X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world_render.c;h=4b6568b2651f3247dd3bc0d638bf9418790e3d82;hb=HEAD;hp=1e99566e68ddd9f9e8169758473364b9722750ca;hpb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c deleted file mode 100644 index 1e99566..0000000 --- a/world_render.c +++ /dev/null @@ -1,1004 +0,0 @@ -/* - * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved - */ - -#ifndef WORLD_RENDER_C -#define WORLD_RENDER_C - -#include "world.h" -#include "world_render.h" -#include "font.h" -#include "gui.h" -#include "respawn.h" - -static int ccmd_set_time( int argc, const char *argv[] ){ - world_instance *world = world_current_instance(); - if( argc == 1 ) - world->time = atof( argv[0] ); - else - vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time ); - return 0; -} - -static void async_world_render_init( void *payload, u32 size ) -{ - vg_info( "Allocate uniform buffers\n" ); - for( int i=0; iubo_bind_point = i; - - glGenBuffers( 1, &world->ubo_lighting ); - glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); - glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), - NULL, GL_DYNAMIC_DRAW ); - - glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting ); - VG_CHECK_GL_ERR(); - } - - vg_info( "Allocate frame buffers\n" ); - for( int i=0; iheightmap; - - fb->display_name = NULL; - fb->link = NULL; - fb->fixed_w = 1024; - fb->fixed_h = 1024; - fb->resolution_div = 0; - - fb->attachments[0].display_name = NULL; - 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; - fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0; - - fb->attachments[1].purpose = k_framebuffer_attachment_type_none; - fb->attachments[2].purpose = k_framebuffer_attachment_type_none; - fb->attachments[3].purpose = k_framebuffer_attachment_type_none; - fb->attachments[4].purpose = k_framebuffer_attachment_type_none; - - render_fb_allocate( fb ); - } -} - -static void world_render_init(void) -{ - VG_VAR_F32( k_day_length ); - VG_VAR_I32( k_debug_light_indices ); - VG_VAR_I32( k_debug_light_complexity ); - VG_VAR_I32( k_light_preview ); - vg_console_reg_cmd( "set_time", ccmd_set_time, NULL ); - - world_render.sky_rate = 1.0; - world_render.sky_target_rate = 1.0; - - shader_scene_standard_register(); - shader_scene_standard_alphatest_register(); - shader_scene_override_register(); - shader_scene_cubemapped_register(); - shader_scene_fxglow_register(); - shader_scene_vertex_blend_register(); - shader_scene_terrain_register(); - shader_scene_depth_register(); - shader_scene_position_register(); - shader_model_sky_register(); - - vg_info( "Loading world resources\n" ); - vg_linear_clear( vg_mem.scratch ); - - mdl_context msky; - mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); - mdl_load_metadata_block( &msky, vg_mem.scratch ); - mdl_async_load_glmesh( &msky, &world_render.skydome ); - mdl_close( &msky ); - - vg_info( "Loading default world textures\n" ); - vg_tex2d_load_qoi_async_file( "textures/garbage.qoi", - VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, - &world_render.tex_terrain_noise ); - - vg_async_call( async_world_render_init, NULL, 0 ); -} - -static void world_link_lighting_ub( world_instance *world, GLuint shader ){ - GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); - glUniformBlockBinding( shader, idx, world->ubo_bind_point ); -} - -static void world_bind_position_texture( world_instance *world, - GLuint shader, GLuint location, - int slot ){ - render_fb_bind_texture( &world->heightmap, 0, slot ); - glUniform1i( location, slot ); -} - -static void world_bind_light_array( world_instance *world, - GLuint shader, GLuint location, - int slot ){ - glActiveTexture( GL_TEXTURE0 + slot ); - glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); - glUniform1i( location, slot ); -} - -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 ); -} - -static void render_world_depth( world_instance *world, camera *cam ); - -/* - * Rendering - */ - -static void bind_terrain_noise(void){ - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); -} - -struct world_pass{ - camera *cam; - enum mdl_shader shader; - enum world_geo_type geo_type; - - void (*fn_bind_textures)( world_instance *world, - struct world_surface *mat ); - void (*fn_set_mdl)( m4x3f mdl ); - void (*fn_set_uPvmPrev)( m4x4f pvm ); - void (*fn_set_uNormalMtx)( m3x3f mnorm ); -}; - -static -void world_render_traffic( world_instance *world, u32 material_id, - struct world_pass *pass ){ - if( !mdl_arrcount( &world->ent_traffic ) ) return; - - /* HACK: use the first material for every traffic entity */ - ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 ); - if( !first->submesh_count ) return; - - mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start ); - if( sm->material_id != material_id ) return; - - struct world_surface *mat = &world->surfaces[ material_id ]; - pass->fn_bind_textures( world, mat ); - - for( u32 j=0; jent_traffic ); j++ ){ - ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j ); - - for( u32 k=0; ksubmesh_count; k++ ){ - sm = mdl_arritm( &world->meta.submeshs, - traffic->submesh_start+k ); - - m4x3f mmdl; - 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 ); - } - } -} - -static -void world_render_pass( world_instance *world, struct world_pass *pass ){ - for( int i=0; isurface_count; i++ ){ - struct world_surface *mat = &world->surfaces[i]; - - if( mat->info.shader == pass->shader ){ - mdl_submesh *sm; - - if( pass->geo_type == k_world_geo_type_solid ){ - sm = &mat->sm_geo; - } - else{ - world_render_traffic( world, i, pass ); - sm = &mat->sm_no_collide; - } - - if( !sm->indice_count ) - continue; - - 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 ); - } - } -} - -static -void world_render_both_stages( world_instance *world, struct world_pass *pass ) -{ - mesh_bind( &world->mesh_geo ); - pass->geo_type = k_world_geo_type_solid; - world_render_pass( world, pass ); - - glDisable( GL_CULL_FACE ); - mesh_bind( &world->mesh_no_collide ); - pass->geo_type = k_world_geo_type_nonsolid; - world_render_pass( world, pass ); - glEnable( GL_CULL_FACE ); -} - -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 ] ); -} - -static void bindpoint_diffuse1_and_cubemap10( world_instance *world, - struct world_surface *mat ){ - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); - - u32 cubemap_id = mat->info.tex_none0, - cubemap_index = 0; - - if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){ - cubemap_index = mdl_entity_id_id( cubemap_id ); - } - - ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index ); - glActiveTexture( GL_TEXTURE10 ); - glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id ); - - shader_scene_cubemapped_uColour( mat->info.colour ); -} - -static void render_world_vb( world_instance *world, camera *cam ){ - shader_scene_vertex_blend_use(); - shader_scene_vertex_blend_uTexGarbage(0); - shader_scene_vertex_blend_uTexGradients(1); - world_link_lighting_ub( world, _shader_scene_vertex_blend.id ); - world_bind_position_texture( world, _shader_scene_vertex_blend.id, - _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 ); - - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); - - shader_scene_vertex_blend_uPv( cam->mtx.pv ); - shader_scene_vertex_blend_uCamera( cam->transform[3] ); - - 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 ); -} - -static void world_shader_standard_bind( world_instance *world, camera *cam ){ - shader_scene_standard_use(); - shader_scene_standard_uTexGarbage(0); - shader_scene_standard_uTexMain(1); - shader_scene_standard_uPv( cam->mtx.pv ); - - world_link_lighting_ub( world, _shader_scene_standard.id ); - world_bind_position_texture( world, _shader_scene_standard.id, - _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(); - shader_scene_standard_uCamera( cam->transform[3] ); -} - -static void render_world_standard( world_instance *world, camera *cam ){ - world_shader_standard_bind( world, cam ); - 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 ); -} - -static void render_world_cubemapped( world_instance *world, camera *cam, - int layer_depth ){ - if( !mdl_arrcount( &world->ent_cubemap ) ) - return; - - if( layer_depth == -1 ){ - world_shader_standard_bind( world, cam ); - - struct world_pass pass = { - .shader = k_shader_cubemap, - .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 ); - } - else { - shader_scene_cubemapped_use(); - shader_scene_cubemapped_uTexGarbage(0); - shader_scene_cubemapped_uTexMain(1); - shader_scene_cubemapped_uTexCubemap(10); - shader_scene_cubemapped_uPv( cam->mtx.pv ); - - world_link_lighting_ub( world, _shader_scene_cubemapped.id ); - world_bind_position_texture( world, _shader_scene_cubemapped.id, - _uniform_scene_cubemapped_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_cubemapped.id, - _uniform_scene_cubemapped_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_cubemapped.id, - _uniform_scene_cubemapped_uLightsIndex, 4 ); - - bind_terrain_noise(); - shader_scene_cubemapped_uCamera( cam->transform[3] ); - - struct world_pass pass = { - .shader = k_shader_cubemap, - .cam = cam, - .fn_bind_textures = bindpoint_diffuse1_and_cubemap10, - .fn_set_mdl = shader_scene_cubemapped_uMdl, - .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); - } -} - -static void render_world_alphatest( world_instance *world, camera *cam ){ - 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 ); - - world_link_lighting_ub( world, _shader_scene_standard_alphatest.id ); - world_bind_position_texture( world, _shader_scene_standard_alphatest.id, - _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(); - - - shader_scene_standard_alphatest_uCamera( cam->transform[3] ); - - glDisable(GL_CULL_FACE); - - 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); -} - -static -void world_render_challenges( world_instance *world, struct world_pass *pass, - v3f pos, int layer_depth ){ - if( !world ) return; - if( skaterift.activity == k_skaterift_replay ) return; - if( world != world_current_instance() ) return; - - /* sort lists */ - f32 radius = 40.0f; - - u32 objective_list[ 32 ], - challenge_list[ 16 ]; - - v2f objective_uv_offsets[ 32 ]; - - u32 objective_count = 0, - challenge_count = 0; - - ent_challenge *active_challenge = NULL; - int running = 0; - if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){ - if( (skaterift.activity == k_skaterift_default) && - world_static.challenge_target ){ - running = 1; - } - - if( !((skaterift.activity != k_skaterift_ent_focus) && - !world_static.challenge_target) ){ - world_instance *challenge_world = world_current_instance(); - u32 index = mdl_entity_id_id( world_static.focused_entity ); - active_challenge = mdl_arritm(&challenge_world->ent_challenge, index); - } - } - - if( active_challenge ){ - shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); - challenge_list[ challenge_count ++ ] = world_static.focused_entity; - - u32 next = active_challenge->first; - while( mdl_entity_id_type(next) == k_ent_objective ){ - u32 index = mdl_entity_id_id( next ); - objective_list[ objective_count ++ ] = index; - - ent_objective *objective = mdl_arritm( &world->ent_objective, index ); - next = objective->id_next; - } - - radius = 10000.0f; - } - else { - shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); - bh_iter it; - bh_iter_init_range( 0, &it, pos, radius+10.0f ); - i32 idx; - while( bh_next( world->entity_bh, &it, &idx ) ){ - u32 id = world->entity_list[ idx ], - type = mdl_entity_id_type( id ), - index = mdl_entity_id_id( id ); - - if( type == k_ent_objective ) { - if( objective_count < vg_list_size(objective_list) ) - objective_list[ objective_count ++ ] = index; - } - else if( type == k_ent_challenge ){ - if( challenge_count < vg_list_size(challenge_list) ) - challenge_list[ challenge_count ++ ] = index; - } - } - } - - /* render objectives */ - glDisable( GL_CULL_FACE ); - mesh_bind( &world->mesh_no_collide ); - u32 last_material = 0; - for( u32 i=0; ient_objective, index ); - if( (objective->flags & k_ent_objective_hidden) && - !active_challenge ) continue; - - f32 scale = 1.0f; - - if( running ){ - u32 passed = objective->flags & k_ent_objective_passed; - f32 target = passed? 0.0f: 1.0f; - vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f); - scale = vg_smoothstepf( objective->transform.s[0] ); - - if( (objective == world_static.challenge_target) || passed ) - shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } ); - else - shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); - } - else { - f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius); - scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) ); - } - - m4x3f mmdl; - q_m3x3( objective->transform.q, mmdl ); - m3x3_scalef( mmdl, scale ); - v3_copy( objective->transform.co, mmdl[3] ); - shader_scene_fxglow_uMdl( mmdl ); - - for( u32 j=0; jsubmesh_count; j++ ){ - mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, - objective->submesh_start + j ); - - if( sm->material_id != last_material ){ - last_material = sm->material_id; - pass->fn_bind_textures( world, &world->surfaces[sm->material_id] ); - } - mdl_draw_submesh( sm ); - } - } - - /* render texts */ - font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam ); - - char buf[32]; - u32 count = 0; - - for( u32 i=0; ient_challenge); i++ ){ - ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i ); - if( challenge->status ) count ++; - } - - int c=0; - c+=highscore_intl( buf+c, count, 3 ); - buf[c++] = '/'; - c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 ); - buf[c++] = '\0'; - - f32 w = font3d_string_width( 1, buf ); - m4x3f mlocal; - m3x3_identity( mlocal ); - mlocal[3][0] = -w*0.5f; - mlocal[3][1] = 0.0f; - mlocal[3][2] = 0.0f; - - for( u32 i=0; ient_challenge, index ); - m4x3f mmdl; - mdl_transform_m4x3( &challenge->transform, mmdl ); - m4x3_mul( mmdl, mlocal, mmdl ); - - vg_line_point( challenge->transform.co, 0.25f, VG__RED ); - - f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius), - scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ), - colour = 0.0f; - - if( challenge->status ) - colour = 1.0f; - - shader_scene_font_uOpacity( scale ); - shader_scene_font_uColourize( colour ); - font3d_simple_draw( 1, buf, &skaterift.cam, mmdl ); - } -} - -static void render_world_fxglow( world_instance *world, camera *cam, - int layer_depth ){ - shader_scene_fxglow_use(); - shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); - shader_scene_fxglow_uTexMain(1); - shader_scene_fxglow_uPv( cam->mtx.pv ); - - world_link_lighting_ub( world, _shader_scene_fxglow.id ); - world_bind_position_texture( world, _shader_scene_fxglow.id, - _uniform_scene_fxglow_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_fxglow.id, - _uniform_scene_fxglow_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_fxglow.id, - _uniform_scene_fxglow_uLightsIndex, 4 ); - - shader_scene_fxglow_uCamera( cam->transform[3] ); - glDisable(GL_CULL_FACE); - - struct world_pass pass = { - .shader = k_shader_fxglow, - .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, - .fn_set_mdl = shader_scene_fxglow_uMdl, - .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); - world_render_challenges( world, &pass, cam->pos, layer_depth ); - - glEnable(GL_CULL_FACE); -} - -static void bindpoint_terrain( world_instance *world, - struct world_surface *mat ) -{ - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); - - shader_scene_terrain_uSandColour( mat->info.colour ); - shader_scene_terrain_uBlendOffset( mat->info.colour1 ); -} - -static void bindpoint_override( world_instance *world, - struct world_surface *mat ){ - if( mat->info.flags & k_material_flag_collision ){ - shader_scene_override_uAlphatest(0); - } - else{ - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); - shader_scene_override_uAlphatest(1); - } -} - -static void render_terrain( world_instance *world, camera *cam ){ - shader_scene_terrain_use(); - shader_scene_terrain_uTexGarbage(0); - shader_scene_terrain_uTexGradients(1); - - WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); - - shader_scene_terrain_uPv( cam->mtx.pv ); - shader_scene_terrain_uCamera( cam->transform[3] ); - - 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 ); -} - -static void render_sky( world_instance *world, camera *cam ) -{ - /* - * 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_model_sky_use(); - shader_model_sky_uMdl( identity_matrix ); - shader_model_sky_uPv( pv ); - shader_model_sky_uPvmPrev( pv_prev ); - shader_model_sky_uTexGarbage(0); - world_link_lighting_ub( world, _shader_model_sky.id ); - - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); - - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); - - mesh_bind( &world_render.skydome ); - mesh_draw( &world_render.skydome ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); -} - -static void render_world_gates( world_instance *world, camera *cam, - int layer_depth ) -{ - float closest = INFINITY; - struct ent_gate *gate = NULL; - - for( u32 i=0; ient_gate); i++ ){ - ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - - if( !(gi->flags & (k_ent_gate_linked|k_ent_gate_nonlocal_DELETED| - k_ent_gate_locked)) ) - continue; - - float dist = v3_dist2( gi->co[0], cam->transform[3] ); - - vg_line_point( gi->co[0], 0.25f, VG__BLUE ); - - if( dist < closest ){ - closest = dist; - gate = gi; - } - } - - world->rendering_gate = gate; - if( gate ) - render_gate( world, world, gate, cam, layer_depth ); -} - -static void world_prerender( world_instance *world ){ - if( mdl_arrcount( &world->ent_light ) ){ - f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length); - world->time += vg.time_frame_delta * (1.0/(rate*60.0)); - } - else{ - world->time = 0.834; - } - - struct ub_world_lighting *state = &world->ub_lighting; - - state->g_time = world->time; - state->g_realtime = vg.time_real; - state->g_debug_indices = k_debug_light_indices; - state->g_light_preview = k_light_preview; - state->g_debug_complexity = k_debug_light_complexity; - - if( skaterift.activity == k_skaterift_respawning ) - state->g_time_of_day = 0.1f; - else - state->g_time_of_day = vg_fractf( world->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 ); - - state->g_day_phase = state->g_day_phase * 0.5f + 0.5f; - state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f ); - - float a = state->g_time_of_day * VG_PIf * 2.0f; - state->g_sun_dir[0] = sinf( a ); - state->g_sun_dir[1] = cosf( a ); - state->g_sun_dir[2] = 0.2f; - v3_normalize( state->g_sun_dir ); - - world->probabilities[ k_probability_curve_constant ] = 1.0f; - float dp = state->g_day_phase; - - world->probabilities[ k_probability_curve_wildlife_day ] = - (dp*dp*0.8f+state->g_sunset_phase)*0.8f; - world->probabilities[ k_probability_curve_wildlife_night ] = - 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f); - - glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); - glBufferSubData( GL_UNIFORM_BUFFER, 0, - sizeof(struct ub_world_lighting), &world->ub_lighting ); -} - -static void render_world( world_instance *world, camera *cam, - int layer_depth ) -{ - render_sky( world, cam ); - - render_world_routes( world, cam, layer_depth ); - render_world_standard( world, cam ); - render_world_cubemapped( world, cam, layer_depth ); - - render_world_vb( world, cam ); - render_world_alphatest( world, cam ); - render_terrain( world, cam ); - - if( layer_depth == -1 ) return; - if( layer_depth == 0 ){ - world_entity_focus_render(); - - /* Render SFD's */ - u32 closest = 0; - float min_dist = INFINITY; - - if( mdl_arrcount( &world->ent_route ) ){ - for( u32 i=0; ient_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 ){ - min_dist = dist; - closest = i; - } - } - - ent_route *route = mdl_arritm( &world->ent_route, closest ); - sfd_render( world, cam, route->board_transform ); - } - } - - f32 greyout = 0.0f; - if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge ) - greyout = world_static.focus_strength; - - if( greyout > 0.0f ){ - glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); - glEnable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_ADD); - - shader_blitcolour_use(); - shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } ); - render_fsquad(); - - glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); - glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, - GL_COLOR_ATTACHMENT1 } ); - } - - render_world_fxglow( world, cam, layer_depth ); -} - - -static void render_world_override_pass( world_instance *world, - struct world_pass *pass, - m4x3f mmdl, m3x3f mnormal, - m4x4f mpvm_prev ){ - for( int i=0; isurface_count; i++ ){ - struct world_surface *mat = &world->surfaces[i]; - - if( mat->info.flags & k_material_flag_ghosts ) continue; - - mdl_submesh *sm; - if( pass->geo_type == k_world_geo_type_solid ) - sm = &mat->sm_geo; - else - sm = &mat->sm_no_collide; - - if( !sm->indice_count ) - continue; - - pass->fn_set_mdl( mmdl ); - pass->fn_set_uNormalMtx( mnormal ); - pass->fn_set_uPvmPrev( mpvm_prev ); - pass->fn_bind_textures( world, mat ); - mdl_draw_submesh( sm ); - } -} - -static void render_world_override( world_instance *world, m4x3f mmdl ){ - struct world_pass pass = { - .cam = &skaterift.cam, - .fn_bind_textures = bindpoint_override, - .fn_set_mdl = shader_scene_override_uMdl, - .fn_set_uPvmPrev = shader_scene_override_uPvmPrev, - .fn_set_uNormalMtx = shader_scene_override_uNormalMtx, - .shader = k_shader_override - }; - - shader_scene_override_use(); - respawn_chooser_shader_uniforms(); - shader_scene_override_uTexGarbage(0); - shader_scene_override_uTexMain(1); - shader_scene_override_uPv( pass.cam->mtx.pv ); - - WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_override ); - bind_terrain_noise(); - - m4x3f mmdl_inv; - m4x3_invert_full( mmdl, mmdl_inv ); - - v3f cam_pos; - m4x3_mulv( mmdl_inv, pass.cam->transform[3], cam_pos ); - shader_scene_override_uCamera( cam_pos ); - - m4x4f mpvm_prev; - m4x3_expand( mmdl, mpvm_prev ); - m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev ); - - m3x3f mnormal; - m3x3_inv( mmdl_inv, mnormal ); - m3x3_transpose( mnormal, mnormal ); - v3_normalize( mnormal[0] ); - v3_normalize( mnormal[1] ); - v3_normalize( mnormal[2] ); - - glDisable( GL_CULL_FACE ); - mesh_bind( &world->mesh_geo ); - pass.geo_type = k_world_geo_type_solid; - render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); - mesh_bind( &world->mesh_no_collide ); - pass.geo_type = k_world_geo_type_nonsolid; - render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); - glEnable( GL_CULL_FACE ); -} - -static void render_cubemap_side( world_instance *world, ent_cubemap *cm, - u32 side ){ - camera cam; - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 ); - glClear( GL_DEPTH_BUFFER_BIT ); - - v3f forward[6] = { - { -1.0f, 0.0f, 0.0f }, - { 1.0f, 0.0f, 0.0f }, - { 0.0f, -1.0f, 0.0f }, - { 0.0f, 1.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f }, - { 0.0f, 0.0f, 1.0f } - }; - v3f up[6] = { - { 0.0f, -1.0f, 0.0f }, - { 0.0f, -1.0f, 0.0f }, - { 0.0f, 0.0f, 1.0f }, - { 0.0f, 0.0f, -1.0f }, - { 0.0f, -1.0f, 0.0f }, - { 0.0f, -1.0f, 0.0f } - }; - - v3_zero( cam.angles ); - v3_copy( cm->co, cam.pos ); - - v3_copy( forward[side], cam.transform[2] ); - v3_copy( up[side], cam.transform[1] ); - v3_cross( up[side], forward[side], cam.transform[0] ); - v3_copy( cm->co, cam.transform[3] ); - m4x3_invert_affine( cam.transform, cam.transform_inverse ); - - camera_update_view( &cam ); - - cam.nearz = 0.1f; - cam.farz = 1000.0f; - cam.fov = 90.0f; - m4x4_copy( cam.mtx.p, cam.mtx_prev.p ); - m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz ); - camera_finalize( &cam ); - camera_finalize( &cam ); - - render_world( world, &cam, -1 ); -} - -static void render_world_cubemaps( world_instance *world ){ - if( world->cubemap_cooldown ) - world->cubemap_cooldown --; - else{ - world->cubemap_cooldown = 60; - - glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES ); - for( u32 i=0; ient_cubemap ); i++ ){ - ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i ); - glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id ); - - world->cubemap_side ++; - if( world->cubemap_side >= 6 ) - world->cubemap_side = 0; - - render_cubemap_side( world, cm, world->cubemap_side ); - } - } -} - -static void render_world_depth( world_instance *world, camera *cam ){ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_depth_use(); - shader_scene_depth_uCamera( cam->transform[3] ); - shader_scene_depth_uPv( cam->mtx.pv ); - shader_scene_depth_uPvmPrev( cam->mtx_prev.pv ); - shader_scene_depth_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_depth.id ); - - mesh_bind( &world->mesh_geo ); - mesh_draw( &world->mesh_geo ); -} - -static void render_world_position( world_instance *world, camera *cam ){ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_position_use(); - shader_scene_position_uCamera( cam->transform[3] ); - shader_scene_position_uPv( cam->mtx.pv ); - shader_scene_position_uPvmPrev( cam->mtx_prev.pv ); - shader_scene_position_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_position.id ); - - mesh_bind( &world->mesh_geo ); - mesh_draw( &world->mesh_geo ); -} - -#endif