chaos pt 1
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 37b095c7bd8939816e4d30115e06dc1018baab68..1e99566e68ddd9f9e8169758473364b9722750ca 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;
 
@@ -104,24 +102,21 @@ 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 +124,7 @@ 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 );
@@ -142,8 +136,7 @@ static void render_world_depth( world_instance *world, camera *cam );
  * Rendering
  */
 
-static void bind_terrain_noise(void)
-{
+static void bind_terrain_noise(void){
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
 }
@@ -157,6 +150,7 @@ 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 );
 };
 
 static
@@ -268,8 +262,7 @@ 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);
@@ -529,30 +522,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 
    /* render texts */
-   shader_scene_font_use();
-   shader_scene_font_uTexGarbage(0);
-   shader_scene_font_uTexMain(1);
-
-   shader_scene_font_uPv( skaterift.cam.mtx.pv );
-   shader_scene_font_uTime( vg.time );
-
-   /* TODO: Code dupe... */
-   world_link_lighting_ub( world, _shader_scene_font.id );
-   world_bind_position_texture( world, _shader_scene_font.id, 
-                                _uniform_scene_font_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsIndex, 4 );
-
-   bind_terrain_noise();
-   shader_scene_font_uCamera( skaterift.cam.transform[3] );
-
-   //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, gui.font.texture );
-
-   mesh_bind( &gui.font.mesh );
+   font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
 
    char buf[32];
    u32 count = 0;
@@ -568,7 +538,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
    buf[c++] = '\0';
 
-   f32 w = font3d_string_width( &gui.font, 1, buf );
+   f32 w = font3d_string_width( 1, buf );
    m4x3f mlocal;
    m3x3_identity( mlocal );
    mlocal[3][0] = -w*0.5f;
@@ -593,15 +563,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
 
       shader_scene_font_uOpacity( scale );
       shader_scene_font_uColourize( colour );
-
-      struct font3d_render render = {
-         .font = &gui.font,
-         .variant_id = 1,
-         .shader = k_font_shader_world
-      };
-
-      font3d_begin( buf, &skaterift.cam, mmdl, &render );
-      font3d_draw( &render );
+      font3d_simple_draw( 1, buf, &skaterift.cam, mmdl );
    }
 }
 
@@ -659,20 +621,12 @@ 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 );
 
@@ -748,7 +702,8 @@ 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] );
@@ -762,30 +717,14 @@ 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;
@@ -893,9 +832,10 @@ 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];
 
@@ -910,21 +850,21 @@ 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, 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
    };
 
@@ -934,24 +874,34 @@ static void render_world_override( world_instance *world ){
    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( world, scene_override );
    bind_terrain_noise();
-   shader_scene_override_uCamera( pass.cam->transform[3] );
+
+   m4x3f mmdl_inv;
+   m4x3_invert_full( mmdl, mmdl_inv );
+
+   v3f cam_pos;
+   m4x3_mulv( mmdl_inv, pass.cam->transform[3], cam_pos );
+   shader_scene_override_uCamera( cam_pos );
+
+   m4x4f mpvm_prev;
+   m4x3_expand( mmdl, mpvm_prev );
+   m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev );
+
+   m3x3f mnormal;
+   m3x3_inv( mmdl_inv, mnormal );
+   m3x3_transpose( mnormal, mnormal );
+   v3_normalize( mnormal[0] );
+   v3_normalize( mnormal[1] );
+   v3_normalize( mnormal[2] );
 
    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 );
 }
 
@@ -1021,8 +971,7 @@ 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 );
 
@@ -1037,8 +986,7 @@ 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 );