#include "camera.h"
#include "world.h"
-/* FIXME */
-VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
+VG_STATIC GLuint tex_terrain_noise;
-VG_STATIC void world_render_init(void)
+VG_STATIC void async_world_render_init( void *payload, u32 size )
{
- vg_info( "Loading default world textures\n" );
-
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
-
+ vg_info( "Allocate uniform buffers\n" );
+ for( int i=0; i<4; i++ ){
+ world_instance *world = &world_global.worlds[i];
+ world->ubo_bind_point = i;
+
+ glGenBuffers( 1, &world->ubo_lighting );
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
+ NULL, GL_DYNAMIC_DRAW );
+
+ glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
+ VG_CHECK_GL_ERR();
+ }
- vg_info( "Allocate uniform buffers\n" );
- for( int i=0; i<4; i++ )
- {
- world_instance *world = &world_global.worlds[i];
- world->ubo_bind_point = i;
+ vg_info( "Allocate frame buffers\n" );
+ for( int i=0; i<4; i++ ){
+ world_instance *world = &world_global.worlds[i];
+ struct framebuffer *fb = &world->heightmap;
+
+ fb->display_name = NULL;
+ fb->link = NULL;
+ fb->fixed_w = 1024;
+ fb->fixed_h = 1024;
+ fb->resolution_div = 0;
+
+ fb->attachments[0].display_name = NULL;
+ fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
+ 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;
+
+ fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
+ fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
+
+ render_fb_allocate( fb );
+ }
+}
- glGenBuffers( 1, &world->ubo_lighting );
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
- NULL, GL_DYNAMIC_DRAW );
+VG_STATIC void world_render_init(void)
+{
+ vg_info( "Loading default world textures\n" );
- glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
- VG_CHECK_GL_ERR();
- }
+ vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
+ VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
+ &tex_terrain_noise );
- vg_info( "Allocate frame buffers\n" );
- for( int i=0; i<4; i++ )
- {
- world_instance *world = &world_global.worlds[i];
- struct framebuffer *fb = &world->heightmap;
-
- fb->display_name = NULL;
- fb->link = NULL;
- fb->fixed_w = 1024;
- fb->fixed_h = 1024;
- fb->resolution_div = 0;
-
- fb->attachments[0].display_name = NULL;
- fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
- 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;
-
- fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
- fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
-
- render_fb_allocate( fb );
- }
- }
- vg_release_thread_sync();
+ vg_async_call( async_world_render_init, NULL, 0 );
}
VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
VG_STATIC void bind_terrain_noise(void)
{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
}
-typedef void (*func_bind_point)( world_instance *world,
- struct world_surface *mat );
+struct world_pass{
+ camera *cam;
+ enum mdl_shader shader;
+ enum geo_type geo_type;
+
+ void (*fn_bind_textures)( world_instance *world,
+ struct world_surface *mat );
+ void (*fn_set_mdl)( m4x3f mdl );
+ void (*fn_set_uPvmPrev)( m4x4f pvm );
+};
-VG_STATIC void world_render_if( world_instance *world,
- enum mdl_shader shader,
- enum geo_type geo_type,
- func_bind_point bind_point )
+VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
{
-
- for( int i=0; i<world->surface_count; i++ )
- {
+ for( int i=0; i<world->surface_count; i++ ){
struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == shader )
- {
+ if( mat->info.shader == pass->shader ){
mdl_submesh *sm;
- if( geo_type == k_geo_type_solid )
+ if( pass->geo_type == k_geo_type_solid )
sm = &mat->sm_geo;
else
sm = &mat->sm_no_collide;
if( !sm->indice_count )
continue;
- bind_point( world, mat );
+ m4x3f mmdl;
+ m4x3_identity( mmdl );
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
+
+ pass->fn_bind_textures( world, mat );
mdl_draw_submesh( sm );
+
+ for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
+ ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
+
+ for( u32 k=0; k<traffic->submesh_count; k++ ){
+ sm = mdl_arritm( &world->meta.submeshs,
+ traffic->submesh_start+k );
+
+ q_m3x3( traffic->transform.q, mmdl );
+ v3_copy( traffic->transform.co, mmdl[3] );
+
+ m4x4f m4mdl;
+ m4x3_expand( mmdl, m4mdl );
+ m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uPvmPrev( m4mdl );
+
+ mdl_draw_submesh( sm );
+ }
+ }
}
}
}
VG_STATIC
-void world_render_both_stages( world_instance *world,
- enum mdl_shader shader,
- func_bind_point bind_point )
+void world_render_both_stages( world_instance *world, struct world_pass *pass )
{
mesh_bind( &world->mesh_geo );
- world_render_if( world, shader, k_geo_type_solid, bind_point );
+ pass->geo_type = k_geo_type_solid;
+ world_render_if( world, pass );
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_no_collide );
- world_render_if( world, shader, k_geo_type_nonsolid, bind_point );
+ pass->geo_type = k_geo_type_nonsolid;
+ world_render_if( world, pass );
glEnable( GL_CULL_FACE );
}
VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
struct world_surface *mat )
+
{
glActiveTexture( GL_TEXTURE1 );
glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
VG_STATIC void render_world_vb( world_instance *world, 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);
world_bind_light_index( world, _shader_scene_vertex_blend.id,
_uniform_scene_vertex_blend_uLightsIndex, 4 );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
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 );
+ struct world_pass pass = {
+ .shader = k_shader_standard_vertex_blend,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_vertex_blend_uMdl,
+ .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
}
VG_STATIC void render_world_standard( world_instance *world, 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 );
world_link_lighting_ub( world, _shader_scene_standard.id );
world_bind_position_texture( 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 );
+ struct world_pass pass = {
+ .shader = k_shader_standard,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_standard_uMdl,
+ .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
}
VG_STATIC void render_world_alphatest( world_instance *world, 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 );
world_link_lighting_ub( world, _shader_scene_standard_alphatest.id );
world_bind_position_texture( world, _shader_scene_standard_alphatest.id,
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( world, k_shader_standard_cutout,
- bindpoint_diffuse_texture1 );
+
+ struct world_pass pass = {
+ .shader = k_shader_standard_cutout,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
+ .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
glEnable(GL_CULL_FACE);
}
VG_STATIC void render_terrain( world_instance *world, camera *cam )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
shader_scene_terrain_use();
shader_scene_terrain_uTexGarbage(0);
shader_scene_terrain_uTexGradients(1);
world_bind_light_index( world, _shader_scene_terrain.id,
_uniform_scene_terrain_uLightsIndex, 4 );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
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( world, k_shader_terrain_blend, bindpoint_terrain );
+ struct world_pass pass = {
+ .shader = k_shader_terrain_blend,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_terrain,
+ .fn_set_mdl = shader_scene_terrain_uMdl,
+ .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
}
VG_STATIC void render_sky( world_instance *world, camera *cam )
shader_model_sky_uTexGarbage(0);
world_link_lighting_ub( world, _shader_model_sky.id );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
glDepthMask( GL_FALSE );
glDisable( GL_DEPTH_TEST );
int layer_depth )
{
float closest = INFINITY;
-
struct ent_gate *gate = NULL;
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
}
if( gate ){
-#if 0
- world_instance *dest_world = &world_global.worlds[ gate->world_index ];
- render_gate( dest_world, gate, cam, layer_depth );
-#else
- render_gate( world, gate, cam, layer_depth );
-#endif
-
/* should really be set in fixed update since its used in the physics
* of most systems. too bad! */
world->rendering_gate = gate;
+
+ 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
+ world->rendering_gate = NULL;
}
}
+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));
+
+ 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);
+
+
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
+}
+
+VG_STATIC void skateshop_render(void);
VG_STATIC void render_world( world_instance *world, camera *cam,
int layer_depth )
{
render_world_alphatest( world, cam );
render_terrain( world, cam );
- /* Render SFD's */
- u32 closest = 0;
- float min_dist = INFINITY;
+ if( layer_depth == 0 ){
+ skateshop_render();
- if( !mdl_arrcount( &world->ent_route ) )
- return;
+ /* Render SFD's */
+ u32 closest = 0;
+ float min_dist = INFINITY;
- 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( !mdl_arrcount( &world->ent_route ) )
+ return;
- if( dist < min_dist ){
- min_dist = dist;
- closest = i;
+ 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 ){
+ min_dist = dist;
+ closest = i;
+ }
}
- }
- ent_route *route = mdl_arritm( &world->ent_route, closest );
- sfd_render( world, cam, route->board_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 )