X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=1b1a9c08399d1d68020c58e37d673e18dc5748a2;hb=b440efbe5785d114d08bb3f5ec0e09cad943006d;hp=cdbe37ebfbbfe022ed2f8eeaff1d9f8cfd5c4dd4;hpb=d171c9ad5de05c9ac8563fcf9f23760b93fb50f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index cdbe37e..1b1a9c0 100644 --- a/world_render.c +++ b/world_render.c @@ -2,16 +2,18 @@ * 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" +#include "world_map.h" #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(); @@ -22,8 +24,7 @@ static int ccmd_set_time( int argc, const char *argv[] ){ return 0; } -static void async_world_render_init( void *payload, u32 size ) -{ +static void async_world_render_init( void *payload, u32 size ){ vg_info( "Allocate uniform buffers\n" ); for( int i=0; iubo_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 render_world_depth( world_instance *world, camera *cam ); +void bind_terrain_noise(void) +{ + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); +} -/* - * Rendering +/* + * Get OpenGL texture name from texture ID. */ +static GLuint world_get_texture( world_instance *world, u32 id ){ + if( id & 0x80000000 ) return skaterift.rt_textures[id & ~0x80000000]; + else return world->textures[ id ]; +} -static void bind_terrain_noise(void){ - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); +static void bindpoint_diffuse_texture1( world_instance *world, + struct world_surface *mat ){ + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); } +/* + * Passes Rendering + * ---------------------------------------------------------------------------- + */ + struct world_pass{ - camera *cam; + vg_camera *cam; enum mdl_shader shader; enum world_geo_type geo_type; @@ -156,85 +169,76 @@ struct world_pass{ void (*fn_set_uNormalMtx)( m3x3f mnorm ); }; -/* FIXME: we gotta do something about this crap, maybe batch lists. something.. - * anything but this. */ -static -void world_render_props( world_instance *world, u32 material_id, - struct world_pass *pass ){ - if( !mdl_arrcount( &world->ent_prop ) ) return; +void render_world_depth( world_instance *world, vg_camera *cam ); + +/* + * Render a run of submeshes, only of those which match material_id + */ +static void world_render_submeshes( world_instance *world, + struct world_pass *pass, + mdl_transform *transform, + u32 start, u32 count, u32 material_id ){ + for( u32 k=0; kmeta.submeshs, start+k ); + if( sm->material_id != material_id ) continue; + + m4x3f mmdl; + mdl_transform_m4x3( transform, mmdl ); + + m4x4f m4mdl; + m4x3_expand( mmdl, m4mdl ); + m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl ); - /* HACK: use the first material for every prop entity */ - ent_prop *first = mdl_arritm( &world->ent_prop, 0 ); - if( !first->submesh_count ) return; + pass->fn_set_mdl( mmdl ); + pass->fn_set_uPvmPrev( m4mdl ); - mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start ); - if( sm->material_id != material_id ) return; + mdl_draw_submesh( sm ); + } +} +/* + * Render props attached to this material + */ +static void world_render_props( world_instance *world, u32 material_id, + struct world_pass *pass ){ struct world_surface *mat = &world->surfaces[ material_id ]; + if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return; + pass->fn_bind_textures( world, mat ); for( u32 j=0; jent_prop ); j++ ){ ent_prop *prop = mdl_arritm( &world->ent_prop, j ); if( prop->flags & 0x1 ) continue; - - for( u32 k=0; ksubmesh_count; k++ ){ - sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k ); - m4x3f mmdl; - mdl_transform_m4x3( &prop->transform, mmdl ); - - 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 ); - } + world_render_submeshes( world, pass, &prop->transform, + prop->submesh_start, prop->submesh_count, material_id ); } } -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; - +/* + * Render traffic models attactched to this material + */ +static void world_render_traffic( world_instance *world, u32 material_id, + struct world_pass *pass ){ struct world_surface *mat = &world->surfaces[ material_id ]; + if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return; + 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 ); - } + world_render_submeshes( world, pass, &traffic->transform, + traffic->submesh_start, traffic->submesh_count, + material_id ); } } -static -void world_render_pass( world_instance *world, struct world_pass *pass ){ +/* + * Iterate and render all materials which match the passes shader and geometry + * type. Includes props/traffic. + */ +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]; @@ -264,9 +268,13 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){ } } -static -void world_render_both_stages( world_instance *world, struct world_pass *pass ) -{ +/* + * Specific shader instructions + * ---------------------------------------------------------------------------- + */ + +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 ); @@ -278,44 +286,11 @@ void world_render_both_stages( world_instance *world, struct world_pass *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 ){ +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); - 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 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_vertex_blend ); glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); @@ -334,25 +309,18 @@ 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); 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 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_standard ); bind_terrain_noise(); 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, @@ -365,7 +333,27 @@ static void render_world_standard( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); } -static void render_world_cubemapped( world_instance *world, camera *cam, +static void bindpoint_diffuse1_and_cubemap10( world_instance *world, + struct world_surface *mat ){ + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,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_cubemapped( world_instance *world, vg_camera *cam, int enabled ){ if( !mdl_arrcount( &world->ent_cubemap ) ) return; @@ -390,13 +378,7 @@ static void render_world_cubemapped( world_instance *world, camera *cam, 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 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_cubemapped ); bind_terrain_noise(); shader_scene_cubemapped_uCamera( cam->transform[3] ); @@ -413,26 +395,16 @@ 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); 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 ); - + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_standard_alphatest ); bind_terrain_noise(); - - shader_scene_standard_alphatest_uCamera( cam->transform[3] ); - glDisable(GL_CULL_FACE); struct world_pass pass = { @@ -444,13 +416,34 @@ static void render_world_alphatest( world_instance *world, camera *cam ){ }; world_render_both_stages( world, &pass ); + glEnable(GL_CULL_FACE); +} + +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); + shader_scene_foliage_uPv( cam->mtx.pv ); + shader_scene_foliage_uTime( vg.time ); + + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage ); + bind_terrain_noise(); + shader_scene_foliage_uCamera( cam->transform[3] ); + glDisable(GL_CULL_FACE); + struct world_pass pass = { + .shader = k_shader_foliage, + .cam = cam, + .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_set_mdl = shader_scene_foliage_uMdl, + .fn_set_uPvmPrev = shader_scene_foliage_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 ){ +static void world_render_challenges( world_instance *world, + struct world_pass *pass, v3f pos ){ if( !world ) return; if( skaterift.activity == k_skaterift_replay ) return; if( world != world_current_instance() ) return; @@ -567,19 +560,20 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, /* 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++ ){ + 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'; + char buf[32]; + vg_str str; + vg_strnull( &str, buf, sizeof(buf) ); + vg_strcati32( &str, count ); + vg_strcatch( &str, '/' ); + vg_strcati32( &str, mdl_arrcount(&world->ent_challenge) ); f32 w = font3d_string_width( 1, buf ); m4x3f mlocal; @@ -588,7 +582,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, mlocal[3][1] = 0.0f; mlocal[3][2] = 0.0f; - for( u32 i=0; ient_challenge, index ); m4x3f mmdl; @@ -610,19 +605,15 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, } } -static void render_world_fxglow( world_instance *world, camera *cam ){ +static void render_world_fxglow( world_instance *host_world, + world_instance *world, vg_camera *cam, + m4x3f world_mmdl, + int generic, int challenges, int regions ){ 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 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_fxglow ); shader_scene_fxglow_uCamera( cam->transform[3] ); glDisable(GL_CULL_FACE); @@ -635,8 +626,45 @@ static void render_world_fxglow( world_instance *world, camera *cam ){ .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev, }; - world_render_both_stages( world, &pass ); - world_render_challenges( world, &pass, cam->pos ); + if( generic ) + world_render_both_stages( world, &pass ); + + if( regions ){ + mesh_bind( &world->mesh_no_collide ); + + u32 last_material = 0; + for( u32 i=0; ient_region); i ++ ){ + shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); + ent_region *region = mdl_arritm( &world->ent_region, i ); + + f32 offset = 0.0f; + if( region->flags & k_ent_route_flag_achieve_gold ) + offset = 2.0f; + else if( region->flags & k_ent_route_flag_achieve_silver ) + offset = 1.0f; + + shader_scene_fxglow_uUvOffset( (v2f){ (8.0f/256.0f)*offset, 0.0f } ); + + m4x3f mmdl; + mdl_transform_m4x3( ®ion->transform, mmdl ); + m4x3_mul( world_mmdl, mmdl, mmdl ); + shader_scene_fxglow_uMdl( mmdl ); + + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + region->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 ); + } + } + } + + if( challenges ) + world_render_challenges( world, &pass, cam->pos ); glEnable(GL_CULL_FACE); } @@ -645,7 +673,8 @@ static void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_terrain_uSandColour( mat->info.colour ); shader_scene_terrain_uBlendOffset( mat->info.colour1 ); @@ -658,12 +687,13 @@ static void bindpoint_override( world_instance *world, } else{ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_override_uAlphatest(1); } } -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); @@ -686,7 +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 */ @@ -743,7 +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 ); @@ -756,16 +786,17 @@ 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; 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; + if( !(gi->flags & k_ent_gate_nonlocal) ) + if( !(gi->flags & k_ent_gate_linked) ) + continue; float dist = v3_dist2( gi->co[0], cam->transform[3] ); @@ -778,11 +809,31 @@ static void render_world_gates( world_instance *world, camera *cam ){ } world->rendering_gate = gate; - if( gate ) - render_gate( world, world, gate, cam ); + + if( gate ){ + if( gate->flags & k_ent_gate_locked ){ + world->rendering_gate = NULL; + return; + } + + if( gate->flags & k_ent_gate_nonlocal ){ + if( !(gate->flags & k_ent_gate_linked) || + (world_static.load_state != k_world_loader_none) ){ + world->rendering_gate = NULL; + render_gate_unlinked( world, gate, cam ); + return; + } + + world_instance *dest_world = &world_static.instances[ gate->target ]; + render_gate( world, dest_world, gate, cam ); + } + else + render_gate( world, world, gate, 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)); @@ -791,6 +842,10 @@ static void world_prerender( world_instance *world ){ world->time = 0.834; } + if( world->info.flags & 0x1 ){ + world->time = world->info.timezone; + } + struct ub_world_lighting *state = &world->ub_lighting; state->g_time = world->time; @@ -798,11 +853,14 @@ static void world_prerender( world_instance *world ){ state->g_debug_indices = k_debug_light_indices; state->g_light_preview = k_light_preview; state->g_debug_complexity = k_debug_light_complexity; + state->g_time_of_day = vg_fractf( world->time ); - if( skaterift.activity == k_skaterift_respawning ) - state->g_time_of_day = 0.1f; + if( vg.quality_profile == k_quality_profile_high ) + state->g_shadow_samples = 8; + else if( vg.quality_profile == k_quality_profile_low ) + state->g_shadow_samples = 2; else - state->g_time_of_day = vg_fractf( world->time ); + state->g_shadow_samples = 0; 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 ); @@ -829,9 +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 ); @@ -847,12 +967,15 @@ static void render_world( world_instance *world, camera *cam, render_sky( world, cam ); - render_world_routes( world, cam, viewing_from_gate ); + m4x3f identity; + m4x3_identity(identity); + render_world_routes( world, world, identity, cam, viewing_from_gate, 0 ); render_world_standard( world, cam ); render_world_cubemapped( world, cam, with_cubemaps ); render_world_vb( world, cam ); render_world_alphatest( world, cam ); + render_world_foliage( world, cam ); render_terrain( world, cam ); if( !viewing_from_gate ){ @@ -902,7 +1025,7 @@ static void render_world( world_instance *world, camera *cam, GL_COLOR_ATTACHMENT1 } ); } - render_world_fxglow( world, cam ); + render_world_fxglow( world, world, cam, NULL, 1, 1, 0 ); } if( with_water ){ @@ -922,6 +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 ){ @@ -935,10 +1059,9 @@ static void render_world( world_instance *world, camera *cam, static void render_world_override_pass( world_instance *world, struct world_pass *pass, m4x3f mmdl, m3x3f mnormal, - m4x4f mpvm_prev ){ + 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; @@ -958,10 +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 ){ +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, @@ -972,12 +1097,10 @@ static void render_world_override( world_instance *world, }; shader_scene_override_use(); -#if 0 - respawn_chooser_shader_uniforms(); -#endif shader_scene_override_uTexGarbage(0); shader_scene_override_uTexMain(1); shader_scene_override_uPv( pass.cam->mtx.pv ); + shader_scene_override_uMapInfo( map_info ); WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override ); bind_terrain_noise(); @@ -1001,13 +1124,10 @@ static void render_world_override( world_instance *world, v3_copy( world->player_co, uPlayerPos ); - m4x3f mmdl_inv; - m4x3_invert_full( mmdl, mmdl_inv ); - v3f localized; - m4x3_mulv( mmdl_inv, localplayer.rb.co, localized ); - ent_spawn *spawn = world_find_closest_spawn( world, localized ); - if( spawn ) - v3_copy( spawn->transform.co, uSpawnPos ); + if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) ) + v3_copy( dest_spawn->transform.co, uSpawnPos ); + else + v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos ); uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos); uSpawnPos[3] = 1.0f/uPlayerPos[3]; @@ -1024,11 +1144,13 @@ static void render_world_override( world_instance *world, pass.geo_type = k_world_geo_type_nonsolid; render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); glEnable( GL_CULL_FACE ); + + render_world_fxglow( world, world, cam, mmdl, 0, 0, 1 ); } 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 ); @@ -1059,20 +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{ @@ -1092,7 +1215,13 @@ static void render_world_cubemaps( world_instance *world ){ } } -static void render_world_depth( world_instance *world, camera *cam ){ +/* + * Geo shaders + * --------------------------------------------- + */ + +void render_world_depth( world_instance *world, vg_camera *cam ) +{ m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -1107,7 +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 ); @@ -1122,4 +1252,47 @@ static void render_world_position( world_instance *world, camera *cam ){ mesh_draw( &world->mesh_geo ); } -#endif +struct ui_enum_opt skybox_setting_options[] = { + { 0, "g_daysky_colour" }, + { 1, "g_nightsky_colour" }, + { 2, "g_sunset_colour" }, + { 3, "g_ambient_colour" }, + { 4, "g_sun_colour" }, +}; + +static f32 *skybox_prop_location( world_instance *world, i32 index ){ + switch( index ){ + case 0: return world->ub_lighting.g_daysky_colour; break; + case 1: return world->ub_lighting.g_nightsky_colour; break; + case 2: return world->ub_lighting.g_sunset_colour; break; + case 3: return world->ub_lighting.g_ambient_colour; break; + case 4: return world->ub_lighting.g_sun_colour; break; + default: return NULL; + } +} + +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 ); + ui_rect_pad( panel, (ui_px[2]){ 8, 8 } ); + vg_ui.wants_mouse = 1; + + static i32 option_to_edit = 0; + ui_enum( panel, "option", skybox_setting_options, 5, &option_to_edit ); + ui_colourpicker( panel, "colour", + skybox_prop_location( world, option_to_edit ) ); + + if( ui_button( panel, "save tweaker file ('/tmp/tweaker.txt')\n" ) == 1 ){ + FILE *fp = fopen( "/tmp/tweaker.txt", "w" ); + + for( i32 i=0; i<5; i ++ ){ + struct ui_enum_opt *opt = &skybox_setting_options[i]; + f32 *val = skybox_prop_location( world, i ); + fprintf( fp, "%s = {%.3ff, %.3ff, %.3ff, %.3ff},\n", + opt->alias, val[0], val[1], val[2], val[3] ); + } + fclose( fp ); + } +}