fb->attachments[0].display_name = NULL;
fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
- fb->attachments[0].internalformat = GL_R16F;
- fb->attachments[0].format = GL_RED;
+ 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;
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 );
+}
- render_fb_bind_texture( &world->heightmap, 0, texture_id );
- glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+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 );
+}
+
+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 );
}
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,
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 )
{
}
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 ] );
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 );
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 );
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 );
}
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 ] );
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 );
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
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 );
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 );
{
float closest = INFINITY;
- struct teleport_gate *gate = NULL;
- world_instance *dest_world = world;
-
- 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] );
-
- vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
-
- if( dist < closest )
- {
- closest = dist;
- gate = &rg->gate;
- dest_world = world;
- }
- }
+ struct ent_gate *gate = NULL;
- for( int i=0; i<world->nonlocalgate_count; i++ )
- {
- struct nonlocal_gate *nlg = &world->nonlocal_gates[i];
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gi = mdl_arritm( &world->ent_gate, 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 );
render_terrain( world, cam );
/* Render SFD's */
+#if 0
int closest = 0;
float min_dist = INFINITY;
}
sfd_render( cam, world->routes[closest].scoreboard_transform );
+#endif
}
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 );
+
mesh_bind( &world->mesh_geo );
mesh_draw( &world->mesh_geo );
+}
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+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 */