-#ifndef WORLD_RENDER_H
-#define WORLD_RENDER_H
-
-#include "world.h"
-
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
- .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-static void world_render_init(void)
-{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise,
- &tex_alphatest,
- &tex_graffiti }, 4 );
-}
-
-
-
-static void render_world_depth( m4x4f projection, m4x3f camera );
-
-
-
-
/*
- * Rendering
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
-static void bind_terrain_textures(void)
-{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_terrain_colours, 1 );
-}
-
-static void render_world_vb( m4x4f projection, v3f camera )
-{
- 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 );
- bind_terrain_textures();
-
- shader_vblend_uPv( projection );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( camera );
-
- scene_bind( &world.geo );
- mdl_draw_submesh( &world.sm_geo_vb );
-
- mesh_bind( &world.cars );
-
-#if 0
- for( int i=0; i<vg_list_size(world.van_man); i++ )
- {
- shader_vblend_uMdl( world.van_man[i].transform );
- mdl_draw_submesh( &world.car_holden );
- }
-#endif
-}
-
-static void render_world_alphatest( m4x4f projection, v3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_alphatest_use();
- shader_alphatest_uTexGarbage(0);
- shader_alphatest_uTexMain(1);
- shader_link_standard_ub( _shader_alphatest.id, 2 );
-
- vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_alphatest, 1 );
-
- shader_alphatest_uPv( projection );
- shader_alphatest_uMdl( identity_matrix );
- shader_alphatest_uCamera( camera );
-
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- mdl_draw_submesh( &world.sm_foliage_alphatest );
-
- vg_tex2d_bind( &tex_graffiti, 1 );
- mdl_draw_submesh( &world.sm_graffiti );
-
- glEnable(GL_CULL_FACE);
-}
-
-static void render_terrain( m4x4f projection, v3f camera )
-{
- 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 );
- bind_terrain_textures();
-
- shader_terrain_uPv( projection );
- shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( camera );
-
- scene_bind( &world.geo );
- mdl_draw_submesh( &world.sm_terrain );
- mdl_draw_submesh( &world.sm_geo_std_oob );
- mdl_draw_submesh( &world.sm_geo_std );
- mdl_draw_submesh( &world.sm_subworld );
-
- /* TODO: Dont draw in reflection */
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- mdl_draw_submesh( &world.sm_foliage_main );
- glEnable(GL_CULL_FACE);
-}
-
-static void render_lowerdome( m4x3f camera )
-{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
-
- m4x3f inverse;
- m3x3_transpose( camera, inverse );
- v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
- m4x3_expand( inverse, full );
- m4x4_mul( projection, full, full );
-
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_planeinf_use();
- shader_planeinf_uMdl(identity_matrix);
- shader_planeinf_uPv(full);
- shader_planeinf_uCamera(camera[3]);
- shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f,0.0f} );
-
- mdl_draw_submesh( &world.dome_lower );
-}
-
-static void render_sky(m4x3f camera)
-{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+#ifndef WORLD_RENDER_H
+#define WORLD_RENDER_H
- m4x3f inverse;
- m3x3_transpose( camera, inverse );
- v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
- m4x3_expand( inverse, full );
- m4x4_mul( projection, full, full );
+#define WORLD_CUBEMAP_RES 32
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_sky_use();
- shader_sky_uMdl(identity_matrix);
- shader_sky_uPv(full);
- shader_sky_uTexGarbage(0);
- shader_sky_uTime( vg_time );
+#include "camera.h"
+#include "world.h"
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.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"
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
+static const float k_world_light_cube_size = 8.0f;
- mesh_bind( &world.skydome );
- mdl_draw_submesh( &world.dome_upper );
-
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
-}
+struct world_render{
+ GLuint tex_terrain_noise;
-static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
-{
- float closest = INFINITY;
- int id = 0;
+ /* rendering */
+ glmesh skydome;
- for( int i=0; i<world.routes.gate_count; i++ )
- {
- struct route_gate *rg = &world.routes.gates[i];
- float dist = v3_dist2( rg->gate.co[0], camera[3] );
+ double sky_time, sky_rate, sky_target_rate;
- if( dist < closest )
- {
- closest = dist;
- id = i;
- }
+ /* water rendering */
+ struct{
+ struct framebuffer fbreflect, fbdepth;
}
-
- render_gate( &world.routes.gates[id].gate, playerco, camera );
- v3_lerp( world.render_gate_pos,
- world.routes.gates[id].gate.co[0],
- 1.0f,
- world.render_gate_pos );
-}
-
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
- render_world_routes( projection, camera[3] );
- render_world_vb( projection, camera[3] );
- render_world_alphatest( projection, camera[3] );
- render_terrain( projection, camera[3] );
-
- int closest = 0;
- float min_dist = INFINITY;
-
- for( int i=0; i<world.routes.route_count; i++ )
- {
- float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
- camera[3] );
-
- if( dist < min_dist )
- {
- min_dist = dist;
- closest = i;
- }
+ water;
+
+ v3f render_gate_pos;
+ struct timer_text{
+ char text[8];
+ m4x3f transform;
+ ent_gate *gate;
+ ent_route *route;
}
+ timer_texts[4];
+ u32 timer_text_count;
- sfd_render( &world.sfd.tester, projection, camera[3],
- world.routes.routes[closest].scoreboard_transform );
-}
+ struct text_particle{
+ rb_object obj;
+ m4x3f mlocal;
+ ent_glyph *glyph;
+ v4f colour;
-static void render_world_depth( m4x4f projection, m4x3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_gpos_use();
- shader_gpos_uCamera( camera[3] );
- shader_gpos_uPv( projection );
- shader_gpos_uMdl( identity_matrix );
-
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+ m4x3f mdl;
+ }
+ text_particles[6*4];
+ u32 text_particle_count;
}
+static world_render;
+VG_STATIC void world_render_init(void);
+
+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 );
#endif /* WORLD_RENDER_H */