X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=4b6568b2651f3247dd3bc0d638bf9418790e3d82;hb=HEAD;hp=9e5527bd435928645384b00cb664f3bfb452e9e0;hpb=bf9f3897d358cb6c417e28d659bb412344a52bc3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 9e5527b..4b6568b 100644 --- a/world_render.c +++ b/world_render.c @@ -2,30 +2,31 @@ * 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[] ){ - if( argc == 1 ){ - world_instance *world = world_current_instance(); + world_instance *world = world_current_instance(); + if( argc == 1 ) world->time = atof( argv[0] ); - } - else { - vg_error( "Usage set_time <0-1.0>\n" ); - } + else + vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time ); return 0; } -VG_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; i<4; i++ ){ + for( int i=0; iubo_bind_point = i; @@ -39,7 +40,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size ) } vg_info( "Allocate frame buffers\n" ); - for( int i=0; i<4; i++ ){ + for( int i=0; iheightmap; @@ -65,35 +66,25 @@ VG_STATIC void async_world_render_init( void *payload, u32 size ) } } -VG_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 ); VG_VAR_I32( k_light_preview ); + VG_VAR_I32( k_light_editor ); vg_console_reg_cmd( "set_time", ccmd_set_time, NULL ); world_render.sky_rate = 1.0; world_render.sky_target_rate = 1.0; - shader_scene_standard_register(); - shader_scene_standard_alphatest_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(); - vg_info( "Loading world resources\n" ); vg_linear_clear( vg_mem.scratch ); mdl_context msky; mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); mdl_load_metadata_block( &msky, vg_mem.scratch ); - mdl_async_load_glmesh( &msky, &world_render.skydome ); + mdl_async_load_glmesh( &msky, &world_render.skydome, NULL ); mdl_close( &msky ); vg_info( "Loading default world textures\n" ); @@ -104,112 +95,165 @@ VG_STATIC void world_render_init(void) vg_async_call( async_world_render_init, NULL, 0 ); } -VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader ) +/* + * standard uniform bindings + * ---------------------------------------------------------------------------- + */ +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 ) +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 ); } -VG_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 ); } -VG_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 ); } -VG_STATIC void render_world_depth( world_instance *world, camera *cam ); - -/* - * Rendering - */ - -VG_STATIC void bind_terrain_noise(void) +void bind_terrain_noise(void) { glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); } -struct world_pass{ - camera *cam; +/* + * 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 ]; +} + +/* + * Passes Rendering + * ---------------------------------------------------------------------------- + */ + +struct world_pass +{ + vg_camera *cam; enum mdl_shader shader; enum world_geo_type geo_type; - void (*fn_bind_textures)( world_instance *world, - struct world_surface *mat ); + void (*fn_bind)( world_instance *world, struct world_surface *mat ); void (*fn_set_mdl)( m4x3f mdl ); void (*fn_set_uPvmPrev)( m4x4f pvm ); + void (*fn_set_uNormalMtx)( m3x3f mnorm ); }; -VG_STATIC -void world_render_traffic( world_instance *world, u32 material_id, - struct world_pass *pass ){ - if( !mdl_arrcount( &world->ent_traffic ) ) return; +void render_world_depth( world_instance *world, vg_camera *cam ); - /* HACK: use the first material for every traffic entity */ - ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 ); - if( !first->submesh_count ) return; +/* + * 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; - mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start ); - if( sm->material_id != material_id ) return; + m4x3f mmdl; + mdl_transform_m4x3( 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 ); + } +} + +/* + * 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 ]; - pass->fn_bind_textures( world, mat ); + if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return; - 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 ); + pass->fn_bind( world, mat ); - m4x3f mmdl; - q_m3x3( traffic->transform.q, mmdl ); - v3_copy( traffic->transform.co, mmdl[3] ); + for( u32 j=0; jent_prop ); j++ ){ + ent_prop *prop = mdl_arritm( &world->ent_prop, j ); + if( prop->flags & 0x1 ) continue; - m4x4f m4mdl; - m4x3_expand( mmdl, m4mdl ); - m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl ); + world_render_submeshes( world, pass, &prop->transform, + prop->submesh_start, prop->submesh_count, material_id ); + } +} - pass->fn_set_mdl( mmdl ); - pass->fn_set_uPvmPrev( m4mdl ); +/* + * 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; - mdl_draw_submesh( sm ); - } + pass->fn_bind( world, mat ); + + for( u32 j=0; jent_traffic ); j++ ){ + ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j ); + + world_render_submeshes( world, pass, &traffic->transform, + traffic->submesh_start, traffic->submesh_count, + material_id ); } } -VG_STATIC -void world_render_pass( world_instance *world, struct world_pass *pass ){ - for( int i=0; isurface_count; i++ ){ +/* + * 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]; - if( mat->info.shader == pass->shader ){ + if( mat->info.shader == pass->shader ) + { mdl_submesh *sm; - if( pass->geo_type == k_world_geo_type_solid ){ + if( pass->geo_type == k_world_geo_type_solid ) + { sm = &mat->sm_geo; } - else{ + else + { world_render_traffic( world, i, pass ); + world_render_props( world, i, pass ); sm = &mat->sm_no_collide; } @@ -220,15 +264,19 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){ m4x3_identity( mmdl ); pass->fn_set_mdl( mmdl ); pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv ); - - pass->fn_bind_textures( world, mat ); + pass->fn_bind( world, mat ); mdl_draw_submesh( sm ); } } } -VG_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; @@ -241,45 +289,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass ) glEnable( GL_CULL_FACE ); } -VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, - struct world_surface *mat ) - +static void bindpoint_world_vb( world_instance *world, + struct world_surface *mat ) { - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); -} + struct shader_props_vertex_blend *props = mat->info.props.compiled; -VG_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; + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); - 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 ); +#if 0 + shader_scene_vertex_blend_uOffset( props->blend_offset ); +#endif } -VG_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 ); @@ -287,10 +315,11 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam ) shader_scene_vertex_blend_uPv( cam->mtx.pv ); shader_scene_vertex_blend_uCamera( cam->transform[3] ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_standard_vertex_blend, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_world_vb, .fn_set_mdl = shader_scene_vertex_blend_uMdl, .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev, }; @@ -298,30 +327,35 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_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] ); } -VG_STATIC void render_world_standard( world_instance *world, camera *cam ){ +static void bindpoint_standard( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_standard *props = mat->info.props.compiled; + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); +} + +static void render_world_standard( world_instance *world, vg_camera *cam ) +{ world_shader_standard_bind( world, cam ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_standard, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_standard, .fn_set_mdl = shader_scene_standard_uMdl, .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev, }; @@ -329,46 +363,79 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); } -VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam, - int layer_depth ){ +static void bindpoint_world_cubemapped( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_cubemapped *props = mat->info.props.compiled; + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture( world,props->tex_diffuse ) ); + + u32 cubemap_id = props->cubemap_entity, + 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( props->tint ); +} + +static void bindpoint_world_cubemapped_disabled( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_cubemapped *props = mat->info.props.compiled; + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture( world, props->tex_diffuse ) ); +} + +static void render_world_cubemapped( world_instance *world, vg_camera *cam, + int enabled ) +{ if( !mdl_arrcount( &world->ent_cubemap ) ) return; - if( layer_depth == -1 ){ + if( !enabled ) + { world_shader_standard_bind( world, cam ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_cubemap, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_world_cubemapped_disabled, .fn_set_mdl = shader_scene_standard_uMdl, .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev, }; world_render_both_stages( world, &pass ); } - else { + else + { shader_scene_cubemapped_use(); shader_scene_cubemapped_uTexGarbage(0); shader_scene_cubemapped_uTexMain(1); 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] ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_cubemap, .cam = cam, - .fn_bind_textures = bindpoint_diffuse1_and_cubemap10, + .fn_bind = bindpoint_world_cubemapped, .fn_set_mdl = shader_scene_cubemapped_uMdl, .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev, }; @@ -377,46 +444,63 @@ VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam, } } -VG_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 = { + struct world_pass pass = + { .shader = k_shader_standard_cutout, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_standard, .fn_set_mdl = shader_scene_standard_alphatest_uMdl, .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev, }; 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 = bindpoint_standard, + .fn_set_mdl = shader_scene_foliage_uMdl, + .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev, + }; + world_render_both_stages( world, &pass ); glEnable(GL_CULL_FACE); } -VG_STATIC -void world_render_challenges( world_instance *world, struct world_pass *pass, - v3f pos, int layer_depth ){ +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; /* sort lists */ f32 radius = 40.0f; @@ -453,7 +537,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, while( mdl_entity_id_type(next) == k_ent_objective ){ u32 index = mdl_entity_id_id( next ); objective_list[ objective_count ++ ] = index; - + ent_objective *objective = mdl_arritm( &world->ent_objective, index ); next = objective->id_next; } @@ -485,7 +569,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, glDisable( GL_CULL_FACE ); mesh_bind( &world->mesh_no_collide ); u32 last_material = 0; - for( u32 i=0; ient_objective, index ); if( (objective->flags & k_ent_objective_hidden) && @@ -493,7 +578,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, f32 scale = 1.0f; - if( running ){ + if( running ) + { u32 passed = objective->flags & k_ent_objective_passed; f32 target = passed? 0.0f: 1.0f; vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f); @@ -504,7 +590,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, else shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); } - else { + else + { f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius); scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) ); } @@ -515,66 +602,47 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, v3_copy( objective->transform.co, mmdl[3] ); shader_scene_fxglow_uMdl( mmdl ); - for( u32 j=0; jsubmesh_count; j++ ){ + for( u32 j=0; jsubmesh_count; j++ ) + { mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, objective->submesh_start + j ); - if( sm->material_id != last_material ){ + if( sm->material_id != last_material ) + { last_material = sm->material_id; - pass->fn_bind_textures( world, &world->surfaces[sm->material_id] ); + pass->fn_bind( world, &world->surfaces[sm->material_id] ); } mdl_draw_submesh( sm ); } } /* render texts */ - shader_scene_font_use(); - shader_scene_font_uTexGarbage(0); - shader_scene_font_uTexMain(1); - - shader_scene_font_uPv( skaterift.cam.mtx.pv ); - shader_scene_font_uTime( vg.time ); - - /* TODO: Code dupe... */ - world_link_lighting_ub( world, _shader_scene_font.id ); - world_bind_position_texture( world, _shader_scene_font.id, - _uniform_scene_font_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_font.id, - _uniform_scene_font_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_font.id, - _uniform_scene_font_uLightsIndex, 4 ); - - bind_terrain_noise(); - shader_scene_font_uCamera( skaterift.cam.transform[3] ); - - //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} ); - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, gui.font.texture ); + font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam ); - mesh_bind( &gui.font.mesh ); - - 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( &gui.font, 1, buf ); + f32 w = font3d_string_width( 1, buf ); m4x3f mlocal; m3x3_identity( mlocal ); mlocal[3][0] = -w*0.5f; mlocal[3][1] = 0.0f; mlocal[3][2] = 0.0f; - for( u32 i=0; ient_challenge, index ); m4x3f mmdl; @@ -592,96 +660,131 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, shader_scene_font_uOpacity( scale ); shader_scene_font_uColourize( colour ); + font3d_simple_draw( 1, buf, &skaterift.cam, mmdl ); + } +} - struct font3d_render render = { - .font = &gui.font, - .variant_id = 1, - .shader = k_font_shader_world - }; +static void bindpoint_fxglow( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_standard *props = mat->info.props.compiled; - font3d_begin( buf, &skaterift.cam, mmdl, &render ); - font3d_draw( &render ); - } + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); } -VG_STATIC void render_world_fxglow( world_instance *world, camera *cam, - int layer_depth ){ +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); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_fxglow, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_fxglow, .fn_set_mdl = shader_scene_fxglow_uMdl, .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev, }; - world_render_both_stages( world, &pass ); - world_render_challenges( world, &pass, cam->pos, layer_depth ); + 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( world, &world->surfaces[sm->material_id] ); + } + mdl_draw_submesh( sm ); + } + } + } + + if( challenges ) + world_render_challenges( world, &pass, cam->pos ); glEnable(GL_CULL_FACE); } -VG_STATIC void bindpoint_terrain( world_instance *world, - struct world_surface *mat ) +static void bindpoint_terrain( world_instance *world, + struct world_surface *mat ) { - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + struct shader_props_terrain *props = mat->info.props.compiled; - shader_scene_terrain_uSandColour( mat->info.colour ); - shader_scene_terrain_uBlendOffset( mat->info.colour1 ); + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); + shader_scene_terrain_uBlendOffset( props->blend_offset ); + shader_scene_terrain_uSandColour( props->sand_colour ); } -VG_STATIC void bindpoint_override( world_instance *world, - struct world_surface *mat ){ - if( mat->info.flags & k_material_flag_collision ){ +static void bindpoint_override( world_instance *world, + struct world_surface *mat ) +{ + if( mat->info.flags & k_material_flag_collision ) + { shader_scene_override_uAlphatest(0); } - else{ + else + { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) ); shader_scene_override_uAlphatest(1); } } -VG_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); - 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 ); - + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain ); glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); shader_scene_terrain_uPv( cam->mtx.pv ); shader_scene_terrain_uCamera( cam->transform[3] ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_terrain_blend, .cam = cam, - .fn_bind_textures = bindpoint_terrain, + .fn_bind = bindpoint_terrain, .fn_set_mdl = shader_scene_terrain_uMdl, .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev, }; @@ -689,7 +792,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_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 @@ -701,13 +804,18 @@ VG_STATIC void render_sky( world_instance *world, camera *cam ) m4x4_copy( cam->mtx.v, v ); m4x4_copy( cam->mtx_prev.v, v_prev ); + + for( int i=0; i<3; i++ ){ + v3_normalize(v[i]); + v3_normalize(v_prev[i]); + } v3_zero( v[3] ); v3_zero( v_prev[3] ); m4x4_copy( cam->mtx.p, pv ); m4x4_copy( cam->mtx_prev.p, pv_prev ); - m4x4_reset_clipping( pv, cam->farz, cam->nearz ); - m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz ); + m4x4_reset_clipping( pv, 100.0f, 0.1f ); + m4x4_reset_clipping( pv_prev, 100.0f, 0.1f ); m4x4_mul( pv, v, pv ); m4x4_mul( pv_prev, v_prev, pv_prev ); @@ -718,15 +826,32 @@ VG_STATIC void render_sky( world_instance *world, camera *cam ) /* * Draw */ - shader_model_sky_use(); - shader_model_sky_uMdl( identity_matrix ); - shader_model_sky_uPv( pv ); - shader_model_sky_uPvmPrev( pv_prev ); - shader_model_sky_uTexGarbage(0); - world_link_lighting_ub( world, _shader_model_sky.id ); + if( world->skybox == k_skybox_default ){ + shader_model_sky_use(); + shader_model_sky_uMdl( identity_matrix ); + shader_model_sky_uPv( pv ); + shader_model_sky_uPvmPrev( pv_prev ); + shader_model_sky_uTexGarbage(0); + world_link_lighting_ub( world, _shader_model_sky.id ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + } + else if( world->skybox == k_skybox_space ){ + shader_model_sky_space_use(); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + shader_model_sky_space_uMdl( identity_matrix ); + shader_model_sky_space_uPv( pv ); + shader_model_sky_space_uPvmPrev( pv_prev ); + shader_model_sky_space_uTexGarbage(0); + world_link_lighting_ub( world, _shader_model_sky_space.id ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + } + else { + vg_fatal_error( "Programming error\n" ); + } glDepthMask( GL_FALSE ); glDisable( GL_DEPTH_TEST ); @@ -738,8 +863,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam ) glDepthMask( GL_TRUE ); } -VG_STATIC void render_world_gates( world_instance *world, camera *cam, - int layer_depth ) +void render_world_gates( world_instance *world, vg_camera *cam ) { float closest = INFINITY; struct ent_gate *gate = NULL; @@ -747,8 +871,9 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, for( u32 i=0; ient_gate); i++ ){ ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - if( !(gi->flags & k_ent_gate_linked) ) - 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] ); @@ -761,35 +886,43 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, } world->rendering_gate = gate; + if( gate ){ - if( gate->flags & k_ent_gate_locked ) return; + if( gate->flags & k_ent_gate_locked ){ + world->rendering_gate = NULL; + return; + } if( gate->flags & k_ent_gate_nonlocal ){ - if( world_static.load_state != k_world_loader_none ){ + 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, layer_depth ); - } - else{ - render_gate( world, world, gate, cam, layer_depth ); + render_gate( world, dest_world, gate, cam ); } + else + render_gate( world, world, gate, cam ); } } -VG_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_delta * (1.0/(rate*60.0)); + world->time += vg.time_frame_delta * (1.0/(rate*60.0)); } else{ 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; @@ -797,11 +930,14 @@ VG_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 ); @@ -828,21 +964,98 @@ VG_STATIC void world_prerender( world_instance *world ) sizeof(struct ub_world_lighting), &world->ub_lighting ); } -VG_STATIC void render_world( world_instance *world, camera *cam, - int layer_depth ) +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 ); + glStencilMask( 0x00 ); + glEnable( GL_CULL_FACE ); + glEnable( GL_STENCIL_TEST ); + } + else { + glStencilMask( 0xFF ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glDisable( GL_STENCIL_TEST ); + } + render_sky( world, cam ); - render_world_routes( world, cam, layer_depth ); + 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, layer_depth ); + 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( layer_depth == -1 ) return; - if( layer_depth == 0 ){ + if( !viewing_from_gate ){ world_entity_focus_render(); /* Render SFD's */ @@ -865,39 +1078,69 @@ VG_STATIC void render_world( world_instance *world, camera *cam, } } - f32 greyout = 0.0f; - if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge ) - greyout = world_static.focus_strength; - - if( greyout > 0.0f ){ - glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); - glEnable(GL_BLEND); - glDisable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_ADD); - - shader_blitcolour_use(); - shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } ); - render_fsquad(); - - glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); - glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, - GL_COLOR_ATTACHMENT1 } ); + if( !viewing_from_gate ){ + f32 greyout = 0.0f; + if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge ) + greyout = world_static.focus_strength; + + if( greyout > 0.0f ){ + glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + shader_blitcolour_use(); + shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } ); + render_fsquad(); + + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, + GL_COLOR_ATTACHMENT1 } ); + } + + render_world_fxglow( world, world, cam, NULL, 1, 1, 0 ); + } + + if( with_water ){ + render_water_texture( world, cam ); + render_fb_bind( gpipeline.fb_main, 1 ); + } + + if( stenciled ){ + glStencilFunc( GL_EQUAL, 1, 0xFF ); + glStencilMask( 0x00 ); + glEnable( GL_CULL_FACE ); + glEnable( GL_STENCIL_TEST ); } - render_world_fxglow( world, cam, layer_depth ); + if( with_water ){ + render_water_surface( world, cam ); + } + + render_remote_players( world, cam ); + render_other_entities( world, cam ); + ent_miniworld_render( world, cam ); + + if( stenciled ){ + glStencilMask( 0xFF ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glDisable( GL_STENCIL_TEST ); + } } -VG_STATIC -void render_world_override_pass( world_instance *world, - struct world_pass *pass ){ - for( int i=0; isurface_count; i++ ){ +static void render_world_override_pass( world_instance *world, + struct world_pass *pass, + m4x3f mmdl, m3x3f mnormal, + 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; @@ -909,54 +1152,85 @@ void render_world_override_pass( world_instance *world, if( !sm->indice_count ) continue; - m4x3f mmdl; - m4x3_identity( mmdl ); pass->fn_set_mdl( mmdl ); - pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv ); - pass->fn_bind_textures( world, mat ); + pass->fn_set_uNormalMtx( mnormal ); + pass->fn_set_uPvmPrev( mpvm_prev ); + pass->fn_bind( world, mat ); mdl_draw_submesh( sm ); } } -VG_STATIC void render_world_override( world_instance *world ){ - struct world_pass pass = { - .cam = &skaterift.cam, - .fn_bind_textures = bindpoint_override, +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 = bindpoint_override, .fn_set_mdl = shader_scene_override_uMdl, .fn_set_uPvmPrev = shader_scene_override_uPvmPrev, + .fn_set_uNormalMtx = shader_scene_override_uNormalMtx, .shader = k_shader_override }; shader_scene_override_use(); - respawn_chooser_shader_uniforms(); 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_link_lighting_ub( world, _shader_scene_override.id ); - world_bind_position_texture( world, _shader_scene_override.id, - _uniform_scene_override_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_override.id, - _uniform_scene_override_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_override.id, - _uniform_scene_override_uLightsIndex, 4 ); - + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override ); bind_terrain_noise(); + shader_scene_override_uCamera( pass.cam->transform[3] ); + m4x4f mpvm_prev; + m4x3_expand( mmdl, mpvm_prev ); + m4x4_mul( cam->mtx_prev.pv, mpvm_prev, mpvm_prev ); + + m3x3f mnormal; + m3x3_inv( mmdl, mnormal ); + m3x3_transpose( mnormal, mnormal ); + v3_normalize( mnormal[0] ); + v3_normalize( mnormal[1] ); + v3_normalize( mnormal[2] ); + + v4f uPlayerPos, uSpawnPos; + v4_zero( uPlayerPos ); + v4_zero( uSpawnPos ); + + v3_copy( world->player_co, uPlayerPos ); + + 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]; + + shader_scene_override_uPlayerPos( uPlayerPos ); + shader_scene_override_uSpawnPos( uSpawnPos ); + + glDisable( GL_CULL_FACE ); mesh_bind( &world->mesh_geo ); pass.geo_type = k_world_geo_type_solid; - render_world_override_pass( world, &pass ); + render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); mesh_bind( &world->mesh_no_collide ); pass.geo_type = k_world_geo_type_nonsolid; - render_world_override_pass( world, &pass ); + render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); glEnable( GL_CULL_FACE ); + + render_world_fxglow( world, world, cam, mmdl, 0, 0, 1 ); } -VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, +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 ); @@ -987,20 +1261,21 @@ VG_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, -1 ); + render_world( world, &cam, 0, 1, 1, 0 ); } -VG_STATIC void render_world_cubemaps( world_instance *world ){ +void render_world_cubemaps( world_instance *world ) +{ if( world->cubemap_cooldown ) world->cubemap_cooldown --; else{ @@ -1020,7 +1295,12 @@ VG_STATIC void render_world_cubemaps( world_instance *world ){ } } -VG_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 ); @@ -1036,7 +1316,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam ) mesh_draw( &world->mesh_geo ); } -VG_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 ); @@ -1052,4 +1332,47 @@ VG_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 ); + } +}