some audio things
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index fd0b39f214a34e9785de222f5c19c6e6b79d052b..7eccc6e45518d9351722ea994146ee566dd3f745 100644 (file)
@@ -53,8 +53,8 @@ VG_STATIC void world_render_init(void)
 
          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 +69,36 @@ 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 );
+}
 
-   render_fb_bind_texture( &world->heightmap, 0, texture_id );
-   glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
+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 );
+}
+
+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 );
@@ -150,7 +172,14 @@ 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 );
@@ -174,7 +203,15 @@ 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 );
@@ -196,7 +233,16 @@ 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 );
@@ -230,7 +276,14 @@ 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 );
 
@@ -245,7 +298,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    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 +332,7 @@ 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 );
 
@@ -295,31 +348,55 @@ VG_STATIC void render_sky( camera *cam )
 
 VG_STATIC void render_world_gates( world_instance *world, camera *cam )
 {
-   if( !world->gate_count )
-      return;
-
    float closest = INFINITY;
-   int   id = 0;
+
+   struct teleport_gate *gate = NULL;
+   world_instance *dest_world = world;
 
    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] );
 
+      vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
+
       if( dist < closest )
       {
          closest = dist;
-         id = i;
+         gate = &rg->gate;
+         dest_world = world;
       }
    }
 
-   /* TODO: non-local portals! :D */
-   render_gate( world, &world->gates[id].gate, cam );
+   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;
+      }
+      else
+         vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN );
+
+      float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] );
+
+      if( dist < closest )
+      {
+         closest = dist;
+         gate = &nlg->gate;
+         dest_world = &world_global.worlds[ nlg->target_map_index ];
+      }
+   }
+
+   if( gate )
+      render_gate( dest_world, gate, cam );
 }
 
 VG_STATIC void render_world( world_instance *world, camera *cam )
 {
-   render_sky( cam );
+   render_sky( world, cam );
 
    render_world_routes( world, cam );
    render_world_standard( world, cam );
@@ -358,16 +435,26 @@ 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 */