X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=4b6568b2651f3247dd3bc0d638bf9418790e3d82;hb=refs%2Fheads%2Fmaster;hp=e1a30886b8de504afacda8052fbef4e9eba4c2ef;hpb=93790b71d3a89724255dc73239e38c08ad4bbac7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c deleted file mode 100644 index e1a3088..0000000 --- a/world_render.c +++ /dev/null @@ -1,1387 +0,0 @@ -/* - * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved - */ - -#include "world.h" -#include "world_render.h" -#include "font.h" -#include "gui.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(); - if( argc == 1 ) - world->time = atof( argv[0] ); - else - vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time ); - return 0; -} - -static void async_world_render_init( void *payload, u32 size ){ - vg_info( "Allocate uniform buffers\n" ); - for( int i=0; iubo_bind_point = i; - - glGenBuffers( 1, &world->ubo_lighting ); - glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); - glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), - NULL, GL_DYNAMIC_DRAW ); - - glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting ); - VG_CHECK_GL_ERR(); - } - - vg_info( "Allocate frame buffers\n" ); - for( int i=0; iheightmap; - - fb->display_name = NULL; - fb->link = NULL; - fb->fixed_w = 1024; - fb->fixed_h = 1024; - fb->resolution_div = 0; - - fb->attachments[0].display_name = NULL; - fb->attachments[0].purpose = k_framebuffer_attachment_type_texture; - fb->attachments[0].internalformat = GL_RG16F; - fb->attachments[0].format = GL_RG; - fb->attachments[0].type = GL_FLOAT; - fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0; - - fb->attachments[1].purpose = k_framebuffer_attachment_type_none; - fb->attachments[2].purpose = k_framebuffer_attachment_type_none; - fb->attachments[3].purpose = k_framebuffer_attachment_type_none; - fb->attachments[4].purpose = k_framebuffer_attachment_type_none; - - render_fb_allocate( fb ); - } -} - -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; - - 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, NULL ); - mdl_close( &msky ); - - vg_info( "Loading default world textures\n" ); - vg_tex2d_load_qoi_async_file( "textures/garbage.qoi", - VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, - &world_render.tex_terrain_noise ); - - vg_async_call( async_world_render_init, NULL, 0 ); -} - -/* - * 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 ); -} - -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 ); -} - -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 ); -} - -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 ); -} - -void bind_terrain_noise(void) -{ - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); -} - -/* - * 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 ]; -} - -#if 0 -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) ); -} -#endif - -/* - * Passes Rendering - * ---------------------------------------------------------------------------- - */ - -struct world_pass -{ - vg_camera *cam; - enum mdl_shader shader; - enum world_geo_type geo_type; - - 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 ); -}; - -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 ); - - 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 ]; - if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return; - - pass->fn_bind( world, mat ); - - for( u32 j=0; jent_prop ); j++ ){ - ent_prop *prop = mdl_arritm( &world->ent_prop, j ); - if( prop->flags & 0x1 ) continue; - - world_render_submeshes( world, pass, &prop->transform, - prop->submesh_start, prop->submesh_count, material_id ); - } -} - -/* - * 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( 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 ); - } -} - -/* - * 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 ) - { - mdl_submesh *sm; - - if( pass->geo_type == k_world_geo_type_solid ) - { - sm = &mat->sm_geo; - } - else - { - world_render_traffic( world, i, pass ); - world_render_props( world, i, pass ); - sm = &mat->sm_no_collide; - } - - 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( world, mat ); - mdl_draw_submesh( sm ); - } - } -} - -/* - * 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 ); - - glDisable( GL_CULL_FACE ); - mesh_bind( &world->mesh_no_collide ); - pass->geo_type = k_world_geo_type_nonsolid; - world_render_pass( world, pass ); - glEnable( GL_CULL_FACE ); -} - -static void bindpoint_world_vb( world_instance *world, - struct world_surface *mat ) -{ - struct shader_props_vertex_blend *props = mat->info.props.compiled; - - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); - -#if 0 - shader_scene_vertex_blend_uOffset( props->blend_offset ); -#endif -} - -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_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_vertex_blend ); - - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); - - shader_scene_vertex_blend_uPv( cam->mtx.pv ); - shader_scene_vertex_blend_uCamera( cam->transform[3] ); - - struct world_pass pass = - { - .shader = k_shader_standard_vertex_blend, - .cam = cam, - .fn_bind = bindpoint_world_vb, - .fn_set_mdl = shader_scene_vertex_blend_uMdl, - .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); -} - -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_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_standard ); - - bind_terrain_noise(); - shader_scene_standard_uCamera( cam->transform[3] ); -} - -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 = - { - .shader = k_shader_standard, - .cam = cam, - .fn_bind = bindpoint_standard, - .fn_set_mdl = shader_scene_standard_uMdl, - .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); -} - -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( !enabled ) - { - world_shader_standard_bind( world, cam ); - - struct world_pass pass = - { - .shader = k_shader_cubemap, - .cam = cam, - .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 - { - 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_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_cubemapped ); - - bind_terrain_noise(); - shader_scene_cubemapped_uCamera( cam->transform[3] ); - - struct world_pass pass = - { - .shader = k_shader_cubemap, - .cam = cam, - .fn_bind = bindpoint_world_cubemapped, - .fn_set_mdl = shader_scene_cubemapped_uMdl, - .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); - } -} - -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_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 = - { - .shader = k_shader_standard_cutout, - .cam = cam, - .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); -} - -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; - - u32 objective_list[ 32 ], - challenge_list[ 16 ]; - - v2f objective_uv_offsets[ 32 ]; - - u32 objective_count = 0, - challenge_count = 0; - - ent_challenge *active_challenge = NULL; - int running = 0; - if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){ - if( (skaterift.activity == k_skaterift_default) && - world_static.challenge_target ){ - running = 1; - } - - if( !((skaterift.activity != k_skaterift_ent_focus) && - !world_static.challenge_target) ){ - world_instance *challenge_world = world_current_instance(); - u32 index = mdl_entity_id_id( world_static.focused_entity ); - active_challenge = mdl_arritm(&challenge_world->ent_challenge, index); - } - } - - if( active_challenge ){ - shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); - challenge_list[ challenge_count ++ ] = world_static.focused_entity; - - u32 next = active_challenge->first; - 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; - } - - radius = 10000.0f; - } - else { - shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); - bh_iter it; - bh_iter_init_range( 0, &it, pos, radius+10.0f ); - 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_objective ) { - if( objective_count < vg_list_size(objective_list) ) - objective_list[ objective_count ++ ] = index; - } - else if( type == k_ent_challenge ){ - if( challenge_count < vg_list_size(challenge_list) ) - challenge_list[ challenge_count ++ ] = index; - } - } - } - - /* render objectives */ - 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) && - !active_challenge ) continue; - - f32 scale = 1.0f; - - 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); - scale = vg_smoothstepf( objective->transform.s[0] ); - - if( (objective == world_static.challenge_target) || passed ) - shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } ); - else - shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); - } - 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 ) ); - } - - m4x3f mmdl; - q_m3x3( objective->transform.q, mmdl ); - m3x3_scalef( mmdl, scale ); - v3_copy( objective->transform.co, mmdl[3] ); - shader_scene_fxglow_uMdl( mmdl ); - - 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 ) - { - last_material = sm->material_id; - pass->fn_bind( world, &world->surfaces[sm->material_id] ); - } - mdl_draw_submesh( sm ); - } - } - - /* render texts */ - font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam ); - - u32 count = 0; - - for( u32 i=0; ient_challenge); i++ ) - { - ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i ); - if( challenge->status ) count ++; - } - - 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; - 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; - mdl_transform_m4x3( &challenge->transform, mmdl ); - m4x3_mul( mmdl, mlocal, mmdl ); - - vg_line_point( challenge->transform.co, 0.25f, VG__RED ); - - f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius), - scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ), - colour = 0.0f; - - if( challenge->status ) - colour = 1.0f; - - shader_scene_font_uOpacity( scale ); - shader_scene_font_uColourize( colour ); - font3d_simple_draw( 1, buf, &skaterift.cam, mmdl ); - } -} - -static void bindpoint_fxglow( 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_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_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_fxglow ); - - shader_scene_fxglow_uCamera( cam->transform[3] ); - glDisable(GL_CULL_FACE); - - struct world_pass pass = - { - .shader = k_shader_fxglow, - .cam = cam, - .fn_bind = bindpoint_fxglow, - .fn_set_mdl = shader_scene_fxglow_uMdl, - .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev, - }; - - 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); -} - -static void bindpoint_terrain( world_instance *world, - struct world_surface *mat ) -{ - struct shader_props_terrain *props = mat->info.props.compiled; - - 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 ); -} - -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 - { - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) ); - shader_scene_override_uAlphatest(1); - } -} - -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_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 = - { - .shader = k_shader_terrain_blend, - .cam = cam, - .fn_bind = bindpoint_terrain, - .fn_set_mdl = shader_scene_terrain_uMdl, - .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); -} - -static void render_sky( world_instance *world, vg_camera *cam ) -{ - /* - * Modify matrix to remove clipping and view translation - */ - m4x4f v, - v_prev, - pv, - pv_prev; - - 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, 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 ); - - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - /* - * Draw - */ - 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(); - - 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 ); - - mesh_bind( &world_render.skydome ); - mesh_draw( &world_render.skydome ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); -} - -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_nonlocal) ) - if( !(gi->flags & k_ent_gate_linked) ) - continue; - - float dist = v3_dist2( gi->co[0], cam->transform[3] ); - - vg_line_point( gi->co[0], 0.25f, VG__BLUE ); - - if( dist < closest ){ - closest = dist; - gate = gi; - } - } - - world->rendering_gate = gate; - - 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 ); - } -} - -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)); - } - 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; - state->g_realtime = vg.time_real; - 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( 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_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 ); - - state->g_day_phase = state->g_day_phase * 0.5f + 0.5f; - state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f ); - - float a = state->g_time_of_day * VG_PIf * 2.0f; - state->g_sun_dir[0] = sinf( a ); - state->g_sun_dir[1] = cosf( a ); - state->g_sun_dir[2] = 0.2f; - v3_normalize( state->g_sun_dir ); - - world->probabilities[ k_probability_curve_constant ] = 1.0f; - float dp = state->g_day_phase; - - world->probabilities[ k_probability_curve_wildlife_day ] = - (dp*dp*0.8f+state->g_sunset_phase)*0.8f; - world->probabilities[ k_probability_curve_wildlife_night ] = - 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f); - - glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); - glBufferSubData( GL_UNIFORM_BUFFER, 0, - sizeof(struct ub_world_lighting), &world->ub_lighting ); -} - -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 ); - - 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 ){ - world_entity_focus_render(); - - /* Render SFD's */ - u32 closest = 0; - float min_dist = INFINITY; - - if( mdl_arrcount( &world->ent_route ) ){ - for( u32 i=0; ient_route ); i++ ){ - ent_route *route = mdl_arritm( &world->ent_route, i ); - float dist = v3_dist2( route->board_transform[3], cam->pos ); - - if( dist < min_dist ){ - min_dist = dist; - closest = i; - } - } - - ent_route *route = mdl_arritm( &world->ent_route, closest ); - sfd_render( world, cam, route->board_transform ); - } - } - - 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 ); - } - - 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 ); - } -} - - -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; - if( pass->geo_type == k_world_geo_type_solid ) - sm = &mat->sm_geo; - else - sm = &mat->sm_no_collide; - - if( !sm->indice_count ) - continue; - - pass->fn_set_mdl( mmdl ); - pass->fn_set_uNormalMtx( mnormal ); - pass->fn_set_uPvmPrev( mpvm_prev ); - pass->fn_bind( world, mat ); - mdl_draw_submesh( sm ); - } -} - -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(); - 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(); - - 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, mmdl, mnormal, mpvm_prev ); - mesh_bind( &world->mesh_no_collide ); - 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 ){ - 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 ); - - v3f forward[6] = { - { -1.0f, 0.0f, 0.0f }, - { 1.0f, 0.0f, 0.0f }, - { 0.0f, -1.0f, 0.0f }, - { 0.0f, 1.0f, 0.0f }, - { 0.0f, 0.0f, -1.0f }, - { 0.0f, 0.0f, 1.0f } - }; - v3f up[6] = { - { 0.0f, -1.0f, 0.0f }, - { 0.0f, -1.0f, 0.0f }, - { 0.0f, 0.0f, 1.0f }, - { 0.0f, 0.0f, -1.0f }, - { 0.0f, -1.0f, 0.0f }, - { 0.0f, -1.0f, 0.0f } - }; - - v3_zero( cam.angles ); - v3_copy( cm->co, cam.pos ); - - v3_copy( forward[side], cam.transform[2] ); - v3_copy( up[side], cam.transform[1] ); - v3_cross( up[side], forward[side], cam.transform[0] ); - v3_copy( cm->co, cam.transform[3] ); - m4x3_invert_affine( cam.transform, cam.transform_inverse ); - - 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 ); - vg_camera_finalize( &cam ); - vg_camera_finalize( &cam ); - - render_world( world, &cam, 0, 1, 1, 0 ); -} - -void render_world_cubemaps( world_instance *world ) -{ - if( world->cubemap_cooldown ) - world->cubemap_cooldown --; - else{ - world->cubemap_cooldown = 60; - - glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES ); - for( u32 i=0; ient_cubemap ); i++ ){ - ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i ); - glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id ); - - world->cubemap_side ++; - if( world->cubemap_side >= 6 ) - world->cubemap_side = 0; - - render_cubemap_side( world, cm, world->cubemap_side ); - } - } -} - -/* - * Geo shaders - * --------------------------------------------- - */ - -void render_world_depth( world_instance *world, vg_camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_depth_use(); - shader_scene_depth_uCamera( cam->transform[3] ); - shader_scene_depth_uPv( cam->mtx.pv ); - shader_scene_depth_uPvmPrev( cam->mtx_prev.pv ); - shader_scene_depth_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_depth.id ); - - mesh_bind( &world->mesh_geo ); - mesh_draw( &world->mesh_geo ); -} - -void render_world_position( world_instance *world, vg_camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_position_use(); - shader_scene_position_uCamera( cam->transform[3] ); - shader_scene_position_uPv( cam->mtx.pv ); - shader_scene_position_uPvmPrev( cam->mtx_prev.pv ); - shader_scene_position_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_position.id ); - - mesh_bind( &world->mesh_geo ); - mesh_draw( &world->mesh_geo ); -} - -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 ); - } -}