X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=1b1a9c08399d1d68020c58e37d673e18dc5748a2;hb=b440efbe5785d114d08bb3f5ec0e09cad943006d;hp=103304196783e864dbdd7fe8e3e9600c6d011c01;hpb=83890302a02892a2e6f26fa8d7bfe1309463c133;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 1033041..1b1a9c0 100644 --- a/world_render.c +++ b/world_render.c @@ -2,9 +2,6 @@ * 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" @@ -13,6 +10,10 @@ #include "ent_miniworld.h" #include "player_remote.h" #include "ent_skateshop.h" +#include "ent_npc.h" +#include "shaders/model_entity.h" + +struct world_render world_render; static int ccmd_set_time( int argc, const char *argv[] ){ world_instance *world = world_current_instance(); @@ -65,7 +66,8 @@ static void async_world_render_init( void *payload, u32 size ){ } } -static void world_render_init(void){ +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 ); @@ -76,19 +78,6 @@ static void world_render_init(void){ world_render.sky_rate = 1.0; world_render.sky_target_rate = 1.0; - shader_scene_standard_register(); - shader_scene_standard_alphatest_register(); - shader_scene_foliage_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(); - shader_model_sky_space_register(); - vg_info( "Loading world resources\n" ); vg_linear_clear( vg_mem.scratch ); @@ -110,35 +99,40 @@ static void world_render_init(void){ * standard uniform bindings * ---------------------------------------------------------------------------- */ -static void world_link_lighting_ub( world_instance *world, GLuint shader ){ +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 ){ +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 ){ +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 ){ +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 bind_terrain_noise(void){ +void bind_terrain_noise(void) +{ glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); } @@ -164,7 +158,7 @@ static void bindpoint_diffuse_texture1( world_instance *world, */ struct world_pass{ - camera *cam; + vg_camera *cam; enum mdl_shader shader; enum world_geo_type geo_type; @@ -175,7 +169,7 @@ struct world_pass{ void (*fn_set_uNormalMtx)( m3x3f mnorm ); }; -static void render_world_depth( world_instance *world, camera *cam ); +void render_world_depth( world_instance *world, vg_camera *cam ); /* * Render a run of submeshes, only of those which match material_id @@ -292,7 +286,7 @@ static void world_render_both_stages( world_instance *world, glEnable( GL_CULL_FACE ); } -static void render_world_vb( world_instance *world, camera *cam ){ +static void render_world_vb( world_instance *world, vg_camera *cam ){ shader_scene_vertex_blend_use(); shader_scene_vertex_blend_uTexGarbage(0); shader_scene_vertex_blend_uTexGradients(1); @@ -315,7 +309,7 @@ static void render_world_vb( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); } -static void world_shader_standard_bind( world_instance *world, camera *cam ){ +static void world_shader_standard_bind( world_instance *world, vg_camera *cam ){ shader_scene_standard_use(); shader_scene_standard_uTexGarbage(0); shader_scene_standard_uTexMain(1); @@ -326,7 +320,7 @@ static void world_shader_standard_bind( world_instance *world, camera *cam ){ shader_scene_standard_uCamera( cam->transform[3] ); } -static void render_world_standard( world_instance *world, camera *cam ){ +static void render_world_standard( world_instance *world, vg_camera *cam ){ world_shader_standard_bind( world, cam ); struct world_pass pass = { .shader = k_shader_standard, @@ -359,7 +353,7 @@ static void bindpoint_diffuse1_and_cubemap10( world_instance *world, shader_scene_cubemapped_uColour( mat->info.colour ); } -static void render_world_cubemapped( world_instance *world, camera *cam, +static void render_world_cubemapped( world_instance *world, vg_camera *cam, int enabled ){ if( !mdl_arrcount( &world->ent_cubemap ) ) return; @@ -401,7 +395,7 @@ static void render_world_cubemapped( world_instance *world, camera *cam, } } -static void render_world_alphatest( world_instance *world, camera *cam ){ +static void render_world_alphatest( world_instance *world, vg_camera *cam ){ shader_scene_standard_alphatest_use(); shader_scene_standard_alphatest_uTexGarbage(0); shader_scene_standard_alphatest_uTexMain(1); @@ -425,7 +419,7 @@ static void render_world_alphatest( world_instance *world, camera *cam ){ glEnable(GL_CULL_FACE); } -static void render_world_foliage( world_instance *world, camera *cam ){ +static void render_world_foliage( world_instance *world, vg_camera *cam ){ shader_scene_foliage_use(); shader_scene_foliage_uTexGarbage(0); shader_scene_foliage_uTexMain(1); @@ -612,7 +606,7 @@ static void world_render_challenges( world_instance *world, } static void render_world_fxglow( world_instance *host_world, - world_instance *world, camera *cam, + world_instance *world, vg_camera *cam, m4x3f world_mmdl, int generic, int challenges, int regions ){ shader_scene_fxglow_use(); @@ -699,7 +693,7 @@ static void bindpoint_override( world_instance *world, } } -static void render_terrain( world_instance *world, camera *cam ){ +static void render_terrain( world_instance *world, vg_camera *cam ){ shader_scene_terrain_use(); shader_scene_terrain_uTexGarbage(0); shader_scene_terrain_uTexGradients(1); @@ -722,7 +716,7 @@ static void render_terrain( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); } -static void render_sky( world_instance *world, camera *cam ){ +static void render_sky( world_instance *world, vg_camera *cam ){ /* * Modify matrix to remove clipping and view translation */ @@ -779,7 +773,7 @@ static void render_sky( world_instance *world, camera *cam ){ glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); } else { - assert(0); + vg_fatal_error( "Programming error\n" ); } glDepthMask( GL_FALSE ); @@ -792,7 +786,8 @@ static void render_sky( world_instance *world, camera *cam ){ glDepthMask( GL_TRUE ); } -static void render_world_gates( world_instance *world, camera *cam ){ +void render_world_gates( world_instance *world, vg_camera *cam ) +{ float closest = INFINITY; struct ent_gate *gate = NULL; @@ -837,7 +832,8 @@ static void render_world_gates( world_instance *world, camera *cam ){ } } -static void world_prerender( world_instance *world ){ +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)); @@ -891,9 +887,71 @@ static void world_prerender( world_instance *world ){ sizeof(struct ub_world_lighting), &world->ub_lighting ); } -static void render_world( world_instance *world, camera *cam, - int stenciled, int viewing_from_gate, - int with_water, int with_cubemaps ){ +static void render_other_entities( world_instance *world, vg_camera *cam ) +{ + f32 radius = 40.0f; + bh_iter it; + bh_iter_init_range( 0, &it, cam->pos, radius+10.0f ); + + u32 glider_list[4], + glider_count = 0, + npc_list[4], + npc_count = 0; + + 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_glider ) + { + if( glider_count < vg_list_size(glider_list) ) + glider_list[ glider_count ++ ] = index; + } + else if( type == k_ent_npc ) + { + if( npc_count < vg_list_size(npc_list) ) + npc_list[ npc_count ++ ] = index; + } + } + + shader_model_entity_use(); + shader_model_entity_uTexMain( 0 ); + shader_model_entity_uCamera( cam->transform[3] ); + shader_model_entity_uPv( cam->mtx.pv ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity ); + + for( u32 j=0; jent_glider, glider_list[j] ); + + if( !(glider->flags & 0x1) ) + continue; + + m4x3f mdl; + mdl_transform_m4x3( &glider->transform, mdl ); + + f32 dist = v3_dist( glider->transform.co, cam->pos ) * (1.0f/radius), + scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) ); + m3x3_scalef( mdl, scale ); + + render_glider_model( cam, world, mdl, k_board_shader_entity ); + } + + for( u32 j=0; jent_npc, npc_list[j] ); + npc_update( npc ); + npc_render( npc, world, cam ); + } +} + +void render_world( world_instance *world, vg_camera *cam, + int stenciled, int viewing_from_gate, + int with_water, int with_cubemaps ) +{ if( stenciled ){ glClear( GL_DEPTH_BUFFER_BIT ); glStencilFunc( GL_EQUAL, 1, 0xFF ); @@ -987,6 +1045,7 @@ static void render_world( world_instance *world, camera *cam, } render_remote_players( world, cam ); + render_other_entities( world, cam ); ent_miniworld_render( world, cam ); if( stenciled ){ @@ -1022,11 +1081,12 @@ static void render_world_override_pass( world_instance *world, } } -static void render_world_override( world_instance *world, - world_instance *lighting_source, - m4x3f mmdl, - camera *cam, - ent_spawn *dest_spawn, v4f map_info ){ +void render_world_override( world_instance *world, + world_instance *lighting_source, + m4x3f mmdl, + vg_camera *cam, + ent_spawn *dest_spawn, v4f map_info ) +{ struct world_pass pass = { .cam = cam, .fn_bind_textures = bindpoint_override, @@ -1090,7 +1150,7 @@ static void render_world_override( world_instance *world, static void render_cubemap_side( world_instance *world, ent_cubemap *cm, u32 side ){ - camera cam; + vg_camera cam; glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 ); glClear( GL_DEPTH_BUFFER_BIT ); @@ -1121,20 +1181,21 @@ static void render_cubemap_side( world_instance *world, ent_cubemap *cm, v3_copy( cm->co, cam.transform[3] ); m4x3_invert_affine( cam.transform, cam.transform_inverse ); - camera_update_view( &cam ); + vg_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 ); + vg_camera_finalize( &cam ); + vg_camera_finalize( &cam ); render_world( world, &cam, 0, 1, 1, 0 ); } -static void render_world_cubemaps( world_instance *world ){ +void render_world_cubemaps( world_instance *world ) +{ if( world->cubemap_cooldown ) world->cubemap_cooldown --; else{ @@ -1159,7 +1220,8 @@ static void render_world_cubemaps( world_instance *world ){ * --------------------------------------------- */ -static void render_world_depth( world_instance *world, camera *cam ){ +void render_world_depth( world_instance *world, vg_camera *cam ) +{ m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -1174,7 +1236,8 @@ static void render_world_depth( world_instance *world, camera *cam ){ mesh_draw( &world->mesh_geo ); } -static void render_world_position( world_instance *world, camera *cam ){ +void render_world_position( world_instance *world, vg_camera *cam ) +{ m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -1208,7 +1271,8 @@ static f32 *skybox_prop_location( world_instance *world, i32 index ){ } } -static void imgui_world_light_edit( world_instance *world ){ +void imgui_world_light_edit( world_instance *world ) +{ ui_rect panel = { vg.window_x-400, 0, 400, vg.window_y }; ui_fill( panel, ui_colour( k_ui_bg+1 ) ); ui_outline( panel, 1, ui_colour( k_ui_bg+7 ), 0 ); @@ -1232,5 +1296,3 @@ static void imgui_world_light_edit( world_instance *world ){ fclose( fp ); } } - -#endif