X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=4e390368e9f4f51a65283e0534b5e54ef349129a;hb=6b9993651343af73bd48e2213910bbaadb41edaf;hp=873374f08b37ea2ac928b6e1e0f50b427724585f;hpb=34a8df54eb962f3ad2e036355041f5bc5cabe5a0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 873374f..4e39036 100644 --- a/world_render.h +++ b/world_render.h @@ -48,13 +48,10 @@ VG_STATIC void world_render_init(void) 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_R16F; - fb->attachments[0].format = GL_RED; + 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; @@ -69,14 +66,36 @@ VG_STATIC void world_render_init(void) vg_release_thread_sync(); } -VG_STATIC void world_link_lighting_ub( world_instance *world, - GLuint shader, int texture_id ) +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 ); +} - render_fb_bind_texture( &world->heightmap, 0, texture_id ); - glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id ); +VG_STATIC 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 ); @@ -91,7 +110,7 @@ VG_STATIC void bind_terrain_noise(void) } typedef void (*func_bind_point)( world_instance *world, - struct world_material *mat ); + struct world_surface *mat ); VG_STATIC void world_render_if( world_instance *world, enum mdl_shader shader, @@ -99,9 +118,9 @@ VG_STATIC void world_render_if( world_instance *world, func_bind_point bind_point ) { - for( int i=0; imaterial_count; i++ ) + for( int i=0; isurface_count; i++ ) { - struct world_material *mat = &world->materials[i]; + struct world_surface *mat = &world->surfaces[i]; if( mat->info.shader == shader ) { @@ -136,7 +155,7 @@ void world_render_both_stages( world_instance *world, } VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, - struct world_material *mat ) + struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); @@ -150,15 +169,20 @@ VG_STATIC void render_world_vb( world_instance *world, 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, 2 ); + 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 ); + vg_tex2d_bind( &tex_terrain_noise, 0 ); 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( world, k_shader_standard_vertex_blend, bindpoint_diffuse_texture1 ); @@ -174,13 +198,19 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ) 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, 2 ); + + 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 ); + bind_terrain_noise(); 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( world, k_shader_standard, bindpoint_diffuse_texture1 ); @@ -196,13 +226,20 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) 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, 2 ); + + 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 ); + + bind_terrain_noise(); 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); @@ -213,7 +250,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) } VG_STATIC void bindpoint_terrain( world_instance *world, - struct world_material *mat ) + struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); @@ -230,7 +267,14 @@ VG_STATIC void render_terrain( world_instance *world, 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, 2 ); + + 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 ); vg_tex2d_bind( &tex_terrain_noise, 0 ); @@ -239,13 +283,11 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam ) 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 ); world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain ); } -VG_STATIC void render_sky( camera *cam ) +VG_STATIC void render_sky( world_instance *world, camera *cam ) { /* * Modify matrix to remove clipping and view translation @@ -279,7 +321,7 @@ VG_STATIC void render_sky( camera *cam ) shader_model_sky_uPv( pv ); shader_model_sky_uPvmPrev( pv_prev ); shader_model_sky_uTexGarbage(0); - shader_model_sky_uTime( world_global.sky_time ); + world_link_lighting_ub( world, _shader_model_sky.id ); vg_tex2d_bind( &tex_terrain_noise, 0 ); @@ -287,89 +329,124 @@ VG_STATIC void render_sky( camera *cam ) glDisable( GL_DEPTH_TEST ); mesh_bind( &world_global.skydome ); - mdl_draw_submesh( &world_global.dome_upper ); + mesh_draw( &world_global.skydome ); glEnable( GL_DEPTH_TEST ); glDepthMask( GL_TRUE ); } -VG_STATIC void render_world_gates( world_instance *world, camera *cam ) +VG_STATIC void render_world_gates( world_instance *world, camera *cam, + int layer_depth ) { float closest = INFINITY; - struct teleport_gate *gate = NULL; - world_instance *dest_world = world; + struct ent_gate *gate = NULL; - for( int i=0; igate_count; i++ ) - { - struct route_gate *rg = &world->gates[i]; - float dist = v3_dist2( rg->gate.co[0], cam->transform[3] ); + for( u32 i=0; ient_gate); i++ ){ + ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE ); + if( gi->type == k_gate_type_unlinked ) + continue; - if( dist < closest ) - { + float dist = v3_dist2( gi->co[0], cam->transform[3] ); + + vg_line_pt3( gi->co[0], 0.25f, VG__BLUE ); + + if( dist < closest ){ closest = dist; - gate = &rg->gate; - dest_world = world; + gate = gi; } } + + if( gate ){ + /* should really be set in fixed update since its used in the physics + * of most systems. too bad! */ + world->rendering_gate = gate; - 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; + if( gate->type == k_gate_type_teleport ){ + 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 ); } else - vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN ); + world->rendering_gate = NULL; + } +} - float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] ); +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)); - if( dist < closest ) - { - closest = dist; - gate = &nlg->gate; - dest_world = &world_global.worlds[ nlg->target_map_index ]; - } - } + struct ub_world_lighting *state = &world->ub_lighting; + + state->g_time = g_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_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); + - if( gate ) - render_gate( dest_world, gate, cam ); + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); } -VG_STATIC void render_world( world_instance *world, camera *cam ) +VG_STATIC void render_world( world_instance *world, camera *cam, + int layer_depth ) { - render_sky( cam ); + render_sky( world, cam ); - render_world_routes( world, cam ); + render_world_routes( world, cam, layer_depth ); 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; + u32 closest = 0; float min_dist = INFINITY; - if( !world->route_count ) + if( !mdl_arrcount( &world->ent_route ) ) return; - for( int i=0; iroute_count; i++ ) - { - float dist = v3_dist2(world->routes[i].scoreboard_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 ) - { + if( dist < min_dist ){ min_dist = dist; closest = i; } } - sfd_render( cam, world->routes[closest].scoreboard_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 ) @@ -382,16 +459,26 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam ) 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 ); +} -#if 0 - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -#endif +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 */