X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world_render.h;h=31eba64401237a5cb48b9a7a79bb9fa4a3020afa;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=54c58a55d5796078fe1c07a00ebb02fb5cd8d455;hpb=f3a2490079baf440238b78e54f4476649eddbda2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 54c58a5..31eba64 100644 --- a/world_render.h +++ b/world_render.h @@ -69,14 +69,36 @@ VG_STATIC void world_render_init(void) vg_release_thread_sync(); } -VG_STATIC void world_link_lighting_ub( world_instance *world, - GLuint shader, int texture_id ) +VG_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 ); +} + +VG_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 ); +} - render_fb_bind_texture( &world->heightmap, 0, texture_id ); - glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id ); +VG_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 ); +} + +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 ); @@ -91,7 +113,7 @@ 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, @@ -99,9 +121,9 @@ VG_STATIC void world_render_if( world_instance *world, func_bind_point bind_point ) { - for( int i=0; imaterial_count; i++ ) + for( int i=0; isurface_count; i++ ) { - struct world_material *mat = &world->materials[i]; + struct world_surface *mat = &world->surfaces[i]; if( mat->info.shader == shader ) { @@ -136,7 +158,7 @@ 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 ] ); @@ -150,7 +172,14 @@ VG_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, 2 ); + 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 ); + vg_tex2d_bind( &tex_terrain_noise, 0 ); shader_scene_vertex_blend_uPv( cam->mtx.pv ); @@ -174,7 +203,15 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ) 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, 2 ); + + 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_uMdl( identity_matrix ); @@ -196,7 +233,16 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) 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, 2 ); + + 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_uMdl( identity_matrix ); @@ -213,7 +259,7 @@ 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 ] ); @@ -230,7 +276,14 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam ) shader_scene_terrain_use(); shader_scene_terrain_uTexGarbage(0); shader_scene_terrain_uTexGradients(1); - world_link_lighting_ub( world, _shader_scene_terrain.id, 2 ); + + world_link_lighting_ub( world, _shader_scene_terrain.id ); + world_bind_position_texture( world, _shader_scene_terrain.id, + _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 ); @@ -245,7 +298,7 @@ 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 @@ -279,7 +332,7 @@ 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 ); @@ -287,7 +340,7 @@ 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 ); @@ -297,53 +350,37 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam ) { float closest = INFINITY; - struct teleport_gate *gate = NULL; - world_instance *dest_world = world; + struct ent_gate *gate = NULL; - for( int i=0; igate_count; i++ ) - { - struct route_gate *rg = &world->gates[i]; - float dist = v3_dist2( rg->gate.co[0], cam->transform[3] ); + for( u32 i=0; ient_gate); i++ ){ + ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE ); - - if( dist < closest ) - { - closest = dist; - gate = &rg->gate; - dest_world = world; - } - } - - for( int i=0; inonlocalgate_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 ) + + if( gate ){ +#if 0 + world_instance *dest_world = &world_global.worlds[ gate->world_index ]; render_gate( dest_world, gate, cam ); +#else + render_gate( world, gate, cam ); +#endif + } } VG_STATIC void render_world( world_instance *world, camera *cam ) { - render_sky( cam ); + render_sky( world, cam ); render_world_routes( world, cam ); render_world_standard( world, cam ); @@ -352,6 +389,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam ) render_terrain( world, cam ); /* Render SFD's */ +#if 0 int closest = 0; float min_dist = INFINITY; @@ -370,6 +408,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam ) } sfd_render( cam, world->routes[closest].scoreboard_transform ); +#endif } VG_STATIC void render_world_depth( world_instance *world, camera *cam ) @@ -382,7 +421,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam ) 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, 2 ); + world_link_lighting_ub( world, _shader_scene_depth.id ); mesh_bind( &world->mesh_geo ); mesh_draw( &world->mesh_geo ); @@ -398,7 +437,7 @@ VG_STATIC void render_world_position( world_instance *world, camera *cam ) 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, 2 ); + world_link_lighting_ub( world, _shader_scene_position.id ); mesh_bind( &world->mesh_geo ); mesh_draw( &world->mesh_geo );