X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=terrain.h;h=d35dc0ab0f39ffdaa3c57b53bb891d86b48ee124;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=e9cb162209f1194e30e9f3af6495f8c40d871c70;hpb=82dae85738b0ce35de8965398b775c9f57ab20e5;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/terrain.h b/terrain.h index e9cb162..d35dc0a 100644 --- a/terrain.h +++ b/terrain.h @@ -1,5 +1,93 @@ -#include "vg/vg.h" -#include "scene.h" +#include "common.h" +static void render_terrain(m4x4f projection, v3f camera); +static void render_sky(m4x3f camera); +#ifndef TERRAIN_H +#define TERRAIN_H +#include "model.h" +#include "render.h" +#include "water.h" + +#include "shaders/terrain.h" +#include "shaders/sky.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; +} +trender; + +static void terrain_register(void) +{ + shader_terrain_register(); + shader_sky_register(); +} + +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 ); + free(msky); +} + +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 } ); +} + +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 ); + mesh_draw( &trender.skydome ); + + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); +} + +#endif