* Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
-#ifndef WORLD_RENDER_C
-#define WORLD_RENDER_C
-
#include "world.h"
#include "world_render.h"
#include "font.h"
#include "gui.h"
-#include "respawn.h"
+#include "world_map.h"
#include "ent_miniworld.h"
#include "player_remote.h"
#include "ent_skateshop.h"
+#include "ent_npc.h"
+#include "shaders/model_entity.h"
+
+struct world_render world_render;
static int ccmd_set_time( int argc, const char *argv[] ){
world_instance *world = world_current_instance();
return 0;
}
-static void async_world_render_init( void *payload, u32 size )
-{
+static void async_world_render_init( void *payload, u32 size ){
vg_info( "Allocate uniform buffers\n" );
for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
}
}
-static void world_render_init(void)
+void world_render_init(void)
{
VG_VAR_F32( k_day_length );
VG_VAR_I32( k_debug_light_indices );
VG_VAR_I32( k_debug_light_complexity );
VG_VAR_I32( k_light_preview );
+ VG_VAR_I32( k_light_editor );
vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
world_render.sky_rate = 1.0;
world_render.sky_target_rate = 1.0;
- shader_scene_standard_register();
- shader_scene_standard_alphatest_register();
- shader_scene_override_register();
- shader_scene_cubemapped_register();
- shader_scene_fxglow_register();
- shader_scene_vertex_blend_register();
- shader_scene_terrain_register();
- 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 );
vg_async_call( async_world_render_init, NULL, 0 );
}
-static void world_link_lighting_ub( world_instance *world, GLuint shader ){
+/*
+ * standard uniform bindings
+ * ----------------------------------------------------------------------------
+ */
+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 ){
+void world_bind_position_texture( world_instance *world,
+ GLuint shader, GLuint location,
+ 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 ){
+void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot )
+{
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
glUniform1i( location, slot );
}
-static void world_bind_light_index( world_instance *world,
- GLuint shader, GLuint location,
- int slot ){
+void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot )
+{
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
glUniform1i( location, slot );
}
-static void render_world_depth( world_instance *world, camera *cam );
-
-/*
- * Rendering
- */
-
-static void bind_terrain_noise(void){
+void bind_terrain_noise(void)
+{
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
}
-struct world_pass{
- camera *cam;
+/*
+ * Get OpenGL texture name from texture ID.
+ */
+static GLuint world_get_texture( world_instance *world, u32 id ){
+ if( id & 0x80000000 ) return skaterift.rt_textures[id & ~0x80000000];
+ else return world->textures[ id ];
+}
+
+/*
+ * Passes Rendering
+ * ----------------------------------------------------------------------------
+ */
+
+struct world_pass
+{
+ vg_camera *cam;
enum mdl_shader shader;
enum world_geo_type geo_type;
- void (*fn_bind_textures)( world_instance *world,
- struct world_surface *mat );
+ void (*fn_bind)( world_instance *world, 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;
-
+void render_world_depth( world_instance *world, vg_camera *cam );
- 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++ ){
- mdl_submesh *sm =
- mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
-
- if( sm->material_id != material_id ) continue;
+/*
+ * Render a run of submeshes, only of those which match material_id
+ */
+static void world_render_submeshes( world_instance *world,
+ struct world_pass *pass,
+ mdl_transform *transform,
+ u32 start, u32 count, u32 material_id )
+{
+ for( u32 k=0; k<count; k++ )
+ {
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, start+k );
+ if( sm->material_id != material_id )
+ continue;
- m4x3f mmdl;
- mdl_transform_m4x3( &prop->transform, mmdl );
+ m4x3f mmdl;
+ mdl_transform_m4x3( transform, mmdl );
- m4x4f m4mdl;
- m4x3_expand( mmdl, m4mdl );
- m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+ 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 );
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uPvmPrev( m4mdl );
- mdl_draw_submesh( sm );
- }
+ mdl_draw_submesh( sm );
}
}
-static
-void world_render_traffic( world_instance *world, u32 material_id,
- struct world_pass *pass ){
- if( !mdl_arrcount( &world->ent_traffic ) ) return;
+/*
+ * Render props attached to this material
+ */
+static void world_render_props( world_instance *world, u32 material_id,
+ struct world_pass *pass )
+{
+ struct world_surface *mat = &world->surfaces[ material_id ];
+ if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return;
+
+ pass->fn_bind( world, mat );
- /* HACK: use the first material for every traffic entity */
- ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
- if( !first->submesh_count ) return;
+ 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;
- mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
- if( sm->material_id != material_id ) return;
+ world_render_submeshes( world, pass, &prop->transform,
+ prop->submesh_start, prop->submesh_count, material_id );
+ }
+}
+/*
+ * Render traffic models attactched to this material
+ */
+static void world_render_traffic( world_instance *world, u32 material_id,
+ struct world_pass *pass )
+{
struct world_surface *mat = &world->surfaces[ material_id ];
- pass->fn_bind_textures( world, mat );
+ if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return;
+
+ pass->fn_bind( world, mat );
for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
-
- for( u32 k=0; k<traffic->submesh_count; k++ ){
- sm = mdl_arritm( &world->meta.submeshs,
- traffic->submesh_start+k );
-
- m4x3f mmdl;
- q_m3x3( traffic->transform.q, mmdl );
- v3_copy( traffic->transform.co, mmdl[3] );
- 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 );
- }
+ world_render_submeshes( world, pass, &traffic->transform,
+ traffic->submesh_start, traffic->submesh_count,
+ material_id );
}
}
-static
-void world_render_pass( world_instance *world, struct world_pass *pass ){
- for( int i=0; i<world->surface_count; i++ ){
+/*
+ * Iterate and render all materials which match the passes shader and geometry
+ * type. Includes props/traffic.
+ */
+static void world_render_pass( world_instance *world, struct world_pass *pass )
+{
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == pass->shader ){
+ if( mat->info.shader == pass->shader )
+ {
mdl_submesh *sm;
- if( pass->geo_type == k_world_geo_type_solid ){
+ if( pass->geo_type == k_world_geo_type_solid )
+ {
sm = &mat->sm_geo;
}
- else{
+ else
+ {
world_render_traffic( world, i, pass );
world_render_props( world, i, pass );
sm = &mat->sm_no_collide;
m4x3_identity( mmdl );
pass->fn_set_mdl( mmdl );
pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-
- pass->fn_bind_textures( world, mat );
+ pass->fn_bind( world, mat );
mdl_draw_submesh( sm );
}
}
}
-static
-void world_render_both_stages( world_instance *world, struct world_pass *pass )
+/*
+ * Specific shader instructions
+ * ----------------------------------------------------------------------------
+ */
+
+static void world_render_both_stages( world_instance *world,
+ struct world_pass *pass )
{
mesh_bind( &world->mesh_geo );
pass->geo_type = k_world_geo_type_solid;
glEnable( GL_CULL_FACE );
}
-static GLuint world_get_texture( world_instance *world, u32 id ){
- if( id & 0x80000000 )
- return skaterift.rt_textures[id & ~0x80000000];
- else
- return world->textures[ id ];
-}
-
-static void bindpoint_diffuse_texture1( world_instance *world,
- struct world_surface *mat ){
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
-}
+static void bindpoint_world_vb( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_vertex_blend *props = mat->info.props.compiled;
-static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
- struct world_surface *mat ){
glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
- u32 cubemap_id = mat->info.tex_none0,
- cubemap_index = 0;
-
- if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
- cubemap_index = mdl_entity_id_id( cubemap_id );
- }
-
- ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
- glActiveTexture( GL_TEXTURE10 );
- glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
-
- shader_scene_cubemapped_uColour( mat->info.colour );
+#if 0
+ shader_scene_vertex_blend_uOffset( props->blend_offset );
+#endif
}
-static void render_world_vb( world_instance *world, camera *cam ){
+static void render_world_vb( world_instance *world, vg_camera *cam )
+{
shader_scene_vertex_blend_use();
shader_scene_vertex_blend_uTexGarbage(0);
shader_scene_vertex_blend_uTexGradients(1);
- world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
- world_bind_position_texture( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_uLightsIndex, 4 );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_vertex_blend );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
shader_scene_vertex_blend_uPv( cam->mtx.pv );
shader_scene_vertex_blend_uCamera( cam->transform[3] );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_standard_vertex_blend,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_world_vb,
.fn_set_mdl = shader_scene_vertex_blend_uMdl,
.fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
-static void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, vg_camera *cam )
+{
shader_scene_standard_use();
shader_scene_standard_uTexGarbage(0);
shader_scene_standard_uTexMain(1);
shader_scene_standard_uPv( cam->mtx.pv );
-
- world_link_lighting_ub( world, _shader_scene_standard.id );
- world_bind_position_texture( world, _shader_scene_standard.id,
- _uniform_scene_standard_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_standard.id,
- _uniform_scene_standard_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_standard.id,
- _uniform_scene_standard_uLightsIndex, 4 );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_standard );
bind_terrain_noise();
shader_scene_standard_uCamera( cam->transform[3] );
}
-static void render_world_standard( world_instance *world, camera *cam ){
+static void bindpoint_standard( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_standard *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
+static void render_world_standard( world_instance *world, vg_camera *cam )
+{
world_shader_standard_bind( world, cam );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_standard,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_standard,
.fn_set_mdl = shader_scene_standard_uMdl,
.fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
-static void render_world_cubemapped( world_instance *world, camera *cam,
- int enabled ){
+static void bindpoint_world_cubemapped( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_cubemapped *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D,
+ world_get_texture( world,props->tex_diffuse ) );
+
+ u32 cubemap_id = props->cubemap_entity,
+ cubemap_index = 0;
+
+ if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap )
+ {
+ cubemap_index = mdl_entity_id_id( cubemap_id );
+ }
+
+ ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
+ glActiveTexture( GL_TEXTURE10 );
+ glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
+
+ shader_scene_cubemapped_uColour( props->tint );
+}
+
+static void bindpoint_world_cubemapped_disabled( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_cubemapped *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D,
+ world_get_texture( world, props->tex_diffuse ) );
+}
+
+static void render_world_cubemapped( world_instance *world, vg_camera *cam,
+ int enabled )
+{
if( !mdl_arrcount( &world->ent_cubemap ) )
return;
- if( !enabled ){
+ if( !enabled )
+ {
world_shader_standard_bind( world, cam );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_cubemap,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_world_cubemapped_disabled,
.fn_set_mdl = shader_scene_standard_uMdl,
.fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
- else {
+ else
+ {
shader_scene_cubemapped_use();
shader_scene_cubemapped_uTexGarbage(0);
shader_scene_cubemapped_uTexMain(1);
shader_scene_cubemapped_uTexCubemap(10);
shader_scene_cubemapped_uPv( cam->mtx.pv );
- world_link_lighting_ub( world, _shader_scene_cubemapped.id );
- world_bind_position_texture( world, _shader_scene_cubemapped.id,
- _uniform_scene_cubemapped_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_cubemapped.id,
- _uniform_scene_cubemapped_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_cubemapped.id,
- _uniform_scene_cubemapped_uLightsIndex, 4 );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_cubemapped );
bind_terrain_noise();
shader_scene_cubemapped_uCamera( cam->transform[3] );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_cubemap,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+ .fn_bind = bindpoint_world_cubemapped,
.fn_set_mdl = shader_scene_cubemapped_uMdl,
.fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
};
}
}
-static void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, vg_camera *cam )
+{
shader_scene_standard_alphatest_use();
shader_scene_standard_alphatest_uTexGarbage(0);
shader_scene_standard_alphatest_uTexMain(1);
shader_scene_standard_alphatest_uPv( cam->mtx.pv );
- world_link_lighting_ub( world, _shader_scene_standard_alphatest.id );
- world_bind_position_texture( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_uLightsIndex, 4 );
-
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_standard_alphatest );
bind_terrain_noise();
-
-
shader_scene_standard_alphatest_uCamera( cam->transform[3] );
-
glDisable(GL_CULL_FACE);
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_standard_cutout,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_standard,
.fn_set_mdl = shader_scene_standard_alphatest_uMdl,
.fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
};
world_render_both_stages( world, &pass );
+ glEnable(GL_CULL_FACE);
+}
+
+static void render_world_foliage( world_instance *world, vg_camera *cam )
+{
+ shader_scene_foliage_use();
+ shader_scene_foliage_uTexGarbage(0);
+ shader_scene_foliage_uTexMain(1);
+ shader_scene_foliage_uPv( cam->mtx.pv );
+ shader_scene_foliage_uTime( vg.time );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage );
+ bind_terrain_noise();
+ shader_scene_foliage_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+ struct world_pass pass =
+ {
+ .shader = k_shader_foliage,
+ .cam = cam,
+ .fn_bind = bindpoint_standard,
+ .fn_set_mdl = shader_scene_foliage_uMdl,
+ .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
+ };
+ world_render_both_stages( world, &pass );
glEnable(GL_CULL_FACE);
}
static void world_render_challenges( world_instance *world,
- struct world_pass *pass, v3f pos ){
+ struct world_pass *pass, v3f pos )
+{
if( !world ) return;
if( skaterift.activity == k_skaterift_replay ) return;
if( world != world_current_instance() ) return;
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_no_collide );
u32 last_material = 0;
- for( u32 i=0; i<objective_count; i++ ){
+ for( u32 i=0; i<objective_count; i++ )
+ {
u32 index = objective_list[ i ];
ent_objective *objective = mdl_arritm( &world->ent_objective, index );
if( (objective->flags & k_ent_objective_hidden) &&
f32 scale = 1.0f;
- if( running ){
+ if( running )
+ {
u32 passed = objective->flags & k_ent_objective_passed;
f32 target = passed? 0.0f: 1.0f;
vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
else
shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
}
- else {
+ else
+ {
f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
}
v3_copy( objective->transform.co, mmdl[3] );
shader_scene_fxglow_uMdl( mmdl );
- for( u32 j=0; j<objective->submesh_count; j++ ){
+ for( u32 j=0; j<objective->submesh_count; j++ )
+ {
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
objective->submesh_start + j );
- if( sm->material_id != last_material ){
+ if( sm->material_id != last_material )
+ {
last_material = sm->material_id;
- pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+ pass->fn_bind( world, &world->surfaces[sm->material_id] );
}
mdl_draw_submesh( sm );
}
/* render texts */
font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
- char buf[32];
u32 count = 0;
- for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ )
+ {
ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
if( challenge->status ) count ++;
}
- int c=0;
- c+=highscore_intl( buf+c, count, 3 );
- buf[c++] = '/';
- c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
- buf[c++] = '\0';
+ char buf[32];
+ vg_str str;
+ vg_strnull( &str, buf, sizeof(buf) );
+ vg_strcati32( &str, count );
+ vg_strcatch( &str, '/' );
+ vg_strcati32( &str, mdl_arrcount(&world->ent_challenge) );
f32 w = font3d_string_width( 1, buf );
m4x3f mlocal;
mlocal[3][1] = 0.0f;
mlocal[3][2] = 0.0f;
- for( u32 i=0; i<challenge_count; i++ ){
+ for( u32 i=0; i<challenge_count; i++ )
+ {
u32 index = challenge_list[ i ];
ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
m4x3f mmdl;
}
}
+static void bindpoint_fxglow( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_standard *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
static void render_world_fxglow( world_instance *host_world,
- world_instance *world, camera *cam,
+ world_instance *world, vg_camera *cam,
m4x3f world_mmdl,
- int generic, int challenges, int regions ){
+ int generic, int challenges, int regions )
+{
shader_scene_fxglow_use();
shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
shader_scene_fxglow_uTexMain(1);
shader_scene_fxglow_uPv( cam->mtx.pv );
-
- world_link_lighting_ub( host_world, _shader_scene_fxglow.id );
- world_bind_position_texture( host_world, _shader_scene_fxglow.id,
- _uniform_scene_fxglow_g_world_depth, 2 );
- world_bind_light_array( host_world, _shader_scene_fxglow.id,
- _uniform_scene_fxglow_uLightsArray, 3 );
- world_bind_light_index( host_world, _shader_scene_fxglow.id,
- _uniform_scene_fxglow_uLightsIndex, 4 );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_fxglow );
shader_scene_fxglow_uCamera( cam->transform[3] );
glDisable(GL_CULL_FACE);
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_fxglow,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_fxglow,
.fn_set_mdl = shader_scene_fxglow_uMdl,
.fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
};
m4x3_mul( world_mmdl, mmdl, mmdl );
shader_scene_fxglow_uMdl( mmdl );
- for( u32 j=0; j<region->submesh_count; j++ ){
+ for( u32 j=0; j<region->submesh_count; j++ )
+ {
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
region->submesh_start + j );
- if( sm->material_id != last_material ){
+ if( sm->material_id != last_material )
+ {
last_material = sm->material_id;
- pass.fn_bind_textures(world,&world->surfaces[sm->material_id]);
+ pass.fn_bind( world, &world->surfaces[sm->material_id] );
}
mdl_draw_submesh( sm );
}
}
static void bindpoint_terrain( world_instance *world,
- struct world_surface *mat )
+ struct world_surface *mat )
{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
+ struct shader_props_terrain *props = mat->info.props.compiled;
- shader_scene_terrain_uSandColour( mat->info.colour );
- shader_scene_terrain_uBlendOffset( mat->info.colour1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+ shader_scene_terrain_uBlendOffset( props->blend_offset );
+ shader_scene_terrain_uSandColour( props->sand_colour );
}
static void bindpoint_override( world_instance *world,
- struct world_surface *mat ){
- if( mat->info.flags & k_material_flag_collision ){
+ struct world_surface *mat )
+{
+ if( mat->info.flags & k_material_flag_collision )
+ {
shader_scene_override_uAlphatest(0);
}
- else{
+ else
+ {
glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) );
shader_scene_override_uAlphatest(1);
}
}
-static void render_terrain( world_instance *world, camera *cam ){
+static void render_terrain( world_instance *world, vg_camera *cam )
+{
shader_scene_terrain_use();
shader_scene_terrain_uTexGarbage(0);
shader_scene_terrain_uTexGradients(1);
shader_scene_terrain_uPv( cam->mtx.pv );
shader_scene_terrain_uCamera( cam->transform[3] );
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_terrain_blend,
.cam = cam,
- .fn_bind_textures = bindpoint_terrain,
+ .fn_bind = bindpoint_terrain,
.fn_set_mdl = shader_scene_terrain_uMdl,
.fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
};
world_render_both_stages( world, &pass );
}
-static void render_sky( world_instance *world, camera *cam ){
+static void render_sky( world_instance *world, vg_camera *cam )
+{
/*
* Modify matrix to remove clipping and view translation
*/
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
}
else {
- assert(0);
+ vg_fatal_error( "Programming error\n" );
}
glDepthMask( GL_FALSE );
glDepthMask( GL_TRUE );
}
-static void render_world_gates( world_instance *world, camera *cam ){
+void render_world_gates( world_instance *world, vg_camera *cam )
+{
float closest = INFINITY;
struct ent_gate *gate = NULL;
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) )
- continue;
+
+ if( !(gi->flags & k_ent_gate_nonlocal) )
+ if( !(gi->flags & k_ent_gate_linked) )
+ continue;
float dist = v3_dist2( gi->co[0], cam->transform[3] );
}
if( gate->flags & k_ent_gate_nonlocal ){
- if( world_static.load_state != k_world_loader_none ){
+ if( !(gate->flags & k_ent_gate_linked) ||
+ (world_static.load_state != k_world_loader_none) ){
world->rendering_gate = NULL;
+ render_gate_unlinked( world, gate, cam );
return;
}
}
}
-static void world_prerender( world_instance *world ){
+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_frame_delta * (1.0/(rate*60.0));
world->time = 0.834;
}
+ if( world->info.flags & 0x1 ){
+ world->time = world->info.timezone;
+ }
+
struct ub_world_lighting *state = &world->ub_lighting;
state->g_time = world->time;
state->g_debug_complexity = k_debug_light_complexity;
state->g_time_of_day = vg_fractf( world->time );
+ if( vg.quality_profile == k_quality_profile_high )
+ state->g_shadow_samples = 8;
+ else if( vg.quality_profile == k_quality_profile_low )
+ state->g_shadow_samples = 2;
+ else
+ state->g_shadow_samples = 0;
+
state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
sizeof(struct ub_world_lighting), &world->ub_lighting );
}
-static void render_world( world_instance *world, camera *cam,
- int stenciled, int viewing_from_gate,
- int with_water, int with_cubemaps ){
+static void render_other_entities( world_instance *world, vg_camera *cam )
+{
+ f32 radius = 40.0f;
+ bh_iter it;
+ bh_iter_init_range( 0, &it, cam->pos, radius+10.0f );
+
+ u32 glider_list[4],
+ glider_count = 0,
+ npc_list[4],
+ npc_count = 0;
+
+ i32 idx;
+ while( bh_next( world->entity_bh, &it, &idx ) ){
+ u32 id = world->entity_list[ idx ],
+ type = mdl_entity_id_type( id ),
+ index = mdl_entity_id_id( id );
+
+ if( type == k_ent_glider )
+ {
+ if( glider_count < vg_list_size(glider_list) )
+ glider_list[ glider_count ++ ] = index;
+ }
+ else if( type == k_ent_npc )
+ {
+ if( npc_count < vg_list_size(npc_list) )
+ npc_list[ npc_count ++ ] = index;
+ }
+ }
+
+ shader_model_entity_use();
+ shader_model_entity_uTexMain( 0 );
+ shader_model_entity_uCamera( cam->transform[3] );
+ shader_model_entity_uPv( cam->mtx.pv );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
+
+ for( u32 j=0; j<glider_count; j ++ )
+ {
+ ent_glider *glider = mdl_arritm( &world->ent_glider, glider_list[j] );
+
+ if( !(glider->flags & 0x1) )
+ continue;
+
+ m4x3f mdl;
+ mdl_transform_m4x3( &glider->transform, mdl );
+
+ f32 dist = v3_dist( glider->transform.co, cam->pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+ m3x3_scalef( mdl, scale );
+
+ render_glider_model( cam, world, mdl, k_board_shader_entity );
+ }
+
+ for( u32 j=0; j<npc_count; j ++ )
+ {
+ u32 index = npc_list[j];
+ ent_npc *npc = mdl_arritm( &world->ent_npc, npc_list[j] );
+ npc_update( npc );
+ npc_render( npc, world, cam );
+ }
+}
+
+void render_world( world_instance *world, vg_camera *cam,
+ int stenciled, int viewing_from_gate,
+ int with_water, int with_cubemaps )
+{
if( stenciled ){
glClear( GL_DEPTH_BUFFER_BIT );
glStencilFunc( GL_EQUAL, 1, 0xFF );
render_world_vb( world, cam );
render_world_alphatest( world, cam );
+ render_world_foliage( world, cam );
render_terrain( world, cam );
if( !viewing_from_gate ){
}
render_remote_players( world, cam );
+ render_other_entities( world, cam );
ent_miniworld_render( world, cam );
if( stenciled ){
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++ ){
+ m4x4f mpvm_prev )
+{
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
-
if( mat->info.flags & k_material_flag_ghosts ) continue;
mdl_submesh *sm;
pass->fn_set_mdl( mmdl );
pass->fn_set_uNormalMtx( mnormal );
pass->fn_set_uPvmPrev( mpvm_prev );
- pass->fn_bind_textures( world, mat );
+ pass->fn_bind( world, mat );
mdl_draw_submesh( sm );
}
}
-static void render_world_override( world_instance *world,
- world_instance *lighting_source,
- m4x3f mmdl,
- camera *cam,
- ent_spawn *dest_spawn, v4f map_info ){
- struct world_pass pass = {
+void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl,
+ vg_camera *cam,
+ ent_spawn *dest_spawn, v4f map_info )
+{
+ struct world_pass pass =
+ {
.cam = cam,
- .fn_bind_textures = bindpoint_override,
+ .fn_bind = bindpoint_override,
.fn_set_mdl = shader_scene_override_uMdl,
.fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
.fn_set_uNormalMtx = shader_scene_override_uNormalMtx,
static void render_cubemap_side( world_instance *world, ent_cubemap *cm,
u32 side ){
- camera cam;
+ vg_camera cam;
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
glClear( GL_DEPTH_BUFFER_BIT );
v3_copy( cm->co, cam.transform[3] );
m4x3_invert_affine( cam.transform, cam.transform_inverse );
- camera_update_view( &cam );
+ vg_camera_update_view( &cam );
cam.nearz = 0.1f;
cam.farz = 1000.0f;
cam.fov = 90.0f;
m4x4_copy( cam.mtx.p, cam.mtx_prev.p );
m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
- camera_finalize( &cam );
- camera_finalize( &cam );
+ vg_camera_finalize( &cam );
+ vg_camera_finalize( &cam );
render_world( world, &cam, 0, 1, 1, 0 );
}
-static void render_world_cubemaps( world_instance *world ){
+void render_world_cubemaps( world_instance *world )
+{
if( world->cubemap_cooldown )
world->cubemap_cooldown --;
else{
}
}
-static void render_world_depth( world_instance *world, camera *cam ){
+/*
+ * Geo shaders
+ * ---------------------------------------------
+ */
+
+void render_world_depth( world_instance *world, vg_camera *cam )
+{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
mesh_draw( &world->mesh_geo );
}
-static void render_world_position( world_instance *world, camera *cam ){
+void render_world_position( world_instance *world, vg_camera *cam )
+{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
mesh_draw( &world->mesh_geo );
}
-#endif
+struct ui_enum_opt skybox_setting_options[] = {
+ { 0, "g_daysky_colour" },
+ { 1, "g_nightsky_colour" },
+ { 2, "g_sunset_colour" },
+ { 3, "g_ambient_colour" },
+ { 4, "g_sun_colour" },
+};
+
+static f32 *skybox_prop_location( world_instance *world, i32 index ){
+ switch( index ){
+ case 0: return world->ub_lighting.g_daysky_colour; break;
+ case 1: return world->ub_lighting.g_nightsky_colour; break;
+ case 2: return world->ub_lighting.g_sunset_colour; break;
+ case 3: return world->ub_lighting.g_ambient_colour; break;
+ case 4: return world->ub_lighting.g_sun_colour; break;
+ default: return NULL;
+ }
+}
+
+void imgui_world_light_edit( world_instance *world )
+{
+ ui_rect panel = { vg.window_x-400, 0, 400, vg.window_y };
+ ui_fill( panel, ui_colour( k_ui_bg+1 ) );
+ ui_outline( panel, 1, ui_colour( k_ui_bg+7 ), 0 );
+ ui_rect_pad( panel, (ui_px[2]){ 8, 8 } );
+ vg_ui.wants_mouse = 1;
+
+ static i32 option_to_edit = 0;
+ ui_enum( panel, "option", skybox_setting_options, 5, &option_to_edit );
+ ui_colourpicker( panel, "colour",
+ skybox_prop_location( world, option_to_edit ) );
+
+ if( ui_button( panel, "save tweaker file ('/tmp/tweaker.txt')\n" ) == 1 ){
+ FILE *fp = fopen( "/tmp/tweaker.txt", "w" );
+
+ for( i32 i=0; i<5; i ++ ){
+ struct ui_enum_opt *opt = &skybox_setting_options[i];
+ f32 *val = skybox_prop_location( world, i );
+ fprintf( fp, "%s = {%.3ff, %.3ff, %.3ff, %.3ff},\n",
+ opt->alias, val[0], val[1], val[2], val[3] );
+ }
+ fclose( fp );
+ }
+}