X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=10e416325b306529daa4ec9d0f6f2faa369098b2;hb=0310bab3c018e23f5516c3e3c3653b844a8106ed;hp=f61974e37e791f0b7384b17ef384416086c791b6;hpb=89113e9bc9544336b5ac4f53696c3de2d30698a2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index f61974e..10e4163 100644 --- a/world_render.h +++ b/world_render.h @@ -1,5 +1,5 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ #ifndef WORLD_RENDER_H @@ -8,62 +8,60 @@ #include "camera.h" #include "world.h" -/* FIXME */ -VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; +VG_STATIC GLuint tex_terrain_noise; -VG_STATIC void world_render_init(void) +VG_STATIC void async_world_render_init( void *payload, u32 size ) { - vg_info( "Loading default world textures\n" ); - - vg_acquire_thread_sync(); - { - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 ); - + vg_info( "Allocate uniform buffers\n" ); + for( int i=0; i<4; i++ ){ + world_instance *world = &world_global.worlds[i]; + world->ubo_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 uniform buffers\n" ); - for( int i=0; i<4; i++ ) - { - world_instance *world = &world_global.worlds[i]; - world->ubo_bind_point = i; + vg_info( "Allocate frame buffers\n" ); + for( int i=0; i<4; i++ ){ + world_instance *world = &world_global.worlds[i]; + struct framebuffer *fb = &world->heightmap; + + 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 ); + } +} - 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 ); +VG_STATIC void world_render_init(void) +{ + vg_info( "Loading default world textures\n" ); - glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting ); - VG_CHECK_GL_ERR(); - } + vg_tex2d_load_qoi_async_file( "textures/garbage.qoi", + VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, + &tex_terrain_noise ); - vg_info( "Allocate frame buffers\n" ); - for( int i=0; i<4; i++ ) - { - world_instance *world = &world_global.worlds[i]; - struct framebuffer *fb = &world->heightmap; - - 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 ); - } - } - vg_release_thread_sync(); + vg_async_call( async_world_render_init, NULL, 0 ); } VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader ) @@ -106,7 +104,8 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam ); VG_STATIC void bind_terrain_noise(void) { - vg_tex2d_bind( &tex_terrain_noise, 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, tex_terrain_noise ); } struct world_pass{ @@ -203,7 +202,8 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam ) world_bind_light_index( world, _shader_scene_vertex_blend.id, _uniform_scene_vertex_blend_uLightsIndex, 4 ); - vg_tex2d_bind( &tex_terrain_noise, 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, tex_terrain_noise ); shader_scene_vertex_blend_uPv( cam->mtx.pv ); shader_scene_vertex_blend_uCamera( cam->transform[3] ); @@ -308,7 +308,8 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam ) world_bind_light_index( world, _shader_scene_terrain.id, _uniform_scene_terrain_uLightsIndex, 4 ); - vg_tex2d_bind( &tex_terrain_noise, 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, tex_terrain_noise ); shader_scene_terrain_uPv( cam->mtx.pv ); shader_scene_terrain_uCamera( cam->transform[3] ); @@ -360,7 +361,8 @@ VG_STATIC void render_sky( world_instance *world, camera *cam ) shader_model_sky_uTexGarbage(0); world_link_lighting_ub( world, _shader_model_sky.id ); - vg_tex2d_bind( &tex_terrain_noise, 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, tex_terrain_noise ); glDepthMask( GL_FALSE ); glDisable( GL_DEPTH_TEST ); @@ -376,7 +378,6 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, int layer_depth ) { float closest = INFINITY; - struct ent_gate *gate = NULL; for( u32 i=0; ient_gate); i++ ){ @@ -404,8 +405,11 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, render_gate( world, gate, cam, layer_depth ); } else if( gate->type == k_gate_type_nonlocel ){ - world_instance *dest_world = &world_global.worlds[ gate->target ]; - render_gate( dest_world, gate, cam, layer_depth ); + if( skaterift.async_op != k_async_op_world_loading && + skaterift.async_op != k_async_op_world_preloading ){ + world_instance *dest_world = &world_global.worlds[ gate->target ]; + render_gate( dest_world, gate, cam, layer_depth ); + } } else world->rendering_gate = NULL; @@ -414,17 +418,16 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, VG_STATIC void world_prerender( world_instance *world ) { - static double g_time = 0.0; - g_time += vg.time_delta * (1.0/(k_day_length*60.0)); + world->time += vg.time_delta * (1.0/(k_day_length*60.0)); struct ub_world_lighting *state = &world->ub_lighting; - state->g_time = g_time; + state->g_time = world->time; state->g_realtime = vg.time; 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( g_time ); + state->g_time_of_day = vg_fractf( world->time ); 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 ); @@ -437,9 +440,7 @@ state->g_time_of_day = vg_fractf( g_time ); 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 ] = @@ -447,12 +448,12 @@ state->g_time_of_day = vg_fractf( g_time ); 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 ); } +VG_STATIC void skateshop_render(void); VG_STATIC void render_world( world_instance *world, camera *cam, int layer_depth ) { @@ -464,25 +465,29 @@ VG_STATIC void render_world( world_instance *world, camera *cam, render_world_alphatest( world, cam ); render_terrain( world, cam ); - /* Render SFD's */ - u32 closest = 0; - float min_dist = INFINITY; + if( layer_depth == 0 ){ + skateshop_render(); + + /* Render SFD's */ + u32 closest = 0; + float min_dist = INFINITY; - if( !mdl_arrcount( &world->ent_route ) ) - return; + if( !mdl_arrcount( &world->ent_route ) ) + return; - 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 ); + 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; + 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 ); + ent_route *route = mdl_arritm( &world->ent_route, closest ); + sfd_render( world, cam, route->board_transform ); + } } VG_STATIC void render_world_depth( world_instance *world, camera *cam )