i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 54c58a55d5796078fe1c07a00ebb02fb5cd8d455..31eba64401237a5cb48b9a7a79bb9fa4a3020afa 100644 (file)
@@ -69,14 +69,36 @@ VG_STATIC void world_render_init(void)
    vg_release_thread_sync();
 }
 
-VG_STATIC void world_link_lighting_ub( world_instance *world,
-                                       GLuint shader, int texture_id )
+VG_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, 
+                                            GLuint shader, GLuint location,
+                                            int slot )
+{
+   render_fb_bind_texture( &world->heightmap, 0, slot );
+   glUniform1i( location, slot );
+}
 
-   render_fb_bind_texture( &world->heightmap, 0, texture_id );
-   glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+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 );
+}
+
+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 );
@@ -91,7 +113,7 @@ VG_STATIC void bind_terrain_noise(void)
 }
 
 typedef void (*func_bind_point)( world_instance *world, 
-                                 struct world_material *mat );
+                                 struct world_surface *mat );
 
 VG_STATIC void world_render_if( world_instance *world,
                                 enum mdl_shader shader, 
@@ -99,9 +121,9 @@ VG_STATIC void world_render_if( world_instance *world,
                                 func_bind_point bind_point )
 {
    
-   for( int i=0; i<world->material_count; i++ )
+   for( int i=0; i<world->surface_count; i++ )
    {
-      struct world_material *mat = &world->materials[i];
+      struct world_surface *mat = &world->surfaces[i];
 
       if( mat->info.shader == shader )
       {
@@ -136,7 +158,7 @@ void world_render_both_stages(  world_instance *world,
 }
 
 VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_material *mat )
+                                           struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -150,7 +172,14 @@ VG_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_link_lighting_ub( world, _shader_scene_vertex_blend.id, 2 );
+   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 );
 
    shader_scene_vertex_blend_uPv( cam->mtx.pv );
@@ -174,7 +203,15 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
    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, 2 );
+
+   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 );
@@ -196,7 +233,16 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
    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, 2 );
+
+   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 );
+
+
    bind_terrain_noise();
 
    shader_scene_standard_alphatest_uMdl( identity_matrix );
@@ -213,7 +259,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
 }
 
 VG_STATIC void bindpoint_terrain( world_instance *world,
-                                  struct world_material *mat )
+                                  struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -230,7 +276,14 @@ VG_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, 2 );
+
+   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 );
 
@@ -245,7 +298,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
 }
 
-VG_STATIC void render_sky( camera *cam )
+VG_STATIC void render_sky( world_instance *world, camera *cam )
 {
    /* 
     * Modify matrix to remove clipping and view translation
@@ -279,7 +332,7 @@ VG_STATIC void render_sky( camera *cam )
    shader_model_sky_uPv( pv );
    shader_model_sky_uPvmPrev( pv_prev );
    shader_model_sky_uTexGarbage(0);
-   shader_model_sky_uTime( world_global.sky_time );
+   world_link_lighting_ub( world, _shader_model_sky.id );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
@@ -287,7 +340,7 @@ VG_STATIC void render_sky( camera *cam )
    glDisable( GL_DEPTH_TEST );
 
    mesh_bind( &world_global.skydome );
-   mdl_draw_submesh( &world_global.dome_upper );
+   mesh_draw( &world_global.skydome );
    
    glEnable( GL_DEPTH_TEST );
    glDepthMask( GL_TRUE );
@@ -297,53 +350,37 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam )
 {
    float closest = INFINITY;
 
-   struct teleport_gate *gate = NULL;
-   world_instance *dest_world = world;
+   struct ent_gate *gate = NULL;
 
-   for( int i=0; i<world->gate_count; i++ )
-   {
-      struct route_gate *rg = &world->gates[i];
-      float dist = v3_dist2( rg->gate.co[0], cam->transform[3] );
+   for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+      ent_gate *gi = mdl_arritm( &world->ent_gate, i );
 
-      vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
-
-      if( dist < closest )
-      {
-         closest = dist;
-         gate = &rg->gate;
-         dest_world = world;
-      }
-   }
-
-   for( int i=0; i<world->nonlocalgate_count; i++ )
-   {
-      struct nonlocal_gate *nlg = &world->nonlocal_gates[i];
-
-      if( !nlg->working )
-      {
-         vg_line_pt3( nlg->gate.co[0], 0.25f, VG__RED );
+      if( gi->type == k_gate_type_unlinked )
          continue;
-      }
-      else
-         vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN );
 
-      float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] );
+      float dist = v3_dist2( gi->co[0], cam->transform[3] );
 
-      if( dist < closest )
-      {
+      vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+
+      if( dist < closest ){
          closest = dist;
-         gate = &nlg->gate;
-         dest_world = &world_global.worlds[ nlg->target_map_index ];
+         gate = gi;
       }
    }
-
-   if( gate )
+   
+   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
+   }
 }
 
 VG_STATIC void render_world( world_instance *world, camera *cam )
 {
-   render_sky( cam );
+   render_sky( world, cam );
 
    render_world_routes( world, cam );
    render_world_standard( world, cam );
@@ -352,6 +389,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam )
    render_terrain( world, cam );
 
    /* Render SFD's */
+#if 0
    int closest = 0;
    float min_dist = INFINITY;
 
@@ -370,6 +408,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam )
    }
 
    sfd_render( cam, world->routes[closest].scoreboard_transform );
+#endif
 }
 
 VG_STATIC void render_world_depth( world_instance *world, camera *cam )
@@ -382,7 +421,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam )
    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, 2 );
+   world_link_lighting_ub( world, _shader_scene_depth.id );
 
    mesh_bind( &world->mesh_geo );
    mesh_draw( &world->mesh_geo );
@@ -398,7 +437,7 @@ VG_STATIC void render_world_position( world_instance *world, camera *cam )
    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, 2 );
+   world_link_lighting_ub( world, _shader_scene_position.id );
 
    mesh_bind( &world->mesh_geo );
    mesh_draw( &world->mesh_geo );