( GL_CULL_FACE );
 }
 
@@ -989,8 +1049,7 @@ static void render_world_cubemaps( world_instance *world ){
    }
 }
 
-static void render_world_depth( world_instance *world, camera *cam )
-{
+static void render_world_depth( world_instance *world, camera *cam ){
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
@@ -1005,8 +1064,7 @@ static void render_world_depth( world_instance *world, camera *cam )
    mesh_draw( &world->mesh_geo );
 }
 
-static void render_world_position( world_instance *world, camera *cam )
-{
+static void render_world_position( world_instance *world, camera *cam ){
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );