X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=terrain.h;h=b5e7e5333b555efa6f851699242e6533a977578d;hb=4744d53642cca117c2e130d39cc58b2911336bf3;hp=22b27231815447db6d6f41ec9b7e2a8fd174434b;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/terrain.h b/terrain.h index 22b2723..b5e7e53 100644 --- a/terrain.h +++ b/terrain.h @@ -1,21 +1,143 @@ +#include "common.h" + +static void render_terrain(m4x4f projection, v3f camera); +static void render_sky(m4x3f camera); + +#if 0 #ifndef TERRAIN_H #define TERRAIN_H -#define VG_3D -#include "vg/vg.h" #include "model.h" #include "render.h" +#include "water.h" #include "shaders/terrain.h" +#include "shaders/sky.h" +#include "shaders/planeinf.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 }; + +static struct +{ + glmesh skydome; + submodel dome_upper, + dome_lower; +} +trender; static void terrain_register(void) { shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); } -void test(void) +static void terrain_init(void) { + vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, + &tex_terrain_noise }, 2 ); + + + model *msky = vg_asset_read("models/rs_skydome.mdl"); + model_unpack( msky, &trender.skydome ); + trender.dome_lower = *submodel_get( msky, "dome_lower" ); + trender.dome_upper = *submodel_get( msky, "dome_upper" ); + + free(msky); } +static void bind_terrain_textures(void) +{ + vg_tex2d_bind( &tex_terrain_noise, 0 ); + vg_tex2d_bind( &tex_terrain_colours, 1 ); +} + +static void render_terrain(m4x4f projection, v3f camera) +{ + shader_terrain_use(); + shader_terrain_uTexGarbage(0); + shader_terrain_uTexGradients(1); + + vg_tex2d_bind( &tex_terrain_noise, 0 ); + vg_tex2d_bind( &tex_terrain_colours, 1 ); + + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + shader_terrain_uPv( projection ); + shader_terrain_uMdl( identity_matrix ); + shader_terrain_uCamera( camera ); + shader_terrain_uPlane( (v4f){ 0.0f,1.0f,0.0f, wrender.height } ); + + glActiveTexture( GL_TEXTURE2 ); + glBindTexture( GL_TEXTURE_2D, wrender.depthmap ); + shader_terrain_uTexDepth( 2 ); + shader_terrain_uDepthBounds( (v4f){ + wrender.depthbounds[0][0], + wrender.depthbounds[0][2], + 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]), + 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} ); +} + +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, water_height()} ); + + submodel_draw( &trender.dome_lower ); +} + +static void render_sky(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_sky_use(); + shader_sky_uMdl(identity_matrix); + shader_sky_uPv(full); + shader_sky_uTexGarbage(0); + shader_sky_uTime( vg_time ); + + + vg_tex2d_bind( &tex_terrain_noise, 0 ); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + + mesh_bind( &trender.skydome ); + submodel_draw( &trender.dome_upper ); + + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); +} + +#endif #endif