#ifndef WORLD_RENDER_H
#define WORLD_RENDER_H
+#include "camera.h"
#include "world.h"
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
- .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
+/* FIXME */
+VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-static void world_render_init(void)
+VG_STATIC void world_render_init(void)
{
vg_info( "Loading default world textures\n" );
vg_acquire_thread_sync();
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise,
- &tex_alphatest,
- &tex_graffiti }, 4 );
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
+
+
+ vg_info( "Allocate uniform buffers\n" );
+ for( int i=0; i<4; i++ )
+ {
+ world_instance *world = &world_global.worlds[i];
+ world->ubo_bind_point = i;
+
+ glGenBuffers( 1, &world->ubo_lighting );
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
+ NULL, GL_DYNAMIC_DRAW );
+
+ glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
+ VG_CHECK_GL_ERR();
+ }
+
+ vg_info( "Allocate frame buffers\n" );
+ for( int i=0; i<4; i++ )
+ {
+ world_instance *world = &world_global.worlds[i];
+ struct framebuffer *fb = &world->heightmap;
+
+ fb->display_name = NULL;
+ fb->link = NULL;
+ fb->fixed_w = 1024;
+ fb->fixed_h = 1024;
+ fb->resolution_div = 0;
+
+ /* TODO: We could get away with this being R16u, and just have it be
+ * a normed value between min and max of the bounding box Y */
+
+ fb->attachments[0].display_name = NULL;
+ fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
+ fb->attachments[0].internalformat = GL_RG16F;
+ fb->attachments[0].format = GL_RG;
+ fb->attachments[0].type = GL_FLOAT;
+ fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0;
+
+ fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
+
+ render_fb_allocate( fb );
+ }
}
vg_release_thread_sync();
}
-static void world_render_free(void*_)
+VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
{
- vg_tex2d_free( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise,
- &tex_alphatest,
- &tex_graffiti }, 4 );
+ GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
+ glUniformBlockBinding( shader, idx, world->ubo_bind_point );
}
+VG_STATIC 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 );
+}
+VG_STATIC 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 render_world_depth( m4x4f projection, m4x3f camera );
-
-
+VG_STATIC 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 );
+}
+VG_STATIC void render_world_depth( world_instance *world, camera *cam );
/*
* Rendering
*/
-static void bind_terrain_textures(void)
+VG_STATIC void bind_terrain_noise(void)
{
vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_terrain_colours, 1 );
}
-static void render_world_vb( m4x4f projection, v3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+typedef void (*func_bind_point)( world_instance *world,
+ struct world_surface *mat );
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
+VG_STATIC void world_render_if( world_instance *world,
+ enum mdl_shader shader,
+ enum geo_type geo_type,
+ func_bind_point bind_point )
+{
+
+ for( int i=0; i<world->surface_count; i++ )
+ {
+ struct world_surface *mat = &world->surfaces[i];
- shader_vblend_uPv( projection );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( camera );
+ if( mat->info.shader == shader )
+ {
+ mdl_submesh *sm;
- scene_bind( &world.geo );
- mdl_draw_submesh( &world.sm_geo_vb );
+ if( geo_type == k_geo_type_solid )
+ sm = &mat->sm_geo;
+ else
+ sm = &mat->sm_no_collide;
- mesh_bind( &world.cars );
+ if( !sm->indice_count )
+ continue;
-#if 0
- for( int i=0; i<vg_list_size(world.van_man); i++ )
- {
- shader_vblend_uMdl( world.van_man[i].transform );
- mdl_draw_submesh( &world.car_holden );
+ bind_point( world, mat );
+ mdl_draw_submesh( sm );
+ }
}
-#endif
}
-static void render_world_alphatest( m4x4f projection, v3f camera )
+VG_STATIC
+void world_render_both_stages( world_instance *world,
+ enum mdl_shader shader,
+ func_bind_point bind_point )
+{
+ mesh_bind( &world->mesh_geo );
+ world_render_if( world, shader, k_geo_type_solid, bind_point );
+
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+ world_render_if( world, shader, k_geo_type_nonsolid, bind_point );
+ glEnable( GL_CULL_FACE );
+}
+
+VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
+ struct world_surface *mat )
+{
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+}
+
+VG_STATIC void render_world_vb( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- shader_alphatest_use();
- shader_alphatest_uTexGarbage(0);
- shader_alphatest_uTexMain(1);
- shader_link_standard_ub( _shader_alphatest.id, 2 );
+ 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 );
vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_alphatest, 1 );
- shader_alphatest_uPv( projection );
- shader_alphatest_uMdl( identity_matrix );
- shader_alphatest_uCamera( camera );
+ shader_scene_vertex_blend_uPv( cam->mtx.pv );
+ shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_vertex_blend_uMdl( identity_matrix );
+ shader_scene_vertex_blend_uCamera( cam->transform[3] );
+ shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 );
+ shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 );
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- mdl_draw_submesh( &world.sm_foliage_alphatest );
+ world_render_both_stages( world, k_shader_standard_vertex_blend,
+ bindpoint_diffuse_texture1 );
+}
- vg_tex2d_bind( &tex_graffiti, 1 );
- mdl_draw_submesh( &world.sm_graffiti );
+VG_STATIC void render_world_standard( world_instance *world, camera *cam )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
- glEnable(GL_CULL_FACE);
+ shader_scene_standard_use();
+ shader_scene_standard_uTexGarbage(0);
+ shader_scene_standard_uTexMain(1);
+ shader_scene_standard_uPv( cam->mtx.pv );
+ shader_scene_standard_uPvmPrev( cam->mtx_prev.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 );
+
+ bind_terrain_noise();
+
+ shader_scene_standard_uMdl( identity_matrix );
+ shader_scene_standard_uCamera( cam->transform[3] );
+ shader_scene_standard_uBoard0( TEMP_BOARD_0 );
+ shader_scene_standard_uBoard1( TEMP_BOARD_1 );
+
+ world_render_both_stages( world, k_shader_standard,
+ bindpoint_diffuse_texture1 );
}
-static void render_terrain( m4x4f projection, v3f camera )
+VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- shader_terrain_use();
- shader_terrain_uTexGarbage(0);
- shader_terrain_uTexGradients(1);
- shader_link_standard_ub( _shader_terrain.id, 2 );
- bind_terrain_textures();
+ shader_scene_standard_alphatest_use();
+ shader_scene_standard_alphatest_uTexGarbage(0);
+ shader_scene_standard_alphatest_uTexMain(1);
+ shader_scene_standard_alphatest_uPv( cam->mtx.pv );
+ shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.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 );
+
- shader_terrain_uPv( projection );
- shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( camera );
+ bind_terrain_noise();
- scene_bind( &world.geo );
- mdl_draw_submesh( &world.sm_terrain );
- mdl_draw_submesh( &world.sm_geo_std_oob );
- mdl_draw_submesh( &world.sm_geo_std );
- mdl_draw_submesh( &world.sm_subworld );
+ shader_scene_standard_alphatest_uMdl( identity_matrix );
+ shader_scene_standard_alphatest_uCamera( cam->transform[3] );
+ shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 );
+ shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 );
- /* TODO: Dont draw in reflection */
glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- mdl_draw_submesh( &world.sm_foliage_main );
+
+ world_render_both_stages( world, k_shader_standard_cutout,
+ bindpoint_diffuse_texture1 );
+
glEnable(GL_CULL_FACE);
}
-static void render_lowerdome( m4x3f camera )
+VG_STATIC void bindpoint_terrain( world_instance *world,
+ struct world_surface *mat )
{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
- m4x3f inverse;
- m3x3_transpose( camera, inverse );
- v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
- m4x3_expand( inverse, full );
- m4x4_mul( projection, full, full );
+ shader_scene_terrain_uSandColour( mat->info.colour );
+ shader_scene_terrain_uBlendOffset( mat->info.colour1 );
+}
+VG_STATIC void render_terrain( world_instance *world, camera *cam )
+{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
-
- shader_planeinf_use();
- shader_planeinf_uMdl(identity_matrix);
- shader_planeinf_uPv(full);
- shader_planeinf_uCamera(camera[3]);
- shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f,0.0f} );
-
- mdl_draw_submesh( &world.dome_lower );
+
+ 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 );
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+ shader_scene_terrain_uPv( cam->mtx.pv );
+ shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv );
+
+ shader_scene_terrain_uMdl( identity_matrix );
+ shader_scene_terrain_uCamera( cam->transform[3] );
+ shader_scene_terrain_uBoard0( TEMP_BOARD_0 );
+ shader_scene_terrain_uBoard1( TEMP_BOARD_1 );
+
+ world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
}
-static void render_sky(m4x3f camera)
+VG_STATIC void render_sky( world_instance *world, camera *cam )
{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
-
- m4x3f inverse;
- m3x3_transpose( camera, inverse );
- v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
- m4x3_expand( inverse, full );
- m4x4_mul( projection, full, full );
+ /*
+ * Modify matrix to remove clipping and view translation
+ */
+ m4x4f v,
+ v_prev,
+ pv,
+ pv_prev;
+
+ m4x4_copy( cam->mtx.v, v );
+ m4x4_copy( cam->mtx_prev.v, v_prev );
+ v3_zero( v[3] );
+ v3_zero( v_prev[3] );
+
+ m4x4_copy( cam->mtx.p, pv );
+ m4x4_copy( cam->mtx_prev.p, pv_prev );
+ m4x4_reset_clipping( pv, cam->farz, cam->nearz );
+ m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
+
+ m4x4_mul( pv, v, pv );
+ m4x4_mul( pv_prev, v_prev, pv_prev );
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- shader_sky_use();
- shader_sky_uMdl(identity_matrix);
- shader_sky_uPv(full);
- shader_sky_uTexGarbage(0);
- shader_sky_uTime( world.sky_time );
+ /*
+ * Draw
+ */
+ shader_model_sky_use();
+ shader_model_sky_uMdl( identity_matrix );
+ shader_model_sky_uPv( pv );
+ shader_model_sky_uPvmPrev( pv_prev );
+ shader_model_sky_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_model_sky.id );
vg_tex2d_bind( &tex_terrain_noise, 0 );
glDepthMask( GL_FALSE );
glDisable( GL_DEPTH_TEST );
- mesh_bind( &world.skydome );
- mdl_draw_submesh( &world.dome_upper );
+ mesh_bind( &world_global.skydome );
+ mesh_draw( &world_global.skydome );
glEnable( GL_DEPTH_TEST );
glDepthMask( GL_TRUE );
}
-static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
+VG_STATIC void render_world_gates( world_instance *world, camera *cam )
{
float closest = INFINITY;
- int id = 0;
- for( int i=0; i<world.routes.gate_count; i++ )
- {
- struct route_gate *rg = &world.routes.gates[i];
- float dist = v3_dist2( rg->gate.co[0], camera[3] );
+ struct ent_gate *gate = NULL;
- if( dist < closest )
- {
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gi = mdl_arritm( &world->ent_gate, i );
+
+ if( gi->type == k_gate_type_unlinked )
+ continue;
+
+ float dist = v3_dist2( gi->co[0], cam->transform[3] );
+
+ vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+
+ if( dist < closest ){
closest = dist;
- id = i;
+ gate = gi;
}
}
-
- render_gate( &world.routes.gates[id].gate, playerco, camera );
- v3_lerp( world.render_gate_pos,
- world.routes.gates[id].gate.co[0],
- 1.0f,
- world.render_gate_pos );
+
+ if( gate ){
+#if 0
+ world_instance *dest_world = &world_global.worlds[ gate->world_index ];
+ render_gate( dest_world, gate, cam );
+#else
+ render_gate( world, gate, cam );
+#endif
+ }
}
-static void render_world( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world( world_instance *world, camera *cam )
{
- render_sky( camera );
- render_world_routes( projection, camera[3] );
- render_world_vb( projection, camera[3] );
- render_world_alphatest( projection, camera[3] );
- render_terrain( projection, camera[3] );
+ render_sky( world, cam );
+ render_world_routes( world, cam );
+ render_world_standard( world, cam );
+ render_world_vb( world, cam );
+ render_world_alphatest( world, cam );
+ render_terrain( world, cam );
+
+ /* Render SFD's */
+#if 0
int closest = 0;
float min_dist = INFINITY;
- for( int i=0; i<world.routes.route_count; i++ )
+ if( !world->route_count )
+ return;
+
+ for( int i=0; i<world->route_count; i++ )
{
- float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
- camera[3] );
+ float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos);
if( dist < min_dist )
{
}
}
- sfd_render( &world.sfd.tester, projection, camera[3],
- world.routes.routes[closest].scoreboard_transform );
+ sfd_render( cam, world->routes[closest].scoreboard_transform );
+#endif
}
-static void render_world_depth( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world_depth( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- shader_gpos_use();
- shader_gpos_uCamera( camera[3] );
- shader_gpos_uPv( projection );
- shader_gpos_uMdl( identity_matrix );
-
- scene_bind( &world.geo );
- scene_draw( &world.geo );
+ shader_scene_depth_use();
+ shader_scene_depth_uCamera( cam->transform[3] );
+ shader_scene_depth_uPv( cam->mtx.pv );
+ shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_depth_uMdl( identity_matrix );
+ world_link_lighting_ub( world, _shader_scene_depth.id );
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+ mesh_bind( &world->mesh_geo );
+ mesh_draw( &world->mesh_geo );
+}
+
+VG_STATIC void render_world_position( world_instance *world, camera *cam )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_scene_position_use();
+ shader_scene_position_uCamera( cam->transform[3] );
+ shader_scene_position_uPv( cam->mtx.pv );
+ shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_position_uMdl( identity_matrix );
+ world_link_lighting_ub( world, _shader_scene_position.id );
+
+ mesh_bind( &world->mesh_geo );
+ mesh_draw( &world->mesh_geo );
}
#endif /* WORLD_RENDER_H */