Merge branch 'master' of harrygodden.com:/home/carveJwlIkooP6JGAAIwe30JlM
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 4d5321bc2a2db50a019b8b141845b093a4603c56..613d3bffa6af21c473ff170938391b7357971624 100644 (file)
@@ -9,7 +9,7 @@
 #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"
@@ -23,8 +23,7 @@ static int ccmd_set_time( int argc, const char *argv[] ){
    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];
@@ -66,8 +65,7 @@ static void async_world_render_init( void *payload, u32 size )
    }
 }
 
-static void world_render_init(void)
-{
+static 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 );
@@ -79,6 +77,7 @@ static void world_render_init(void)
 
    shader_scene_standard_register();
    shader_scene_standard_alphatest_register();
+   shader_scene_foliage_register();
    shader_scene_override_register();
    shader_scene_cubemapped_register();
    shader_scene_fxglow_register();
@@ -95,7 +94,7 @@ static void world_render_init(void)
    mdl_context msky;
    mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
    mdl_load_metadata_block( &msky, vg_mem.scratch );
-   mdl_async_load_glmesh( &msky, &world_render.skydome );
+   mdl_async_load_glmesh( &msky, &world_render.skydome, NULL );
    mdl_close( &msky );
 
    vg_info( "Loading default world textures\n" );
@@ -106,6 +105,10 @@ static void world_render_init(void)
    vg_async_call( async_world_render_init, NULL, 0 );
 }
 
+/* 
+ * standard uniform bindings
+ * ----------------------------------------------------------------------------
+ */
 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 );
@@ -134,17 +137,31 @@ static void world_bind_light_index( world_instance *world,
    glUniform1i( location, slot );
 }
 
-static void render_world_depth( world_instance *world, camera *cam );
-
-/*
- * Rendering
- */
-
 static void bind_terrain_noise(void){
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
 }
 
+/* 
+ * 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 ];
+}
+
+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) );
+}
+
+/*
+ * Passes Rendering
+ * ----------------------------------------------------------------------------
+ */
+
 struct world_pass{
    camera *cam;
    enum mdl_shader shader;
@@ -157,82 +174,76 @@ struct world_pass{
    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;
+static void render_world_depth( world_instance *world, camera *cam );
+
+/*
+ * 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( 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 );
+   }
+}
+
+/*
+ * 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_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;
-
-         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 );
-      }
+      world_render_submeshes( world, pass, &prop->transform, 
+            prop->submesh_start, prop->submesh_count, material_id );
    }
 }
 
-static
-void world_render_traffic( world_instance *world, u32 material_id,
-                           struct world_pass *pass ){
-   if( !mdl_arrcount( &world->ent_traffic ) ) return;
-
-   /* HACK: use the first material for every traffic entity */
-   ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
-   if( !first->submesh_count ) return;
-
-   mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
-   if( sm->material_id != material_id ) return;
-
+/*
+ * 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 ];
+   if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return;
+
    pass->fn_bind_textures( 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 ){
+/*
+ * 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];
 
@@ -262,9 +273,13 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
    }
 }
 
-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;
    world_render_pass( world, pass );
@@ -276,51 +291,11 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    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_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) );
-
-   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 );
-}
-
 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);
-   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 );
@@ -344,14 +319,7 @@ static void world_shader_standard_bind( world_instance *world, camera *cam ){
    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] );
@@ -370,6 +338,26 @@ static void render_world_standard( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
+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) );
+
+   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 );
+}
+
 static void render_world_cubemapped( world_instance *world, camera *cam,
                                      int enabled ){
    if( !mdl_arrcount( &world->ent_cubemap ) )
@@ -395,13 +383,7 @@ static void render_world_cubemapped( world_instance *world, camera *cam,
       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] );
@@ -424,20 +406,10 @@ static void render_world_alphatest( world_instance *world, camera *cam ){
    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 = {
@@ -449,7 +421,29 @@ static void render_world_alphatest( world_instance *world, camera *cam ){
    };
 
    world_render_both_stages( world, &pass );
+   glEnable(GL_CULL_FACE);
+}
 
+static void render_world_foliage( world_instance *world, 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_textures = bindpoint_diffuse_texture1,
+      .fn_set_mdl = shader_scene_foliage_uMdl,
+      .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
+   };
+   world_render_both_stages( world, &pass );
    glEnable(GL_CULL_FACE);
 }
 
@@ -622,14 +616,7 @@ static void render_world_fxglow( world_instance *host_world,
    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);
@@ -808,8 +795,10 @@ 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) )
-         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] );
 
@@ -830,8 +819,10 @@ static void render_world_gates( world_instance *world, camera *cam ){
       }
 
       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;
          }
 
@@ -852,6 +843,10 @@ static void world_prerender( world_instance *world ){
       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;
@@ -912,6 +907,7 @@ static void render_world( world_instance *world, camera *cam,
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
+   render_world_foliage( world, cam );
    render_terrain( world, cam );
 
    if( !viewing_from_gate ){
@@ -994,10 +990,9 @@ static void render_world( world_instance *world, camera *cam,
 static void render_world_override_pass( world_instance *world,
                                         struct world_pass *pass,
                                         m4x3f mmdl, m3x3f mnormal,
-                                       m4x4f mpvm_prev ){
+                                        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;
@@ -1149,6 +1144,11 @@ static void render_world_cubemaps( world_instance *world ){
    }
 }
 
+/*
+ * Geo shaders
+ * ---------------------------------------------
+ */
+
 static void render_world_depth( world_instance *world, camera *cam ){
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );