update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 873374f08b37ea2ac928b6e1e0f50b427724585f..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"
-
-/* FIXME */
-VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
-                                         .flags = VG_TEXTURE_NEAREST };
-
-VG_STATIC void world_render_init(void)
-{
-   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 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_R16F;
-         fb->attachments[0].format           = GL_RED;
-         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 world_link_lighting_ub( world_instance *world,
-                                       GLuint shader, int texture_id )
-{
-   GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
-   glUniformBlockBinding( shader, idx, world->ubo_bind_point );
-
-   render_fb_bind_texture( &world->heightmap, 0, texture_id );
-   glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
-}
-
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
-/*
- * Rendering
- */
-
-VG_STATIC void bind_terrain_noise(void)
-{
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-}
-
-typedef void (*func_bind_point)( world_instance *world, 
-                                 struct world_material *mat );
-
-VG_STATIC void world_render_if( world_instance *world,
-                                enum mdl_shader shader, 
-                                enum geo_type geo_type,
-                                func_bind_point bind_point )
-{
-   
-   for( int i=0; i<world->material_count; i++ )
-   {
-      struct world_material *mat = &world->materials[i];
-
-      if( mat->info.shader == shader )
-      {
-         mdl_submesh *sm;
-
-         if( 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 );
-         mdl_draw_submesh( sm );
-      }
-   }
-}
-
-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( world, shader, k_geo_type_solid, bind_point );
-
-   glDisable( GL_CULL_FACE );
-   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( world_instance *world,
-                                           struct world_material *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_link_lighting_ub( world, _shader_scene_vertex_blend.id, 2 );
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-
-   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 );
-}
-
-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, 2 );
-   bind_terrain_noise();
+#define WORLD_CUBEMAP_RES 32
 
-   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 );
-}
-
-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, 2 );
-   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 );
-
-   glEnable(GL_CULL_FACE);
-}
-
-VG_STATIC void bindpoint_terrain( world_instance *world,
-                                  struct world_material *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 )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   shader_scene_terrain_use();
-   shader_scene_terrain_uTexGarbage(0);
-   shader_scene_terrain_uTexGradients(1);
-   world_link_lighting_ub( world, _shader_scene_terrain.id, 2 );
-
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-
-   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 );
-}
-
-VG_STATIC void render_sky( 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);
-   shader_model_sky_uTime( world_global.sky_time );
-
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-
-   glDepthMask( GL_FALSE );
-   glDisable( GL_DEPTH_TEST );
-
-   mesh_bind( &world_global.skydome );
-   mdl_draw_submesh( &world_global.dome_upper );
-   
-   glEnable( GL_DEPTH_TEST );
-   glDepthMask( GL_TRUE );
-}
-
-VG_STATIC void render_world_gates( world_instance *world, camera *cam )
+#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
 {
-   float closest = INFINITY;
-
-   struct teleport_gate *gate = NULL;
-   world_instance *dest_world = world;
+   GLuint tex_terrain_noise;
 
-   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] );
+   /* rendering */
+   glmesh skydome;
 
-      vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
+   double sky_time, sky_rate, sky_target_rate;
 
-      if( dist < closest )
-      {
-         closest = dist;
-         gate = &rg->gate;
-         dest_world = world;
-      }
+   /* water rendering */
+   struct{
+      struct framebuffer fbreflect, fbdepth;
    }
-
-   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 ];
-      }
+   water;
+
+   v3f render_gate_pos;
+   struct timer_text{
+      char text[8];
+      m4x3f transform;
+      ent_gate *gate;
+      ent_route *route;
    }
-
-   if( gate )
-      render_gate( dest_world, gate, cam );
-}
-
-VG_STATIC void render_world( world_instance *world, camera *cam )
-{
-   render_sky( cam );
-
-   render_world_routes( world, cam );
-   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;
-   float min_dist = INFINITY;
-
-   if( !world->route_count )
-      return;
-
-   for( int i=0; i<world->route_count; i++ )
-   {
-      float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos);
-
-      if( dist < min_dist )
-      {
-         min_dist = dist;
-         closest = i;
-      }
+   timer_texts[4];
+   u32 timer_text_count;
+
+   struct text_particle{
+      rigidbody rb;
+      m4x3f mlocal;
+      ent_glyph *glyph;
+      v4f colour;
+      m4x3f mdl;
+      f32 radius;
    }
-
-   sfd_render( cam, world->routes[closest].scoreboard_transform );
-}
-
-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 );
-   
-   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
+   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 */