#ifndef WORLD_RENDER_H
#define WORLD_RENDER_H
+#include "camera.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 };
+/* FIXME */
+VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
VG_STATIC void world_render_init(void)
{
vg_acquire_thread_sync();
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise,
- &tex_alphatest,
- &tex_graffiti }, 4 );
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
}
vg_release_thread_sync();
}
-VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera );
+VG_STATIC void render_world_depth( camera *cam );
/*
* Rendering
*/
-VG_STATIC void bind_terrain_textures(void)
+VG_STATIC void bind_terrain_noise(void)
{
vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_terrain_colours, 1 );
}
VG_STATIC void world_render_if( enum mdl_shader shader,
{
mesh_bind( &world.mesh_geo );
world_render_if( shader, k_geo_type_solid, bind_point );
+
+ glDisable( GL_CULL_FACE );
mesh_bind( &world.mesh_no_collide );
world_render_if( shader, k_geo_type_nonsolid, bind_point );
+ glEnable( GL_CULL_FACE );
}
VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
}
-VG_STATIC void render_world_vb( m4x4f projection, v3f camera )
+VG_STATIC void render_world_vb( camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
shader_link_standard_ub( _shader_vblend.id, 2 );
vg_tex2d_bind( &tex_terrain_noise, 0 );
- shader_vblend_uPv( projection );
+ shader_vblend_uPv( cam->mtx.pv );
+ shader_vblend_uPvmPrev( cam->mtx_prev.pv );
shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( camera );
+ shader_vblend_uCamera( cam->transform[3] );
+ shader_vblend_uBoard0( TEMP_BOARD_0 );
+ shader_vblend_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( k_shader_standard_vertex_blend,
bindpoint_diffuse_texture1 );
}
+VG_STATIC void render_world_standard( camera *cam )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
-VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera )
+ shader_standard_use();
+ shader_standard_uTexGarbage(0);
+ shader_standard_uTexMain(1);
+ shader_standard_uPv( cam->mtx.pv );
+ shader_standard_uPvmPrev( cam->mtx_prev.pv );
+ shader_link_standard_ub( _shader_standard.id, 2 );
+ bind_terrain_noise();
+
+ shader_standard_uMdl( identity_matrix );
+ shader_standard_uCamera( cam->transform[3] );
+ shader_standard_uBoard0( TEMP_BOARD_0 );
+ shader_standard_uBoard1( TEMP_BOARD_1 );
+
+ world_render_both_stages( k_shader_standard,
+ bindpoint_diffuse_texture1 );
+}
+
+VG_STATIC void render_world_alphatest( camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
shader_alphatest_use();
shader_alphatest_uTexGarbage(0);
shader_alphatest_uTexMain(1);
+ shader_alphatest_uPv( cam->mtx.pv );
+ shader_alphatest_uPvmPrev( cam->mtx_prev.pv );
shader_link_standard_ub( _shader_alphatest.id, 2 );
+ bind_terrain_noise();
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- shader_alphatest_uPv( projection );
shader_alphatest_uMdl( identity_matrix );
- shader_alphatest_uCamera( camera );
+ shader_alphatest_uCamera( cam->transform[3] );
+ shader_alphatest_uBoard0( TEMP_BOARD_0 );
+ shader_alphatest_uBoard1( TEMP_BOARD_1 );
glDisable(GL_CULL_FACE);
shader_terrain_uBlendOffset( mat->info.colour1 );
}
-VG_STATIC void render_terrain( m4x4f projection, v3f camera )
+VG_STATIC void render_terrain( camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
vg_tex2d_bind( &tex_terrain_noise, 0 );
- shader_terrain_uPv( projection );
+ shader_terrain_uPv( cam->mtx.pv );
+ shader_terrain_uPvmPrev( cam->mtx_prev.pv );
+
shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( camera );
+ shader_terrain_uCamera( cam->transform[3] );
+ shader_terrain_uBoard0( TEMP_BOARD_0 );
+ shader_terrain_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
}
-VG_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 );
-}
-
-VG_STATIC void render_sky(m4x3f camera)
+VG_STATIC void render_sky( camera *cam )
{
- 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 );
+ /*
+ * 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_sky_use();
- shader_sky_uMdl(identity_matrix);
- shader_sky_uPv(full);
+ shader_sky_uMdl( identity_matrix );
+ shader_sky_uPv( pv );
+ shader_sky_uPvmPrev( pv_prev );
shader_sky_uTexGarbage(0);
shader_sky_uTime( world.sky_time );
glDepthMask( GL_TRUE );
}
-VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
+VG_STATIC void render_world_gates( camera *cam )
{
if( !world.gate_count )
return;
for( int i=0; i<world.gate_count; i++ )
{
struct route_gate *rg = &world.gates[i];
- float dist = v3_dist2( rg->gate.co[0], camera[3] );
+ float dist = v3_dist2( rg->gate.co[0], cam->transform[3] );
if( dist < closest )
{
}
}
- render_gate( &world.gates[id].gate, playerco, camera );
+ render_gate( &world.gates[id].gate, cam );
v3_lerp( world.render_gate_pos,
world.gates[id].gate.co[0],
1.0f,
world.render_gate_pos );
}
-VG_STATIC void render_world( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world( camera *cam )
{
- 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] );
+ render_sky( cam );
+
+ render_world_routes( cam );
+ render_world_standard( cam );
+ render_world_vb( cam );
+ render_world_alphatest( cam );
+ render_terrain( cam );
+ /* Render SFD's */
int closest = 0;
float min_dist = INFINITY;
for( int i=0; i<world.route_count; i++ )
{
- float dist = v3_dist2( world.routes[i].scoreboard_transform[3],
- camera[3] );
+ float dist = v3_dist2(world.routes[i].scoreboard_transform[3], cam->pos);
if( dist < min_dist )
{
}
}
- sfd_render( projection, camera[3],
- world.routes[closest].scoreboard_transform );
+ sfd_render( cam, world.routes[closest].scoreboard_transform );
}
-VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world_depth( camera *cam )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
shader_gpos_use();
- shader_gpos_uCamera( camera[3] );
- shader_gpos_uPv( projection );
+ shader_gpos_uCamera( cam->transform[3] );
+ shader_gpos_uPv( cam->mtx.pv );
+ shader_gpos_uPvmPrev( cam->mtx_prev.pv );
shader_gpos_uMdl( identity_matrix );
mesh_bind( &world.mesh_geo );