text3d
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 1926364c6b437fa03ba206a82ae74af47a620af4..e04a6bb85455da4aaebecc7b71bc5cccf175705a 100644 (file)
@@ -48,9 +48,6 @@ VG_STATIC void world_render_init(void)
          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;
@@ -92,6 +89,15 @@ VG_STATIC void world_bind_light_array( world_instance *world,
    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 );
 
 /*
@@ -104,7 +110,7 @@ VG_STATIC void bind_terrain_noise(void)
 }
 
 typedef void (*func_bind_point)( world_instance *world, 
-                                 struct world_material *mat );
+                                 struct world_surface *mat );
 
 VG_STATIC void world_render_if( world_instance *world,
                                 enum mdl_shader shader, 
@@ -112,9 +118,9 @@ VG_STATIC void world_render_if( world_instance *world,
                                 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 )
       {
@@ -149,7 +155,7 @@ void world_render_both_stages(  world_instance *world,
 }
 
 VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_material *mat )
+                                           struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -168,6 +174,8 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
                                 _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 );
 
@@ -198,6 +206,8 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
                                 _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();
 
@@ -226,6 +236,8 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
                         _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();
@@ -244,7 +256,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
 }
 
 VG_STATIC void bindpoint_terrain( world_instance *world,
-                                  struct world_material *mat )
+                                  struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -267,6 +279,8 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
                         _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 );
 
@@ -281,7 +295,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    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
@@ -315,7 +329,7 @@ VG_STATIC void render_sky( camera *cam )
    shader_model_sky_uPv( pv );
    shader_model_sky_uPvmPrev( pv_prev );
    shader_model_sky_uTexGarbage(0);
-   shader_model_sky_uTime( world_global.sky_time );
+   world_link_lighting_ub( world, _shader_model_sky.id );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
@@ -323,89 +337,79 @@ VG_STATIC void render_sky( camera *cam )
    glDisable( GL_DEPTH_TEST );
 
    mesh_bind( &world_global.skydome );
-   mdl_draw_submesh( &world_global.dome_upper );
+   mesh_draw( &world_global.skydome );
    
    glEnable( GL_DEPTH_TEST );
    glDepthMask( GL_TRUE );
 }
 
-VG_STATIC void render_world_gates( world_instance *world, camera *cam )
+VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+                                   int layer_depth )
 {
    float closest = INFINITY;
 
-   struct teleport_gate *gate = NULL;
-   world_instance *dest_world = world;
+   struct ent_gate *gate = NULL;
 
-   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] );
-
-      vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
+   for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+      ent_gate *gi = mdl_arritm( &world->ent_gate, i );
 
-      if( dist < closest )
-      {
-         closest = dist;
-         gate = &rg->gate;
-         dest_world = world;
-      }
-   }
-
-   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 );
+      if( gi->type == k_gate_type_unlinked )
          continue;
-      }
-      else
-         vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN );
 
-      float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] );
+      float dist = v3_dist2( gi->co[0], cam->transform[3] );
 
-      if( dist < closest )
-      {
+      vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+
+      if( dist < closest ){
          closest = dist;
-         gate = &nlg->gate;
-         dest_world = &world_global.worlds[ nlg->target_map_index ];
+         gate = gi;
       }
    }
-
-   if( gate )
-      render_gate( dest_world, gate, cam );
+   
+   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
+
+      /* should really be set in fixed update since its used in the physics
+       * of most systems. too bad! */
+      world->rendering_gate = gate;
+   }
 }
 
-VG_STATIC void render_world( world_instance *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( 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 );
 
    /* 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( world_instance *world, camera *cam )