add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index ae9399bf8e02d711484159672c0384bd8aaabc9b..68c0ceb91a88efe8cd22635d158fc7d00a6118c3 100644 (file)
@@ -5,6 +5,7 @@
 #ifndef WORLD_RENDER_H
 #define WORLD_RENDER_H
 
+#include "camera.h"
 #include "world.h"
 
 vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
@@ -21,7 +22,7 @@ VG_STATIC void world_render_init(void)
    vg_release_thread_sync();
 }
 
-VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera );
+VG_STATIC void render_world_depth( camera *cam );
 
 /*
  * Rendering
@@ -74,7 +75,7 @@ VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
    glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
 }
 
-VG_STATIC void render_world_vb( m4x4f projection, v3f camera )
+VG_STATIC void render_world_vb( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -85,15 +86,16 @@ VG_STATIC void render_world_vb( m4x4f projection, v3f camera )
    shader_link_standard_ub( _shader_vblend.id, 2 );
    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 );
 }
 
-VG_STATIC void render_world_standard( m4x4f projection, v3f camera )
+VG_STATIC void render_world_standard( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -101,18 +103,19 @@ VG_STATIC void render_world_standard( m4x4f projection, v3f camera )
    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();
 
-   shader_standard_uPv( projection );
    shader_standard_uMdl( identity_matrix );
-   shader_standard_uCamera( camera );
+   shader_standard_uCamera( cam->transform[3] );
    
    world_render_both_stages( k_shader_standard,
                              bindpoint_diffuse_texture1 );
 }
 
-VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera )
+VG_STATIC void render_world_alphatest( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -120,12 +123,13 @@ VG_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();
 
-   shader_alphatest_uPv( projection );
    shader_alphatest_uMdl( identity_matrix );
-   shader_alphatest_uCamera( camera );
+   shader_alphatest_uCamera( cam->transform[3] );
 
    glDisable(GL_CULL_FACE);
    
@@ -144,7 +148,7 @@ VG_STATIC void bindpoint_terrain( struct world_material *mat )
    shader_terrain_uBlendOffset( mat->info.colour1 );
 }
 
-VG_STATIC void render_terrain( m4x4f projection, v3f camera )
+VG_STATIC void render_terrain( camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -156,53 +160,48 @@ VG_STATIC void render_terrain( m4x4f projection, v3f camera )
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
-   shader_terrain_uPv( projection );
+   shader_terrain_uPv( cam->mtx.pv );
+   shader_terrain_uPvmPrev( cam->mtx_prev.pv );
+
    shader_terrain_uMdl( identity_matrix );
-   shader_terrain_uCamera( camera );
+   shader_terrain_uCamera( cam->transform[3] );
 
    world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
 }
 
-VG_STATIC void render_lowerdome( m4x3f camera )
-{
-   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 );
-
-   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 );
-}
-
-VG_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( world.sky_time );
 
@@ -218,7 +217,7 @@ VG_STATIC void render_sky(m4x3f camera)
    glDepthMask( GL_TRUE );
 }
 
-VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
+VG_STATIC void render_world_gates( camera *cam )
 {
    if( !world.gate_count )
       return;
@@ -229,7 +228,7 @@ VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera
    for( int i=0; i<world.gate_count; i++ )
    {
       struct route_gate *rg = &world.gates[i];
-      float dist = v3_dist2( rg->gate.co[0], camera[3] );
+      float dist = v3_dist2( rg->gate.co[0], cam->transform[3] );
 
       if( dist < closest )
       {
@@ -238,22 +237,24 @@ VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera
       }
    }
 
-   render_gate( &world.gates[id].gate, playerco, camera );
+   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( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world( camera *cam )
 {
-   render_sky( camera );
-   render_world_routes( projection, camera[3] );
-   render_world_standard( 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;
 
@@ -262,8 +263,7 @@ VG_STATIC void render_world( m4x4f projection, m4x3f camera )
 
    for( int i=0; i<world.route_count; i++ )
    {
-      float dist = v3_dist2( world.routes[i].scoreboard_transform[3],
-                              camera[3] );
+      float dist = v3_dist2(world.routes[i].scoreboard_transform[3], cam->pos);
 
       if( dist < min_dist )
       {
@@ -272,18 +272,18 @@ VG_STATIC void render_world( m4x4f projection, m4x3f camera )
       }
    }
 
-   sfd_render( projection, camera[3], 
-               world.routes[closest].scoreboard_transform );
+   sfd_render( cam, world.routes[closest].scoreboard_transform );
 }
 
-VG_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 );
    
    mesh_bind( &world.mesh_geo );