add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 3662bb19f1447f0333ea23e52a1bee56040f7d57..68c0ceb91a88efe8cd22635d158fc7d00a6118c3 100644 (file)
@@ -1,46 +1,81 @@
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #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 };
-
 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_STATIC void world_render_init(void)
+{
+   vg_info( "Loading default world textures\n" );
 
-vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+   vg_acquire_thread_sync();
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
+   }
+   vg_release_thread_sync();
+}
+
+VG_STATIC void render_world_depth( camera *cam );
+
+/*
+ * Rendering
+ */
 
-static void world_render_init(void)
+VG_STATIC void bind_terrain_noise(void)
 {
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
-                                  &tex_terrain_noise,
-                                  &tex_alphatest,
-                                  &tex_graffiti }, 4 );
+   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;
 
-static void render_world_depth( m4x4f projection, m4x3f camera );
-
+         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 );
+      }
+   }
+}
 
-/*
- * Rendering
- */
+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 );
+   mesh_bind( &world.mesh_no_collide );
+   world_render_if( shader, k_geo_type_nonsolid, bind_point );
+}
 
-static void bind_terrain_textures(void)
+VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
 {
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-   vg_tex2d_bind( &tex_terrain_colours, 1 );
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
 }
 
-static void render_world_vb( m4x4f projection, v3f camera )
+VG_STATIC void render_world_vb( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -49,27 +84,38 @@ static void render_world_vb( m4x4f projection, v3f camera )
    shader_vblend_uTexGarbage(0);
    shader_vblend_uTexGradients(1);
    shader_link_standard_ub( _shader_vblend.id, 2 );
-   bind_terrain_textures();
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
 
-   shader_vblend_uPv( projection );
+   shader_vblend_uPv( cam->mtx.pv );
+   shader_vblend_uPvmPrev( cam->mtx_prev.pv );
    shader_vblend_uMdl( identity_matrix );
-   shader_vblend_uCamera( camera );
+   shader_vblend_uCamera( cam->transform[3] );
+
+   world_render_both_stages( k_shader_standard_vertex_blend, 
+                             bindpoint_diffuse_texture1 );
+}
 
-   scene_bind( &world.geo );
-   mdl_draw_submesh( &world.sm_geo_vb );
+VG_STATIC void render_world_standard( camera *cam )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
 
-   mesh_bind( &world.cars );
+   shader_standard_use();
+   shader_standard_uTexGarbage(0);
+   shader_standard_uTexMain(1);
+   shader_standard_uPv( cam->mtx.pv );
+   shader_standard_uPvmPrev( cam->mtx_prev.pv );
+   shader_link_standard_ub( _shader_standard.id, 2 );
+   bind_terrain_noise();
 
-#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 );
-   }
-#endif
+   shader_standard_uMdl( identity_matrix );
+   shader_standard_uCamera( cam->transform[3] );
+   
+   world_render_both_stages( k_shader_standard,
+                             bindpoint_diffuse_texture1 );
 }
 
-static void render_world_alphatest( m4x4f projection, v3f camera )
+VG_STATIC void render_world_alphatest( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -77,26 +123,32 @@ static void render_world_alphatest( m4x4f projection, v3f camera )
    shader_alphatest_use();
    shader_alphatest_uTexGarbage(0);
    shader_alphatest_uTexMain(1);
+   shader_alphatest_uPv( cam->mtx.pv );
+   shader_alphatest_uPvmPrev( cam->mtx_prev.pv );
    shader_link_standard_ub( _shader_alphatest.id, 2 );
+   bind_terrain_noise();
 
-   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_alphatest_uCamera( cam->transform[3] );
 
    glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   mdl_draw_submesh( &world.sm_foliage_alphatest );
-
-   vg_tex2d_bind( &tex_graffiti, 1 );
-   mdl_draw_submesh( &world.sm_graffiti );
+   
+   world_render_both_stages( k_shader_standard_cutout,
+                             bindpoint_diffuse_texture1 );
 
    glEnable(GL_CULL_FACE);
 }
 
-static void render_terrain( m4x4f projection, v3f camera )
+VG_STATIC void bindpoint_terrain( struct world_material *mat )
+{
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
+
+   shader_terrain_uSandColour( mat->info.colour );
+   shader_terrain_uBlendOffset( mat->info.colour1 );
+}
+
+VG_STATIC void render_terrain( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -105,67 +157,53 @@ static void render_terrain( m4x4f projection, v3f camera )
    shader_terrain_uTexGarbage(0);
    shader_terrain_uTexGradients(1);
    shader_link_standard_ub( _shader_terrain.id, 2 );
-   bind_terrain_textures();
-
-   shader_terrain_uPv( projection );
-   shader_terrain_uMdl( identity_matrix );
-   shader_terrain_uCamera( camera );
-
-   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 );
 
-   /* TODO: Dont draw in reflection */
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   mdl_draw_submesh( &world.sm_foliage_main );
-   glEnable(GL_CULL_FACE);
-}
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
 
-static void render_lowerdome( m4x3f camera )
-{
-   m4x4f projection, full;
-   pipeline_projection( projection, 0.4f, 1000.0f );
+   shader_terrain_uPv( cam->mtx.pv );
+   shader_terrain_uPvmPrev( cam->mtx_prev.pv );
 
-   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_terrain_uMdl( identity_matrix );
+   shader_terrain_uCamera( cam->transform[3] );
 
-   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 );
+   world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
 }
 
-static void render_sky(m4x3f camera)
+VG_STATIC void render_sky( 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 );
    
+   /*
+    * Draw
+    */
    shader_sky_use();
-   shader_sky_uMdl(identity_matrix);
-   shader_sky_uPv(full);
+   shader_sky_uMdl( identity_matrix );
+   shader_sky_uPv( pv );
+   shader_sky_uPvmPrev( pv_prev );
    shader_sky_uTexGarbage(0);
-   shader_sky_uTime( vg_time );
+   shader_sky_uTime( world.sky_time );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
@@ -179,15 +217,18 @@ static void render_sky(m4x3f camera)
    glDepthMask( GL_TRUE );
 }
 
-static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
+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.routes.gate_count; i++ )
+   for( int i=0; i<world.gate_count; i++ )
    {
-      struct route_gate *rg = &world.routes.gates[i];
-      float dist = v3_dist2( rg->gate.co[0], camera[3] );
+      struct route_gate *rg = &world.gates[i];
+      float dist = v3_dist2( rg->gate.co[0], cam->transform[3] );
 
       if( dist < closest )
       {
@@ -196,28 +237,33 @@ static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
       }
    }
 
-   render_gate( &world.routes.gates[id].gate, playerco, camera );
+   render_gate( &world.gates[id].gate, cam );
    v3_lerp( world.render_gate_pos, 
-            world.routes.gates[id].gate.co[0],
+            world.gates[id].gate.co[0],
             1.0f,
             world.render_gate_pos );
 }
 
-static void render_world( m4x4f projection, m4x3f camera )
+VG_STATIC void render_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( 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;
 
-   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 )
       {
@@ -226,22 +272,22 @@ static void render_world( m4x4f projection, m4x3f camera )
       }
    }
 
-   sfd_render( &world.sfd.tester, projection, camera[3], 
-         world.routes.routes[closest].scoreboard_transform );
+   sfd_render( cam, world.routes[closest].scoreboard_transform );
 }
 
-static void render_world_depth( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world_depth( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
    shader_gpos_use();
-   shader_gpos_uCamera( camera[3] );
-   shader_gpos_uPv( projection );
+   shader_gpos_uCamera( cam->transform[3] );
+   shader_gpos_uPv( cam->mtx.pv );
+   shader_gpos_uPvmPrev( cam->mtx_prev.pv );
    shader_gpos_uMdl( identity_matrix );
    
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
+   mesh_bind( &world.mesh_geo );
+   mesh_draw( &world.mesh_geo );
 
 #if 0
    glDisable(GL_CULL_FACE);