* 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 "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();
if( argc == 1 )
}
}
-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 );
world_render.sky_rate = 1.0;
world_render.sky_target_rate = 1.0;
- 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();
- 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 );
* standard uniform bindings
* ----------------------------------------------------------------------------
*/
-static void world_link_lighting_ub( world_instance *world, GLuint shader ){
+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 bind_terrain_noise(void){
+void bind_terrain_noise(void)
+{
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
}
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;
+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 );
};
-static void render_world_depth( world_instance *world, camera *cam );
+void render_world_depth( world_instance *world, vg_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++ ){
+ 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;
+ if( sm->material_id != material_id )
+ continue;
m4x3f mmdl;
mdl_transform_m4x3( transform, mmdl );
* Render props attached to this material
*/
static void world_render_props( world_instance *world, u32 material_id,
- struct world_pass *pass ){
+ 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 );
+ pass->fn_bind( world, mat );
for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
ent_prop *prop = mdl_arritm( &world->ent_prop, j );
* Render traffic models attactched to this material
*/
static void world_render_traffic( world_instance *world, u32 material_id,
- struct world_pass *pass ){
+ 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 );
+ 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 );
* 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++ ){
+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 ){
+ struct world_pass *pass )
+{
mesh_bind( &world->mesh_geo );
pass->geo_type = k_world_geo_type_solid;
world_render_pass( world, pass );
glEnable( GL_CULL_FACE );
}
-static void render_world_vb( world_instance *world, camera *cam ){
+static void bindpoint_world_vb( world_instance *world,
+ struct world_surface *mat )
+{
+ struct shader_props_vertex_blend *props = mat->info.props.compiled;
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+
+#if 0
+ shader_scene_vertex_blend_uOffset( props->blend_offset );
+#endif
+}
+
+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);
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_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 bindpoint_diffuse1_and_cubemap10( world_instance *world,
- struct world_surface *mat ){
+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,mat->info.tex_diffuse) );
+ world_get_texture( world,props->tex_diffuse ) );
- u32 cubemap_id = mat->info.tex_none0,
+ u32 cubemap_id = props->cubemap_entity,
cubemap_index = 0;
- if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
+ if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap )
+ {
cubemap_index = mdl_entity_id_id( cubemap_id );
}
glActiveTexture( GL_TEXTURE10 );
glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
- shader_scene_cubemapped_uColour( mat->info.colour );
+ 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, camera *cam,
- int enabled ){
+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);
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_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,
};
glEnable(GL_CULL_FACE);
}
-static void render_world_foliage( world_instance *world, camera *cam ){
+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_uCamera( cam->transform[3] );
glDisable(GL_CULL_FACE);
- struct world_pass pass = {
+ struct world_pass pass =
+ {
.shader = k_shader_foliage,
.cam = cam,
- .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_bind = bindpoint_standard,
.fn_set_mdl = shader_scene_foliage_uMdl,
.fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
};
}
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 );
}
}
}
+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_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;
}
}
-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));
sizeof(struct ub_world_lighting), &world->ub_lighting );
}
-static void render_other_entities( world_instance *world, camera *cam ){
+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;
+ glider_count = 0,
+ npc_list[4],
+ npc_count = 0;
i32 idx;
while( bh_next( world->entity_bh, &it, &idx ) ){
type = mdl_entity_id_type( id ),
index = mdl_entity_id_id( id );
- if( type == k_ent_glider ) {
+ 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 ++ ){
+ for( u32 j=0; j<glider_count; j ++ )
+ {
ent_glider *glider = mdl_arritm( &world->ent_glider, glider_list[j] );
if( !(glider->flags & 0x1) )
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 );
+ }
}
-static void render_world( world_instance *world, camera *cam,
- int stenciled, int viewing_from_gate,
- int with_water, int with_cubemaps ){
+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 );
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;
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,
v4f uPlayerPos, uSpawnPos;
v4_zero( uPlayerPos );
v4_zero( uSpawnPos );
-
v3_copy( world->player_co, uPlayerPos );
if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) )
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 ){
+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 );
}
}
-static void imgui_world_light_edit( world_instance *world ){
+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 );
fclose( fp );
}
}
-
-#endif