/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
#ifndef WORLD_RENDER_H
#define WORLD_RENDER_H
+#define WORLD_CUBEMAP_RES 32
+
#include "camera.h"
#include "world.h"
-/* FIXME */
-VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-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_noise }, 1 );
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_foliage.h"
+#include "shaders/scene_override.h"
+#include "shaders/scene_cubemapped.h"
+#include "shaders/scene_vertex_blend.h"
+#include "shaders/scene_terrain.h"
+#include "shaders/scene_fxglow.h"
+#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
+#include "shaders/scene_font.h"
+#include "shaders/model_sky.h"
+#include "shaders/model_sky_space.h"
+
+static const float k_world_light_cube_size = 8.0f;
+
+struct world_render{
+ GLuint tex_terrain_noise;
+
+ /* rendering */
+ glmesh skydome;
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ /* water rendering */
+ struct{
+ struct framebuffer fbreflect, fbdepth;
}
- vg_release_thread_sync();
-}
-
-VG_STATIC void render_world_depth( camera *cam );
-
-/*
- * Rendering
- */
-
-VG_STATIC void bind_terrain_noise(void)
-{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-}
-
-VG_STATIC void world_render_if( enum mdl_shader shader,
- enum geo_type geo_type,
- void (*bind_point)(struct world_material *mat))
-{
-
- for( int i=0; i<world.material_count; i++ )
- {
- struct world_material *mat = &world.materials[i];
-
- if( mat->info.shader == shader )
- {
- mdl_submesh *sm;
-
- if( geo_type == k_geo_type_solid )
- sm = &mat->sm_geo;
- else
- sm = &mat->sm_no_collide;
-
- if( !sm->indice_count )
- continue;
-
- bind_point( mat );
- mdl_draw_submesh( sm );
- }
+ water;
+
+ v3f render_gate_pos;
+ struct timer_text{
+ char text[8];
+ m4x3f transform;
+ ent_gate *gate;
+ ent_route *route;
}
-}
-
-VG_STATIC void world_render_both_stages( enum mdl_shader shader,
- void (*bind_point)(struct world_material *mat))
-{
- mesh_bind( &world.mesh_geo );
- world_render_if( shader, k_geo_type_solid, bind_point );
-
- glDisable( GL_CULL_FACE );
- mesh_bind( &world.mesh_no_collide );
- world_render_if( shader, k_geo_type_nonsolid, bind_point );
- glEnable( GL_CULL_FACE );
-}
-
-VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
-}
-
-VG_STATIC void render_world_vb( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_scene_vertex_blend_use();
- shader_scene_vertex_blend_uTexGarbage(0);
- shader_scene_vertex_blend_uTexGradients(1);
- shader_link_standard_ub( _shader_scene_vertex_blend.id, 2 );
- 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( k_shader_standard_vertex_blend,
- bindpoint_diffuse_texture1 );
-}
-
-VG_STATIC void render_world_standard( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- 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 );
- shader_link_standard_ub( _shader_scene_standard.id, 2 );
- 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( k_shader_standard,
- bindpoint_diffuse_texture1 );
-}
-
-VG_STATIC void render_world_alphatest( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- 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 );
- shader_link_standard_ub( _shader_scene_standard_alphatest.id, 2 );
- 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);
-
- world_render_both_stages( k_shader_standard_cutout,
- bindpoint_diffuse_texture1 );
-
- glEnable(GL_CULL_FACE);
-}
+ timer_texts[4];
+ u32 timer_text_count;
-VG_STATIC void bindpoint_terrain( struct world_material *mat )
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
+ struct text_particle{
+ rb_object obj;
+ m4x3f mlocal;
+ ent_glyph *glyph;
+ v4f colour;
- shader_scene_terrain_uSandColour( mat->info.colour );
- shader_scene_terrain_uBlendOffset( mat->info.colour1 );
-}
-
-VG_STATIC void render_terrain( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_scene_terrain_use();
- shader_scene_terrain_uTexGarbage(0);
- shader_scene_terrain_uTexGradients(1);
- shader_link_standard_ub( _shader_scene_terrain.id, 2 );
-
- 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( k_shader_terrain_blend, bindpoint_terrain );
-}
-
-VG_STATIC void render_sky( camera *cam )
-{
- /*
- * 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 );
-
- /*
- * 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);
- shader_model_sky_uTime( world.sky_time );
-
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
-
- mesh_bind( &world.skydome );
- mdl_draw_submesh( &world.dome_upper );
-
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
-}
-
-VG_STATIC void render_world_gates( camera *cam )
-{
- if( !world.gate_count )
- return;
-
- float closest = INFINITY;
- int id = 0;
-
- 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] );
-
- if( dist < closest )
- {
- closest = dist;
- id = i;
- }
+ m4x3f mdl;
}
-
- render_gate( &world.gates[id].gate, cam );
- v3_lerp( world.render_gate_pos,
- world.gates[id].gate.co[0],
- 1.0f,
- world.render_gate_pos );
-}
-
-VG_STATIC void render_world( camera *cam )
-{
- render_sky( cam );
-
- render_world_routes( cam );
- render_world_standard( cam );
- render_world_vb( cam );
- render_world_alphatest( cam );
- render_terrain( cam );
-
- /* Render SFD's */
- int closest = 0;
- float min_dist = INFINITY;
-
- if( !world.route_count )
- return;
-
- for( int i=0; i<world.route_count; i++ )
- {
- float dist = v3_dist2(world.routes[i].scoreboard_transform[3], cam->pos);
-
- if( dist < min_dist )
- {
- min_dist = dist;
- closest = i;
- }
- }
-
- sfd_render( cam, world.routes[closest].scoreboard_transform );
-}
-
-VG_STATIC void render_world_depth( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- 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 );
-
- 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
+ text_particles[6*4];
+ u32 text_particle_count;
}
+static world_render;
+static void world_render_init(void);
+
+static void world_link_lighting_ub( world_instance *world, GLuint shader );
+static void world_bind_position_texture( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+static void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+static void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+static void render_world_position( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
+static void render_world( world_instance *world, camera *cam,
+ int stenciled, int viewing_from_gate,
+ int with_water, int with_cubemaps );
+static void render_world_cubemaps( world_instance *world );
+static void bind_terrain_noise(void);
+static void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl,
+ camera *cam,
+ ent_spawn *dest_spawn, v4f map_info );
+
+#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
+ world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \
+ world_bind_position_texture( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_g_world_depth, 2 ); \
+ world_bind_light_array( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_uLightsArray, 3 ); \
+ world_bind_light_index( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_uLightsIndex, 4 );
#endif /* WORLD_RENDER_H */