X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=ec2ec8a263bfa206557edcbbcb2aff1fb0b0d391;hb=5bfb36032928ba9f8d12e72961af68bfab9ea648;hp=1c030a6b66f79a90165856589caaa6832fb49c54;hpb=c2ee05fe23699fd1de7e1d8259b9bc272b232058;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 1c030a6..ec2ec8a 100644 --- a/world_render.c +++ b/world_render.c @@ -7,6 +7,8 @@ #include "world.h" #include "world_render.h" +#include "font.h" +#include "gui.h" static int ccmd_set_time( int argc, const char *argv[] ){ if( argc == 1 ){ @@ -23,7 +25,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size ) { vg_info( "Allocate uniform buffers\n" ); for( int i=0; i<4; i++ ){ - world_instance *world = &world_static.worlds[i]; + world_instance *world = &world_static.instances[i]; world->ubo_bind_point = i; glGenBuffers( 1, &world->ubo_lighting ); @@ -37,7 +39,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size ) vg_info( "Allocate frame buffers\n" ); for( int i=0; i<4; i++ ){ - world_instance *world = &world_static.worlds[i]; + world_instance *world = &world_static.instances[i]; struct framebuffer *fb = &world->heightmap; fb->display_name = NULL; @@ -75,6 +77,8 @@ VG_STATIC void world_render_init(void) shader_scene_standard_register(); shader_scene_standard_alphatest_register(); + shader_scene_cubemapped_register(); + shader_scene_fxglow_register(); shader_scene_vertex_blend_register(); shader_scene_terrain_register(); shader_scene_depth_register(); @@ -153,18 +157,59 @@ struct world_pass{ void (*fn_set_uPvmPrev)( m4x4f pvm ); }; -VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass ) -{ +VG_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; + + struct world_surface *mat = &world->surfaces[ material_id ]; + 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 ); + } + } +} + +VG_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 ) + if( pass->geo_type == k_world_geo_type_solid ){ sm = &mat->sm_geo; - else + } + else{ + world_render_traffic( world, i, pass ); sm = &mat->sm_no_collide; + } if( !sm->indice_count ) continue; @@ -176,27 +221,6 @@ VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass ) pass->fn_bind_textures( world, mat ); mdl_draw_submesh( sm ); - - 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 ); - - 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 ); - } - } } } } @@ -206,12 +230,12 @@ 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_if( world, pass ); + 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_if( world, pass ); + world_render_pass( world, pass ); glEnable( GL_CULL_FACE ); } @@ -223,6 +247,25 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); } +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; + + 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 ); +} + VG_STATIC void render_world_vb( world_instance *world, camera *cam ) { shader_scene_vertex_blend_use(); @@ -253,8 +296,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_STATIC void render_world_standard( world_instance *world, camera *cam ) -{ +VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){ shader_scene_standard_use(); shader_scene_standard_uTexGarbage(0); shader_scene_standard_uTexMain(1); @@ -270,7 +312,10 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ) bind_terrain_noise(); shader_scene_standard_uCamera( cam->transform[3] ); - +} + +VG_STATIC void render_world_standard( world_instance *world, camera *cam ){ + world_shader_standard_bind( world, cam ); struct world_pass pass = { .shader = k_shader_standard, .cam = cam, @@ -282,8 +327,55 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) -{ +VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam, + int layer_depth ){ + if( !mdl_arrcount( &world->ent_cubemap ) ) + return; + + if( layer_depth == -1 ){ + world_shader_standard_bind( world, cam ); + + struct world_pass pass = { + .shader = k_shader_cubemap, + .cam = cam, + .fn_bind_textures = bindpoint_diffuse_texture1, + .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_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 ); + + bind_terrain_noise(); + shader_scene_cubemapped_uCamera( cam->transform[3] ); + + struct world_pass pass = { + .shader = k_shader_cubemap, + .cam = cam, + .fn_bind_textures = bindpoint_diffuse1_and_cubemap10, + .fn_set_mdl = shader_scene_cubemapped_uMdl, + .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev, + }; + + world_render_both_stages( world, &pass ); + } +} + +VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){ shader_scene_standard_alphatest_use(); shader_scene_standard_alphatest_uTexGarbage(0); shader_scene_standard_alphatest_uTexMain(1); @@ -318,6 +410,114 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) glEnable(GL_CULL_FACE); } +VG_STATIC +void world_render_challenges( world_instance *world, struct world_pass *pass, + v3f pos, int layer_depth ){ + if( !world ) return; + + /* sort lists */ + const f32 radius = 40.0f; + bh_iter it; + bh_iter_init_range( 0, &it, pos, radius ); + i32 idx; + + u32 challenge_list[ 32 ], + unlock_list[ 32 ]; + + u32 challenge_count = 0, + unlock_count = 0; + + 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_challenge ) { + if( challenge_count < vg_list_size(challenge_list) ) + challenge_list[ challenge_count ++ ] = index; + } + else if( type == k_ent_unlock ){ + if( unlock_count < vg_list_size(unlock_list) ) + unlock_list[ unlock_count ++ ] = index; + } + } + + /* render challenges */ + glDisable( GL_CULL_FACE ); + mesh_bind( &world->mesh_no_collide ); + u32 last_material = 0; + for( u32 i=0; ient_challenge, index ); + if( challenge->flags & k_ent_challenge_hidden ) continue; + + 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 ) ); + + v3_fill( challenge->transform.s, scale ); + + m4x3f mmdl; + mdl_transform_m4x3( &challenge->transform, mmdl ); + shader_scene_fxglow_uMdl( mmdl ); + + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + challenge->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 ); + } + } + + /* render texts */ + font3d_bind( &gui.font, &skaterift.cam ); + shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} ); + + for( u32 i=0; ient_unlock, index ); + m4x3f mmdl; + mdl_transform_m4x3( &unlock->transform, mmdl ); + font3d_simple_draw( &gui.font, 0, "Test!", &skaterift.cam, mmdl ); + } +} + +VG_STATIC void render_world_fxglow( world_instance *world, camera *cam, + int layer_depth ){ + shader_scene_fxglow_use(); + 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 ); + + shader_scene_fxglow_uCamera( cam->transform[3] ); + glDisable(GL_CULL_FACE); + + struct world_pass pass = { + .shader = k_shader_fxglow, + .cam = cam, + .fn_bind_textures = bindpoint_diffuse_texture1, + .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 ); + + glEnable(GL_CULL_FACE); +} + VG_STATIC void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { @@ -417,12 +617,12 @@ 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->type == k_gate_type_unlinked ) + if( !(gi->flags & k_ent_gate_linked) ) continue; float dist = v3_dist2( gi->co[0], cam->transform[3] ); - vg_line_pt3( gi->co[0], 0.25f, VG__BLUE ); + vg_line_point( gi->co[0], 0.25f, VG__BLUE ); if( dist < closest ){ closest = dist; @@ -430,30 +630,35 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, } } + world->rendering_gate = gate; if( gate ){ - /* should really be set in fixed update since its used in the physics - * of most systems. too bad! */ - world->rendering_gate = gate; + if( gate->flags & k_ent_gate_locked ) return; - if( gate->type == k_gate_type_teleport ){ - render_gate( world, gate, cam, layer_depth ); - } - else if( gate->type == k_gate_type_nonlocel ){ - if( skaterift.async_op != k_async_op_world_loading && - skaterift.async_op != k_async_op_world_preloading ){ - world_instance *dest_world = &world_static.worlds[ gate->target ]; - render_gate( dest_world, gate, cam, layer_depth ); + if( gate->flags & k_ent_gate_nonlocal ){ + if( world_static.load_state != k_world_loader_none ){ + world->rendering_gate = NULL; + 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 ); } - else - world->rendering_gate = NULL; } } VG_STATIC void world_prerender( world_instance *world ) { - f32 day_length = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length); - world->time += vg.time_delta * (1.0/(day_length*60.0)); + + 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)); + } + else{ + world->time = 0.834; + } struct ub_world_lighting *state = &world->ub_lighting; @@ -496,8 +701,11 @@ VG_STATIC void render_world( world_instance *world, camera *cam, render_world_routes( world, cam, layer_depth ); render_world_standard( world, cam ); + render_world_cubemapped( world, cam, layer_depth ); + render_world_vb( world, cam ); render_world_alphatest( world, cam ); + render_world_fxglow( world, cam, layer_depth ); render_terrain( world, cam ); if( layer_depth == 0 ){ @@ -525,6 +733,72 @@ VG_STATIC void render_world( world_instance *world, camera *cam, } } +VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, + u32 side ){ + 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 ); + + 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 ); + + render_world( world, &cam, -1 ); +} + +VG_STATIC 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 ); + } + } +} + VG_STATIC void render_world_depth( world_instance *world, camera *cam ) { m4x3f identity_matrix;