#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;
}
-VG_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<4; i++ ){
+ for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
world->ubo_bind_point = i;
}
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;
}
}
-VG_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_async_call( async_world_render_init, NULL, 0 );
}
-VG_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 );
}
-VG_STATIC void world_bind_position_texture( world_instance *world,
+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 );
}
-VG_STATIC void world_bind_light_array( world_instance *world,
+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 );
}
-VG_STATIC void world_bind_light_index( 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 );
}
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
/*
* Rendering
*/
-VG_STATIC void bind_terrain_noise(void)
-{
+static void bind_terrain_noise(void){
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
}
void (*fn_set_uPvmPrev)( m4x4f pvm );
};
-VG_STATIC
+static
void world_render_traffic( world_instance *world, u32 material_id,
struct world_pass *pass ){
if( !mdl_arrcount( &world->ent_traffic ) ) return;
}
}
-VG_STATIC
+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];
}
}
-VG_STATIC
+static
void world_render_both_stages( world_instance *world, struct world_pass *pass )
{
mesh_bind( &world->mesh_geo );
glEnable( GL_CULL_FACE );
}
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
+static void bindpoint_diffuse_texture1( world_instance *world,
struct world_surface *mat )
{
glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
}
-VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
+static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
struct world_surface *mat ){
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
shader_scene_cubemapped_uColour( mat->info.colour );
}
-VG_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);
world_render_both_stages( world, &pass );
}
-VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, camera *cam ){
shader_scene_standard_use();
shader_scene_standard_uTexGarbage(0);
shader_scene_standard_uTexMain(1);
shader_scene_standard_uCamera( cam->transform[3] );
}
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+static void render_world_standard( world_instance *world, camera *cam ){
world_shader_standard_bind( world, cam );
struct world_pass pass = {
.shader = k_shader_standard,
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
+static void render_world_cubemapped( world_instance *world, camera *cam,
int layer_depth ){
if( !mdl_arrcount( &world->ent_cubemap ) )
return;
}
}
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, camera *cam ){
shader_scene_standard_alphatest_use();
shader_scene_standard_alphatest_uTexGarbage(0);
shader_scene_standard_alphatest_uTexMain(1);
glEnable(GL_CULL_FACE);
}
-VG_STATIC
+static
void world_render_challenges( world_instance *world, struct world_pass *pass,
v3f pos, int layer_depth ){
if( !world ) return;
if( skaterift.activity == k_skaterift_replay ) return;
+ if( world != world_current_instance() ) return;
/* sort lists */
f32 radius = 40.0f;
while( mdl_entity_id_type(next) == k_ent_objective ){
u32 index = mdl_entity_id_id( next );
objective_list[ objective_count ++ ] = index;
-
+
ent_objective *objective = mdl_arritm( &world->ent_objective, index );
next = objective->id_next;
}
}
/* 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;
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;
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 );
}
}
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+static void render_world_fxglow( world_instance *world, camera *cam,
int layer_depth ){
shader_scene_fxglow_use();
shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
glEnable(GL_CULL_FACE);
}
-VG_STATIC void bindpoint_terrain( world_instance *world,
+static void bindpoint_terrain( world_instance *world,
struct world_surface *mat )
{
glActiveTexture( GL_TEXTURE1 );
shader_scene_terrain_uBlendOffset( mat->info.colour1 );
}
-VG_STATIC void bindpoint_override( world_instance *world,
+static void bindpoint_override( world_instance *world,
struct world_surface *mat ){
if( mat->info.flags & k_material_flag_collision ){
shader_scene_override_uAlphatest(0);
}
}
-VG_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 );
world_render_both_stages( world, &pass );
}
-VG_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
glDepthMask( GL_TRUE );
}
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+static void render_world_gates( world_instance *world, camera *cam,
int layer_depth )
{
float closest = INFINITY;
}
}
-VG_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;
sizeof(struct ub_world_lighting), &world->ub_lighting );
}
-VG_STATIC void render_world( world_instance *world, camera *cam,
+static void render_world( world_instance *world, camera *cam,
int layer_depth )
{
render_sky( world, cam );
}
-VG_STATIC
+static
void render_world_override_pass( world_instance *world,
struct world_pass *pass ){
for( int i=0; i<world->surface_count; i++ ){
}
}
-VG_STATIC void render_world_override( world_instance *world ){
+static void render_world_override( world_instance *world ){
struct world_pass pass = {
.cam = &skaterift.cam,
.fn_bind_textures = bindpoint_override,
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] );
glEnable( GL_CULL_FACE );
}
-VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
+static void render_cubemap_side( world_instance *world, ent_cubemap *cm,
u32 side ){
camera cam;
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
render_world( world, &cam, -1 );
}
-VG_STATIC void render_world_cubemaps( world_instance *world ){
+static void render_world_cubemaps( world_instance *world ){
if( world->cubemap_cooldown )
world->cubemap_cooldown --;
else{
}
}
-VG_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 );
mesh_draw( &world->mesh_geo );
}
-VG_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 );