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_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 );
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 );
* 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 );
}
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);
}
/* 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 );
}
}
}
}
-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 );
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] );
}
}
-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 );
}
-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 );