small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 2cbd07beaecd4519cb1920cc9f787b03acb81c0d..e6c709afb0d141438a9726256d4889cf06f74a46 100644 (file)
@@ -22,10 +22,10 @@ static int ccmd_set_time( int argc, const char *argv[] ){
    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;
 
@@ -39,7 +39,7 @@ VG_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;
 
@@ -65,7 +65,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 }
 
-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 );
@@ -104,46 +104,41 @@ VG_STATIC void world_render_init(void)
    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 );
 }
@@ -159,7 +154,7 @@ struct world_pass{
    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;
@@ -197,7 +192,7 @@ void world_render_traffic( world_instance *world, u32 material_id,
    }
 }
 
-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];
@@ -227,7 +222,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
    }
 }
 
-VG_STATIC 
+static 
 void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
@@ -241,7 +236,7 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    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 )
                                          
 {
@@ -249,7 +244,7 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
    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 ] );
@@ -268,8 +263,7 @@ VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    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);
@@ -298,7 +292,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    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);
@@ -316,7 +310,7 @@ VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
    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,
@@ -329,7 +323,7 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
    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;
@@ -377,7 +371,7 @@ VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
    }
 }
 
-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);
@@ -412,7 +406,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
    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;
@@ -529,30 +523,7 @@ 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 +539,7 @@ 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;
@@ -593,19 +564,11 @@ 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 );
    }
 }
 
-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 } );
@@ -637,7 +600,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
    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 );
@@ -647,7 +610,7 @@ VG_STATIC void bindpoint_terrain( world_instance *world,
    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);
@@ -659,20 +622,12 @@ VG_STATIC void bindpoint_override( world_instance *world,
    }
 }
 
-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 );
 
@@ -690,7 +645,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    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
@@ -739,7 +694,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    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;
@@ -780,7 +735,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void world_prerender( world_instance *world )
+static void world_prerender( world_instance *world )
 {
 
    if( mdl_arrcount( &world->ent_light ) ){
@@ -829,7 +784,7 @@ VG_STATIC void world_prerender( world_instance *world )
                     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 );
@@ -893,7 +848,7 @@ VG_STATIC void render_world( world_instance *world, camera *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++ ){
@@ -919,7 +874,7 @@ void render_world_override_pass( world_instance *world,
    }
 }
 
-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,
@@ -934,14 +889,7 @@ VG_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] );
 
@@ -955,7 +903,7 @@ VG_STATIC void render_world_override( world_instance *world ){
    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,
@@ -1001,7 +949,7 @@ VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    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{
@@ -1021,8 +969,7 @@ VG_STATIC void render_world_cubemaps( world_instance *world ){
    }
 }
 
-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 );
 
@@ -1037,8 +984,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam )
    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 );