#include "camera.h"
#include "world.h"
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
+/* FIXME */
+VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
VG_STATIC void world_render_init(void)
{
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 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;
+
+ /* TODO: We could get away with this being R16u, and just have it be
+ * a normed value between min and max of the bounding box Y */
+
+ 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_STATIC void render_world_depth( camera *cam );
+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 );
+}
+
+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 );
/*
* Rendering
vg_tex2d_bind( &tex_terrain_noise, 0 );
}
-VG_STATIC void world_render_if( enum mdl_shader shader,
+typedef void (*func_bind_point)( world_instance *world,
+ struct world_surface *mat );
+
+VG_STATIC void world_render_if( world_instance *world,
+ enum mdl_shader shader,
enum geo_type geo_type,
- void (*bind_point)(struct world_material *mat))
+ func_bind_point bind_point )
{
- for( int i=0; i<world.material_count; i++ )
+ for( int i=0; i<world->surface_count; i++ )
{
- struct world_material *mat = &world.materials[i];
+ struct world_surface *mat = &world->surfaces[i];
if( mat->info.shader == shader )
{
if( !sm->indice_count )
continue;
- bind_point( mat );
+ bind_point( world, mat );
mdl_draw_submesh( sm );
}
}
}
-VG_STATIC void world_render_both_stages( enum mdl_shader shader,
- void (*bind_point)(struct world_material *mat))
+VG_STATIC
+void world_render_both_stages( world_instance *world,
+ enum mdl_shader shader,
+ func_bind_point bind_point )
{
- mesh_bind( &world.mesh_geo );
- world_render_if( shader, k_geo_type_solid, bind_point );
+ mesh_bind( &world->mesh_geo );
+ world_render_if( world, 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 );
+ mesh_bind( &world->mesh_no_collide );
+ world_render_if( world, shader, k_geo_type_nonsolid, bind_point );
glEnable( GL_CULL_FACE );
}
-VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
+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 ] );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
}
-VG_STATIC void render_world_vb( camera *cam )
+VG_STATIC void render_world_vb( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
+ 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 );
+ 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_vblend_uPv( cam->mtx.pv );
- shader_vblend_uPvmPrev( cam->mtx_prev.pv );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( cam->transform[3] );
+ 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,
+ world_render_both_stages( world, k_shader_standard_vertex_blend,
bindpoint_diffuse_texture1 );
}
-VG_STATIC void render_world_standard( camera *cam )
+VG_STATIC void render_world_standard( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- 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 );
+ 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_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_standard_uMdl( identity_matrix );
- shader_standard_uCamera( cam->transform[3] );
+ 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,
+ world_render_both_stages( world, k_shader_standard,
bindpoint_diffuse_texture1 );
}
-VG_STATIC void render_world_alphatest( camera *cam )
+VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- 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 );
+ 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,
+ _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_alphatest_uMdl( identity_matrix );
- shader_alphatest_uCamera( cam->transform[3] );
+ 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,
+ world_render_both_stages( world, k_shader_standard_cutout,
bindpoint_diffuse_texture1 );
glEnable(GL_CULL_FACE);
}
-VG_STATIC void bindpoint_terrain( struct world_material *mat )
+VG_STATIC void bindpoint_terrain( world_instance *world,
+ struct world_surface *mat )
{
glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
- shader_terrain_uSandColour( mat->info.colour );
- shader_terrain_uBlendOffset( mat->info.colour1 );
+ shader_scene_terrain_uSandColour( mat->info.colour );
+ shader_scene_terrain_uBlendOffset( mat->info.colour1 );
}
-VG_STATIC void render_terrain( camera *cam )
+VG_STATIC void render_terrain( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- shader_terrain_use();
- shader_terrain_uTexGarbage(0);
- shader_terrain_uTexGradients(1);
- shader_link_standard_ub( _shader_terrain.id, 2 );
+ shader_scene_terrain_use();
+ shader_scene_terrain_uTexGarbage(0);
+ shader_scene_terrain_uTexGradients(1);
+
+ 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 );
- shader_terrain_uPv( cam->mtx.pv );
- shader_terrain_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_terrain_uPv( cam->mtx.pv );
+ shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv );
- shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( cam->transform[3] );
+ 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 );
+ 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
/*
* Draw
*/
- shader_sky_use();
- shader_sky_uMdl( identity_matrix );
- shader_sky_uPv( pv );
- shader_sky_uPvmPrev( pv_prev );
- shader_sky_uTexGarbage(0);
- shader_sky_uTime( world.sky_time );
+ 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);
+ world_link_lighting_ub( world, _shader_model_sky.id );
vg_tex2d_bind( &tex_terrain_noise, 0 );
glDepthMask( GL_FALSE );
glDisable( GL_DEPTH_TEST );
- mesh_bind( &world.skydome );
- mdl_draw_submesh( &world.dome_upper );
+ mesh_bind( &world_global.skydome );
+ mesh_draw( &world_global.skydome );
glEnable( GL_DEPTH_TEST );
glDepthMask( GL_TRUE );
}
-VG_STATIC void render_world_gates( camera *cam )
+VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+ int layer_depth )
{
- 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] );
+ struct ent_gate *gate = NULL;
- if( dist < closest )
- {
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gi = mdl_arritm( &world->ent_gate, i );
+
+ if( gi->type == k_gate_type_unlinked )
+ continue;
+
+ float dist = v3_dist2( gi->co[0], cam->transform[3] );
+
+ vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+
+ if( dist < closest ){
closest = dist;
- id = i;
+ gate = gi;
}
}
-
- 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 );
+
+ 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
+ }
}
-VG_STATIC void render_world( camera *cam )
+VG_STATIC void render_world( world_instance *world, camera *cam,
+ int layer_depth )
{
- render_sky( cam );
+ render_sky( world, cam );
- render_world_routes( cam );
- render_world_standard( cam );
- render_world_vb( cam );
- render_world_alphatest( cam );
- render_terrain( cam );
+ render_world_routes( world, cam, layer_depth );
+ render_world_standard( world, cam );
+ render_world_vb( world, cam );
+ render_world_alphatest( world, cam );
+ render_terrain( world, cam );
/* Render SFD's */
- int closest = 0;
+ u32 closest = 0;
float min_dist = INFINITY;
- if( !world.route_count )
+ if( !mdl_arrcount( &world->ent_route ) )
return;
- for( int i=0; i<world.route_count; i++ )
- {
- float dist = v3_dist2(world.routes[i].scoreboard_transform[3], cam->pos);
+ 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 )
- {
+ if( dist < min_dist ){
min_dist = dist;
closest = i;
}
}
- sfd_render( cam, world.routes[closest].scoreboard_transform );
+ ent_route *route = mdl_arritm( &world->ent_route, closest );
+ sfd_render( world, cam, route->board_transform );
}
-VG_STATIC void render_world_depth( camera *cam )
+VG_STATIC void render_world_depth( world_instance *world, camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
- shader_gpos_use();
- 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 );
- mesh_draw( &world.mesh_geo );
+ 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 );
+ world_link_lighting_ub( world, _shader_scene_depth.id );
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+ mesh_bind( &world->mesh_geo );
+ mesh_draw( &world->mesh_geo );
+}
+
+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 */