update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 6a415e631ac4c48882b4472d36f98f28d2547811..846e2d83f7f53694147231ca09a02b2246a3caaf 100644 (file)
 /*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#ifndef WORLD_RENDER_H
-#define WORLD_RENDER_H
+#pragma once
 
-#include "camera.h"
-#include "world.h"
-
-VG_STATIC GLuint tex_terrain_noise;
-
-VG_STATIC void async_world_render_init( void *payload, u32 size )
-{
-   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;
-
-      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 );
-   }
-}
-
-VG_STATIC void world_render_init(void)
-{
-   vg_info( "Loading default world textures\n" );
-
-   vg_tex2d_load_qoi_async_file( "textures/garbage.qoi", 
-                                 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, 
-                                 &tex_terrain_noise );
-
-   vg_async_call( async_world_render_init, NULL, 0 );
-}
-
-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_STATIC void bind_terrain_noise(void)
-{
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
-}
-
-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, struct world_pass *pass )
-{
-   for( int i=0; i<world->surface_count; i++ ){
-      struct world_surface *mat = &world->surfaces[i];
-
-      if( mat->info.shader == pass->shader ){
-         mdl_submesh *sm;
-
-         if( pass->geo_type == k_geo_type_solid )
-            sm = &mat->sm_geo;
-         else
-            sm = &mat->sm_no_collide;
-
-         if( !sm->indice_count )
-            continue;
-
-         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, struct world_pass *pass )
-{
-   mesh_bind( &world->mesh_geo );
-   pass->geo_type = k_geo_type_solid;
-   world_render_if( world, pass );
-
-   glDisable( GL_CULL_FACE );
-   mesh_bind( &world->mesh_no_collide );
-   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 )
-{
-   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 );
-
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
-
-   shader_scene_vertex_blend_uPv( cam->mtx.pv );
-   shader_scene_vertex_blend_uCamera( cam->transform[3] );
-
-   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 )
-{
-   shader_scene_standard_use();
-   shader_scene_standard_uTexGarbage(0);
-   shader_scene_standard_uTexMain(1);
-   shader_scene_standard_uPv( cam->mtx.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_scene_standard_uCamera( cam->transform[3] );
-   
-   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 );
-}
+#define WORLD_CUBEMAP_RES 32
 
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
-{
-   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 );
-
-   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_uCamera( cam->transform[3] );
-
-   glDisable(GL_CULL_FACE);
-
-   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 bindpoint_terrain( world_instance *world,
-                                  struct world_surface *mat )
-{
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-
-   shader_scene_terrain_uSandColour( mat->info.colour );
-   shader_scene_terrain_uBlendOffset( mat->info.colour1 );
-}
-
-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 );
-   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 );
-
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
-
-   shader_scene_terrain_uPv( cam->mtx.pv );
-   shader_scene_terrain_uCamera( cam->transform[3] );
-
-   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 )
-{
-   /* 
-    * 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_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 );
-
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
-
-   glDepthMask( GL_FALSE );
-   glDisable( GL_DEPTH_TEST );
-
-   mesh_bind( &world_global.skydome );
-   mesh_draw( &world_global.skydome );
-   
-   glEnable( GL_DEPTH_TEST );
-   glDepthMask( GL_TRUE );
-}
-
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
-                                   int layer_depth )
-{
-   float closest = INFINITY;
-   struct ent_gate *gate = NULL;
-
-   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;
-         gate = gi;
-      }
+#include "vg/vg_camera.h"
+#include "world.h"
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_foliage.h"
+#include "shaders/scene_override.h"
+#include "shaders/scene_cubemapped.h"
+#include "shaders/scene_vertex_blend.h"
+#include "shaders/scene_terrain.h"
+#include "shaders/scene_fxglow.h"
+#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
+#include "shaders/scene_font.h"
+#include "shaders/model_sky.h"
+#include "shaders/model_sky_space.h"
+
+static const float k_world_light_cube_size = 8.0f;
+
+struct world_render
+{
+   GLuint tex_terrain_noise;
+
+   /* rendering */
+   glmesh skydome;
+
+   double sky_time, sky_rate, sky_target_rate;
+
+   /* water rendering */
+   struct{
+      struct framebuffer fbreflect, fbdepth;
    }
-   
-   if( gate ){
-      /* 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;
+   water;
+
+   v3f render_gate_pos;
+   struct timer_text{
+      char text[8];
+      m4x3f transform;
+      ent_gate *gate;
+      ent_route *route;
    }
-}
-
-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_sky( world, 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 );
-
-   if( layer_depth == 0 ){
-      skateshop_render();
-
-      /* Render SFD's */
-      u32 closest = 0;
-      float min_dist = INFINITY;
-
-      if( !mdl_arrcount( &world->ent_route ) )
-         return;
-
-      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 );
+   timer_texts[4];
+   u32 timer_text_count;
+
+   struct text_particle{
+      rigidbody rb;
+      m4x3f mlocal;
+      ent_glyph *glyph;
+      v4f colour;
+      m4x3f mdl;
+      f32 radius;
    }
-}
-
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   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 );
-
-   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 );
-}
+   text_particles[6*4];
+   u32 text_particle_count;
+}
+extern world_render;
+
+void world_render_init(void);
+
+void world_prerender( world_instance *world );
+void world_link_lighting_ub( world_instance *world, GLuint shader );
+void world_bind_position_texture( world_instance *world, 
+                                  GLuint shader, GLuint location,
+                                  int slot );
+void world_bind_light_array( world_instance *world,
+                             GLuint shader, GLuint location, 
+                             int slot );
+void world_bind_light_index( world_instance *world,
+                             GLuint shader, GLuint location,
+                             int slot );
+void render_world_position( world_instance *world, vg_camera *cam );
+void render_world_depth( world_instance *world, vg_camera *cam );
+void render_world( world_instance *world, vg_camera *cam,
+                   int stenciled, int viewing_from_gate, 
+                   int with_water, int with_cubemaps );
+void render_world_cubemaps( world_instance *world );
+void bind_terrain_noise(void);
+void render_world_override( world_instance *world,
+                            world_instance *lighting_source,
+                            m4x3f mmdl,
+                            vg_camera *cam,
+                            ent_spawn *dest_spawn, v4f map_info );
+void render_world_gates( world_instance *world, vg_camera *cam );
+void imgui_world_light_edit( world_instance *world );
+
+#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER )            \
+   world_link_lighting_ub( WORLD, _shader_##SHADER.id );                \
+   world_bind_position_texture( WORLD, _shader_##SHADER.id,             \
+                                _uniform_##SHADER##_g_world_depth, 2 ); \
+   world_bind_light_array( WORLD, _shader_##SHADER.id,                  \
+                           _uniform_##SHADER##_uLightsArray, 3 );       \
+   world_bind_light_index( WORLD, _shader_##SHADER.id,                  \
+                           _uniform_##SHADER##_uLightsIndex, 4 );
 
-#endif /* WORLD_RENDER_H */