update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index dee421694c5031ea88815c79c7998dc9eeb8efc9..846e2d83f7f53694147231ca09a02b2246a3caaf 100644 (file)
@@ -1,17 +1,17 @@
 /*
- * Copyright (C) 2021-2023 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
 
 #define WORLD_CUBEMAP_RES 32
 
-#include "camera.h"
+#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_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{
+struct world_render
+{
    GLuint tex_terrain_noise;
 
    /* rendering */
@@ -48,33 +50,52 @@ struct world_render{
    u32 timer_text_count;
 
    struct text_particle{
-      rb_object obj;
+      rigidbody rb;
       m4x3f mlocal;
       ent_glyph *glyph;
       v4f colour;
-
       m4x3f mdl;
+      f32 radius;
    }
    text_particles[6*4];
    u32 text_particle_count;
 }
-static world_render;
-VG_STATIC void world_render_init(void);
+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 );
 
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
-VG_STATIC void world_bind_position_texture( world_instance *world, 
-                                            GLuint shader, GLuint location,
-                                            int slot );
-VG_STATIC void world_bind_light_array( world_instance *world,
-                                       GLuint shader, GLuint location, 
-                                       int slot );
-VG_STATIC void world_bind_light_index( world_instance *world,
-                                       GLuint shader, GLuint location,
-                                       int slot );
-VG_STATIC void render_world_position( world_instance *world, camera *cam );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
-                             int layer_depth );
-VG_STATIC void render_world_cubemaps( 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 */