traffic
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index ad0d5c43a2d469fdb31c1650a7559241e08a7457..f61974e37e791f0b7384b17ef384416086c791b6 100644 (file)
@@ -49,7 +49,7 @@ VG_STATIC void world_render_init(void)
          fb->resolution_div = 0;
 
          fb->attachments[0].display_name     = NULL;
-         fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
+         fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
          fb->attachments[0].internalformat   = GL_RG16F;
          fb->attachments[0].format           = GL_RG;
          fb->attachments[0].type             = GL_FLOAT;
@@ -109,24 +109,26 @@ VG_STATIC void bind_terrain_noise(void)
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 }
 
-typedef void (*func_bind_point)( world_instance *world, 
-                                 struct world_surface *mat );
+struct world_pass{
+   camera *cam;
+   enum mdl_shader shader;
+   enum geo_type geo_type;
 
-VG_STATIC void world_render_if( world_instance *world,
-                                enum mdl_shader shader, 
-                                enum geo_type geo_type,
-                                func_bind_point bind_point )
+   void (*fn_bind_textures)( world_instance *world, 
+                             struct world_surface *mat );
+   void (*fn_set_mdl)( m4x3f mdl );
+   void (*fn_set_uPvmPrev)( m4x4f pvm );
+};
+
+VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
 {
-   
-   for( int i=0; i<world->surface_count; i++ )
-   {
+   for( int i=0; i<world->surface_count; i++ ){
       struct world_surface *mat = &world->surfaces[i];
 
-      if( mat->info.shader == shader )
-      {
+      if( mat->info.shader == pass->shader ){
          mdl_submesh *sm;
 
-         if( geo_type == k_geo_type_solid )
+         if( pass->geo_type == k_geo_type_solid )
             sm = &mat->sm_geo;
          else
             sm = &mat->sm_no_collide;
@@ -134,28 +136,55 @@ VG_STATIC void world_render_if( world_instance *world,
          if( !sm->indice_count )
             continue;
 
-         bind_point( world, mat );
+         m4x3f mmdl;
+         m4x3_identity( mmdl );
+         pass->fn_set_mdl( mmdl );
+         pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
+
+         pass->fn_bind_textures( world, mat );
          mdl_draw_submesh( sm );
+
+         for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
+            ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
+            
+            for( u32 k=0; k<traffic->submesh_count; k++ ){
+               sm = mdl_arritm( &world->meta.submeshs, 
+                                 traffic->submesh_start+k );
+
+               q_m3x3( traffic->transform.q, mmdl );
+               v3_copy( traffic->transform.co, mmdl[3] );
+
+               m4x4f m4mdl;
+               m4x3_expand( mmdl, m4mdl );
+               m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+
+               pass->fn_set_mdl( mmdl );
+               pass->fn_set_uPvmPrev( m4mdl );
+
+               mdl_draw_submesh( sm );
+            }
+         }
       }
    }
 }
 
 VG_STATIC 
-void world_render_both_stages(  world_instance *world,
-                                enum mdl_shader shader,
-                                func_bind_point bind_point )
+void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
-   world_render_if( world, shader, k_geo_type_solid, bind_point );
+   pass->geo_type = k_geo_type_solid;
+   world_render_if( world, pass );
 
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_no_collide );
-   world_render_if( world, shader, k_geo_type_nonsolid, bind_point );
+   pass->geo_type = k_geo_type_nonsolid;
+   world_render_if( world, pass );
    glEnable( GL_CULL_FACE );
 }
 
 VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
                                            struct world_surface *mat )
+                                         
 {
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -163,9 +192,6 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
 
 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);
@@ -180,24 +206,25 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    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] );
 
-   world_render_both_stages( world, k_shader_standard_vertex_blend,
-                             bindpoint_diffuse_texture1 );
+   struct world_pass pass = {
+      .shader = k_shader_standard_vertex_blend,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_set_mdl = shader_scene_vertex_blend_uMdl,
+      .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
+   };
+
+   world_render_both_stages( world, &pass );
 }
 
 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 );
    world_bind_position_texture( world, _shader_scene_standard.id, 
@@ -208,24 +235,25 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
                                 _uniform_scene_standard_uLightsIndex, 4 );
 
    bind_terrain_noise();
-
-   shader_scene_standard_uMdl( identity_matrix );
    shader_scene_standard_uCamera( cam->transform[3] );
    
-   world_render_both_stages( world, k_shader_standard,
-                             bindpoint_diffuse_texture1 );
+   struct world_pass pass = {
+      .shader = k_shader_standard,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_set_mdl = shader_scene_standard_uMdl,
+      .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
+   };
+
+   world_render_both_stages( world, &pass );
 }
 
 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 );
    world_bind_position_texture( world, _shader_scene_standard_alphatest.id, 
@@ -238,13 +266,20 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
 
    bind_terrain_noise();
 
-   shader_scene_standard_alphatest_uMdl( identity_matrix );
+   
    shader_scene_standard_alphatest_uCamera( cam->transform[3] );
 
    glDisable(GL_CULL_FACE);
-   
-   world_render_both_stages( world, k_shader_standard_cutout,
-                             bindpoint_diffuse_texture1 );
+
+   struct world_pass pass = {
+      .shader = k_shader_standard_cutout,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
+      .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
+   };
+
+   world_render_both_stages( world, &pass );
 
    glEnable(GL_CULL_FACE);
 }
@@ -261,9 +296,6 @@ VG_STATIC void bindpoint_terrain( world_instance *world,
 
 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);
@@ -279,12 +311,17 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    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] );
 
-   world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
+   struct world_pass pass = {
+      .shader = k_shader_terrain_blend,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_terrain,
+      .fn_set_mdl = shader_scene_terrain_uMdl,
+      .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
+   };
+
+   world_render_both_stages( world, &pass );
 }
 
 VG_STATIC void render_sky( world_instance *world, camera *cam )
@@ -359,16 +396,19 @@ VG_STATIC void render_world_gates( world_instance *world, camera *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;
+
+      if( gate->type == k_gate_type_teleport ){
+         render_gate( world, gate, cam, layer_depth );
+      }
+      else if( gate->type == k_gate_type_nonlocel ){
+         world_instance *dest_world = &world_global.worlds[ gate->target ];
+         render_gate( dest_world, gate, cam, layer_depth );
+      }
+      else
+         world->rendering_gate = NULL;
    }
 }
 
@@ -377,7 +417,6 @@ VG_STATIC void world_prerender( world_instance *world )
    static double g_time = 0.0;
    g_time += vg.time_delta * (1.0/(k_day_length*60.0));
 
-
    struct ub_world_lighting *state = &world->ub_lighting;
 
    state->g_time = g_time;
@@ -385,8 +424,7 @@ VG_STATIC void world_prerender( world_instance *world )
    state->g_debug_indices = k_debug_light_indices;
    state->g_light_preview = k_light_preview;
    state->g_debug_complexity = k_debug_light_complexity;
-
-   state->g_time_of_day = vg_fractf( g_time );
+state->g_time_of_day = vg_fractf( g_time );
    state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
    state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );