X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=1926364c6b437fa03ba206a82ae74af47a620af4;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=8398a60cd526b5dfb2369bf894e694cdf42d0cf5;hpb=23a1be081ab9e378cba49a23b8ed4d4082b580c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 8398a60..1926364 100644 --- a/world_render.h +++ b/world_render.h @@ -5,10 +5,12 @@ #ifndef WORLD_RENDER_H #define WORLD_RENDER_H +#include "camera.h" #include "world.h" -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; +/* FIXME */ +VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", + .flags = VG_TEXTURE_NEAREST }; VG_STATIC void world_render_init(void) { @@ -17,11 +19,80 @@ VG_STATIC void world_render_init(void) 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 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; + + /* TODO: We could get away with this being R16u, and just have it be + * a normed value between min and max of the bounding box Y */ + + fb->attachments[0].display_name = NULL; + fb->attachments[0].purpose = k_framebuffer_attachment_type_colour; + 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_STATIC void render_world_depth( m4x4f projection, m4x3f camera ); +VG_STATIC 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 ) +{ + 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 ) +{ + glActiveTexture( GL_TEXTURE0 + slot ); + glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); + glUniform1i( location, slot ); +} + +VG_STATIC void render_world_depth( world_instance *world, camera *cam ); /* * Rendering @@ -32,14 +103,18 @@ VG_STATIC void bind_terrain_noise(void) vg_tex2d_bind( &tex_terrain_noise, 0 ); } -VG_STATIC void world_render_if( enum mdl_shader shader, +typedef void (*func_bind_point)( world_instance *world, + struct world_material *mat ); + +VG_STATIC void world_render_if( world_instance *world, + enum mdl_shader shader, enum geo_type geo_type, - void (*bind_point)(struct world_material *mat)) + func_bind_point bind_point ) { - for( int i=0; imaterial_count; i++ ) { - struct world_material *mat = &world.materials[i]; + struct world_material *mat = &world->materials[i]; if( mat->info.shader == shader ) { @@ -53,216 +128,275 @@ VG_STATIC void world_render_if( enum mdl_shader shader, if( !sm->indice_count ) continue; - bind_point( mat ); + bind_point( world, mat ); mdl_draw_submesh( sm ); } } } -VG_STATIC void world_render_both_stages( enum mdl_shader shader, - void (*bind_point)(struct world_material *mat)) +VG_STATIC +void world_render_both_stages( world_instance *world, + enum mdl_shader shader, + func_bind_point bind_point ) { - mesh_bind( &world.mesh_geo ); - world_render_if( shader, k_geo_type_solid, bind_point ); - mesh_bind( &world.mesh_no_collide ); - world_render_if( shader, k_geo_type_nonsolid, bind_point ); + mesh_bind( &world->mesh_geo ); + world_render_if( world, shader, k_geo_type_solid, bind_point ); + + glDisable( GL_CULL_FACE ); + mesh_bind( &world->mesh_no_collide ); + world_render_if( world, shader, k_geo_type_nonsolid, bind_point ); + glEnable( GL_CULL_FACE ); } -VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat ) +VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, + struct world_material *mat ) { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); } -VG_STATIC void render_world_vb( m4x4f projection, v3f camera ) +VG_STATIC void render_world_vb( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); + 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 ); + vg_tex2d_bind( &tex_terrain_noise, 0 ); - shader_vblend_uPv( projection ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); + shader_scene_vertex_blend_uPv( cam->mtx.pv ); + shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_vertex_blend_uMdl( identity_matrix ); + shader_scene_vertex_blend_uCamera( cam->transform[3] ); + shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 ); + shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 ); - world_render_both_stages( k_shader_standard_vertex_blend, + world_render_both_stages( world, k_shader_standard_vertex_blend, bindpoint_diffuse_texture1 ); } -VG_STATIC void render_world_standard( m4x4f projection, v3f camera ) +VG_STATIC void render_world_standard( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_standard_use(); - shader_standard_uTexGarbage(0); - shader_standard_uTexMain(1); - shader_link_standard_ub( _shader_standard.id, 2 ); + shader_scene_standard_use(); + shader_scene_standard_uTexGarbage(0); + shader_scene_standard_uTexMain(1); + shader_scene_standard_uPv( cam->mtx.pv ); + shader_scene_standard_uPvmPrev( cam->mtx_prev.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 ); + bind_terrain_noise(); - shader_standard_uPv( projection ); - shader_standard_uMdl( identity_matrix ); - shader_standard_uCamera( camera ); + shader_scene_standard_uMdl( identity_matrix ); + shader_scene_standard_uCamera( cam->transform[3] ); + shader_scene_standard_uBoard0( TEMP_BOARD_0 ); + shader_scene_standard_uBoard1( TEMP_BOARD_1 ); - world_render_both_stages( k_shader_standard, + world_render_both_stages( world, k_shader_standard, bindpoint_diffuse_texture1 ); } -VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera ) +VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_alphatest_use(); - shader_alphatest_uTexGarbage(0); - shader_alphatest_uTexMain(1); - shader_link_standard_ub( _shader_alphatest.id, 2 ); + 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 ); + shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.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 ); + + bind_terrain_noise(); - shader_alphatest_uPv( projection ); - shader_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( camera ); + shader_scene_standard_alphatest_uMdl( identity_matrix ); + shader_scene_standard_alphatest_uCamera( cam->transform[3] ); + shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 ); + shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 ); glDisable(GL_CULL_FACE); - world_render_both_stages( k_shader_standard_cutout, + world_render_both_stages( world, k_shader_standard_cutout, bindpoint_diffuse_texture1 ); glEnable(GL_CULL_FACE); } -VG_STATIC void bindpoint_terrain( struct world_material *mat ) +VG_STATIC void bindpoint_terrain( world_instance *world, + struct world_material *mat ) { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); - shader_terrain_uSandColour( mat->info.colour ); - shader_terrain_uBlendOffset( mat->info.colour1 ); + shader_scene_terrain_uSandColour( mat->info.colour ); + shader_scene_terrain_uBlendOffset( mat->info.colour1 ); } -VG_STATIC void render_terrain( m4x4f projection, v3f camera ) +VG_STATIC void render_terrain( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_terrain_use(); - shader_terrain_uTexGarbage(0); - shader_terrain_uTexGradients(1); - shader_link_standard_ub( _shader_terrain.id, 2 ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); + shader_scene_terrain_use(); + shader_scene_terrain_uTexGarbage(0); + shader_scene_terrain_uTexGradients(1); - shader_terrain_uPv( projection ); - shader_terrain_uMdl( identity_matrix ); - shader_terrain_uCamera( camera ); + 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_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); -} + vg_tex2d_bind( &tex_terrain_noise, 0 ); -VG_STATIC void render_lowerdome( m4x3f camera ) -{ - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + shader_scene_terrain_uPv( cam->mtx.pv ); + shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv ); - m4x3f inverse; - m3x3_transpose( camera, inverse ); - v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]); - m4x3_expand( inverse, full ); - m4x4_mul( projection, full, full ); + shader_scene_terrain_uMdl( identity_matrix ); + shader_scene_terrain_uCamera( cam->transform[3] ); + shader_scene_terrain_uBoard0( TEMP_BOARD_0 ); + shader_scene_terrain_uBoard1( TEMP_BOARD_1 ); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_planeinf_use(); - shader_planeinf_uMdl(identity_matrix); - shader_planeinf_uPv(full); - shader_planeinf_uCamera(camera[3]); - shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f,0.0f} ); - - mdl_draw_submesh( &world.dome_lower ); + world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain ); } -VG_STATIC void render_sky(m4x3f camera) +VG_STATIC void render_sky( camera *cam ) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); - - m4x3f inverse; - m3x3_transpose( camera, inverse ); - v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]); - m4x3_expand( inverse, full ); - m4x4_mul( projection, full, full ); + /* + * 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 ); + 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_mul( pv, v, pv ); + m4x4_mul( pv_prev, v_prev, pv_prev ); m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_sky_use(); - shader_sky_uMdl(identity_matrix); - shader_sky_uPv(full); - shader_sky_uTexGarbage(0); - shader_sky_uTime( world.sky_time ); + /* + * 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); + shader_model_sky_uTime( world_global.sky_time ); vg_tex2d_bind( &tex_terrain_noise, 0 ); glDepthMask( GL_FALSE ); glDisable( GL_DEPTH_TEST ); - mesh_bind( &world.skydome ); - mdl_draw_submesh( &world.dome_upper ); + mesh_bind( &world_global.skydome ); + mdl_draw_submesh( &world_global.dome_upper ); glEnable( GL_DEPTH_TEST ); glDepthMask( GL_TRUE ); } -VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) +VG_STATIC void render_world_gates( world_instance *world, camera *cam ) { - if( !world.gate_count ) - return; - float closest = INFINITY; - int id = 0; - for( int i=0; igate_count; i++ ) { - struct route_gate *rg = &world.gates[i]; - float dist = v3_dist2( rg->gate.co[0], camera[3] ); + struct route_gate *rg = &world->gates[i]; + float dist = v3_dist2( rg->gate.co[0], cam->transform[3] ); + + vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE ); if( dist < closest ) { closest = dist; - id = i; + gate = &rg->gate; + dest_world = world; } } - render_gate( &world.gates[id].gate, playerco, camera ); - v3_lerp( world.render_gate_pos, - world.gates[id].gate.co[0], - 1.0f, - world.render_gate_pos ); + for( int i=0; inonlocalgate_count; i++ ) + { + struct nonlocal_gate *nlg = &world->nonlocal_gates[i]; + + if( !nlg->working ) + { + vg_line_pt3( nlg->gate.co[0], 0.25f, VG__RED ); + continue; + } + else + vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN ); + + float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] ); + + if( dist < closest ) + { + closest = dist; + gate = &nlg->gate; + dest_world = &world_global.worlds[ nlg->target_map_index ]; + } + } + + if( gate ) + render_gate( dest_world, gate, cam ); } -VG_STATIC void render_world( m4x4f projection, m4x3f camera ) +VG_STATIC void render_world( world_instance *world, camera *cam ) { - render_sky( camera ); - render_world_routes( projection, camera[3] ); - render_world_vb( projection, camera[3] ); - render_world_alphatest( projection, camera[3] ); - render_terrain( projection, camera[3] ); + render_sky( cam ); + render_world_routes( world, cam ); + render_world_standard( world, cam ); + render_world_vb( world, cam ); + render_world_alphatest( world, cam ); + render_terrain( world, cam ); + + /* Render SFD's */ int closest = 0; float min_dist = INFINITY; - if( !world.route_count ) + if( !world->route_count ) return; - for( int i=0; iroute_count; i++ ) { - float dist = v3_dist2( world.routes[i].scoreboard_transform[3], - camera[3] ); + float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos); if( dist < min_dist ) { @@ -271,29 +405,39 @@ VG_STATIC void render_world( m4x4f projection, m4x3f camera ) } } - sfd_render( projection, camera[3], - world.routes[closest].scoreboard_transform ); + sfd_render( cam, world->routes[closest].scoreboard_transform ); } -VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera ) +VG_STATIC void render_world_depth( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_gpos_use(); - shader_gpos_uCamera( camera[3] ); - shader_gpos_uPv( projection ); - shader_gpos_uMdl( identity_matrix ); - - mesh_bind( &world.mesh_geo ); - mesh_draw( &world.mesh_geo ); + 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 ); -#if 0 - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -#endif + mesh_bind( &world->mesh_geo ); + mesh_draw( &world->mesh_geo ); +} + +VG_STATIC void render_world_position( world_instance *world, 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 ); } #endif /* WORLD_RENDER_H */