nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 873374f08b37ea2ac928b6e1e0f50b427724585f..4e390368e9f4f51a65283e0534b5e54ef349129a 100644 (file)
@@ -48,13 +48,10 @@ VG_STATIC void world_render_init(void)
          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_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;
 
@@ -69,14 +66,36 @@ 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 );
+}
+
+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 );
+}
 
-   render_fb_bind_texture( &world->heightmap, 0, texture_id );
-   glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+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 +110,7 @@ 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 +118,9 @@ 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 +155,7 @@ 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 ] );
@@ -150,15 +169,20 @@ 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 );
    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 );
 
    world_render_both_stages( world, k_shader_standard_vertex_blend,
                              bindpoint_diffuse_texture1 );
@@ -174,13 +198,19 @@ 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 );
    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 );
@@ -196,13 +226,20 @@ 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 );
    shader_scene_standard_alphatest_uCamera( cam->transform[3] );
-   shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 );
-   shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 );
 
    glDisable(GL_CULL_FACE);
    
@@ -213,7 +250,7 @@ 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 +267,14 @@ 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 );
 
@@ -239,13 +283,11 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
 
    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 );
 }
 
-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 +321,7 @@ 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 );
 
@@ -287,89 +329,124 @@ 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 );
 }
 
-VG_STATIC void render_world_gates( world_instance *world, camera *cam )
+VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+                                   int layer_depth )
 {
    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( gi->type == k_gate_type_unlinked )
+         continue;
 
-      if( dist < closest )
-      {
+      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;
-         gate = &rg->gate;
-         dest_world = world;
+         gate = gi;
       }
    }
+   
+   if( gate ){
+      /* should really be set in fixed update since its used in the physics
+       * of most systems. too bad! */
+      world->rendering_gate = gate;
 
-   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 );
-         continue;
+      if( gate->type == k_gate_type_teleport ){
+         render_gate( world, gate, cam, layer_depth );
+      }
+      else if( gate->type == k_gate_type_nonlocel ){
+         world_instance *dest_world = &world_global.worlds[ gate->target ];
+         render_gate( dest_world, gate, cam, layer_depth );
       }
       else
-         vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN );
+         world->rendering_gate = NULL;
+   }
+}
 
-      float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] );
+VG_STATIC void world_prerender( world_instance *world )
+{
+   static double g_time = 0.0;
+   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
 
-      if( dist < closest )
-      {
-         closest = dist;
-         gate = &nlg->gate;
-         dest_world = &world_global.worlds[ nlg->target_map_index ];
-      }
-   }
+   struct ub_world_lighting *state = &world->ub_lighting;
+
+   state->g_time = g_time;
+   state->g_realtime = vg.time;
+   state->g_debug_indices = k_debug_light_indices;
+   state->g_light_preview = k_light_preview;
+   state->g_debug_complexity = k_debug_light_complexity;
+
+   state->g_time_of_day = vg_fractf( g_time );
+   state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
+   state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
+
+   state->g_day_phase    =       state->g_day_phase    * 0.5f + 0.5f;
+   state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
+
+   float a = state->g_time_of_day * VG_PIf * 2.0f;
+   state->g_sun_dir[0] = sinf( a );
+   state->g_sun_dir[1] = cosf( a );
+   state->g_sun_dir[2] = 0.2f;
+   v3_normalize( state->g_sun_dir );
+
+
+   world->probabilities[ k_probability_curve_constant ] = 1.0f;
+
+   float dp = state->g_day_phase;
+
+   world->probabilities[ k_probability_curve_wildlife_day ] =
+      (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
+   world->probabilities[ k_probability_curve_wildlife_night ] = 
+      1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
+      
 
-   if( gate )
-      render_gate( dest_world, gate, cam );
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
-VG_STATIC void render_world( world_instance *world, camera *cam )
+VG_STATIC void render_world( world_instance *world, camera *cam,
+                             int layer_depth )
 {
-   render_sky( cam );
+   render_sky( world, cam );
 
-   render_world_routes( world, cam );
+   render_world_routes( world, cam, layer_depth );
    render_world_standard( world, cam );
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
    render_terrain( world, cam );
 
    /* Render SFD's */
-   int closest = 0;
+   u32 closest = 0;
    float min_dist = INFINITY;
 
-   if( !world->route_count )
+   if( !mdl_arrcount( &world->ent_route ) )
       return;
 
-   for( int i=0; i<world->route_count; i++ )
-   {
-      float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos);
+   for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+      ent_route *route = mdl_arritm( &world->ent_route, i );
+      float dist = v3_dist2( route->board_transform[3], cam->pos );
 
-      if( dist < min_dist )
-      {
+      if( dist < min_dist ){
          min_dist = dist;
          closest = i;
       }
    }
 
-   sfd_render( cam, world->routes[closest].scoreboard_transform );
+   ent_route *route = mdl_arritm( &world->ent_route, closest );
+   sfd_render( world, cam, route->board_transform );
 }
 
 VG_STATIC void render_world_depth( world_instance *world, camera *cam )
@@ -382,16 +459,26 @@ 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 */