X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=68c0ceb91a88efe8cd22635d158fc7d00a6118c3;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=8398a60cd526b5dfb2369bf894e694cdf42d0cf5;hpb=23a1be081ab9e378cba49a23b8ed4d4082b580c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 8398a60..68c0ceb 100644 --- a/world_render.h +++ b/world_render.h @@ -5,6 +5,7 @@ #ifndef WORLD_RENDER_H #define WORLD_RENDER_H +#include "camera.h" #include "world.h" vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", @@ -21,7 +22,7 @@ VG_STATIC void world_render_init(void) vg_release_thread_sync(); } -VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera ); +VG_STATIC void render_world_depth( camera *cam ); /* * Rendering @@ -74,7 +75,7 @@ VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat ) 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( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -85,15 +86,16 @@ VG_STATIC void render_world_vb( m4x4f projection, v3f camera ) shader_link_standard_ub( _shader_vblend.id, 2 ); vg_tex2d_bind( &tex_terrain_noise, 0 ); - shader_vblend_uPv( projection ); + shader_vblend_uPv( cam->mtx.pv ); + shader_vblend_uPvmPrev( cam->mtx_prev.pv ); shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); + shader_vblend_uCamera( cam->transform[3] ); world_render_both_stages( k_shader_standard_vertex_blend, bindpoint_diffuse_texture1 ); } -VG_STATIC void render_world_standard( m4x4f projection, v3f camera ) +VG_STATIC void render_world_standard( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -101,18 +103,19 @@ VG_STATIC void render_world_standard( m4x4f projection, v3f camera ) shader_standard_use(); shader_standard_uTexGarbage(0); shader_standard_uTexMain(1); + shader_standard_uPv( cam->mtx.pv ); + shader_standard_uPvmPrev( cam->mtx_prev.pv ); shader_link_standard_ub( _shader_standard.id, 2 ); bind_terrain_noise(); - shader_standard_uPv( projection ); shader_standard_uMdl( identity_matrix ); - shader_standard_uCamera( camera ); + shader_standard_uCamera( cam->transform[3] ); world_render_both_stages( k_shader_standard, bindpoint_diffuse_texture1 ); } -VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera ) +VG_STATIC void render_world_alphatest( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -120,12 +123,13 @@ VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera ) shader_alphatest_use(); shader_alphatest_uTexGarbage(0); shader_alphatest_uTexMain(1); + shader_alphatest_uPv( cam->mtx.pv ); + shader_alphatest_uPvmPrev( cam->mtx_prev.pv ); shader_link_standard_ub( _shader_alphatest.id, 2 ); bind_terrain_noise(); - shader_alphatest_uPv( projection ); shader_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( camera ); + shader_alphatest_uCamera( cam->transform[3] ); glDisable(GL_CULL_FACE); @@ -144,7 +148,7 @@ VG_STATIC void bindpoint_terrain( struct world_material *mat ) shader_terrain_uBlendOffset( mat->info.colour1 ); } -VG_STATIC void render_terrain( m4x4f projection, v3f camera ) +VG_STATIC void render_terrain( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -156,53 +160,48 @@ VG_STATIC void render_terrain( m4x4f projection, v3f camera ) vg_tex2d_bind( &tex_terrain_noise, 0 ); - shader_terrain_uPv( projection ); + shader_terrain_uPv( cam->mtx.pv ); + shader_terrain_uPvmPrev( cam->mtx_prev.pv ); + shader_terrain_uMdl( identity_matrix ); - shader_terrain_uCamera( camera ); + shader_terrain_uCamera( cam->transform[3] ); world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); } -VG_STATIC void render_lowerdome( m4x3f camera ) -{ - 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 ); - - 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 ); -} - -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 ); + /* + * Draw + */ shader_sky_use(); - shader_sky_uMdl(identity_matrix); - shader_sky_uPv(full); + shader_sky_uMdl( identity_matrix ); + shader_sky_uPv( pv ); + shader_sky_uPvmPrev( pv_prev ); shader_sky_uTexGarbage(0); shader_sky_uTime( world.sky_time ); @@ -218,7 +217,7 @@ VG_STATIC void render_sky(m4x3f camera) glDepthMask( GL_TRUE ); } -VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) +VG_STATIC void render_world_gates( camera *cam ) { if( !world.gate_count ) return; @@ -229,7 +228,7 @@ VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera for( int i=0; igate.co[0], camera[3] ); + float dist = v3_dist2( rg->gate.co[0], cam->transform[3] ); if( dist < closest ) { @@ -238,21 +237,24 @@ VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera } } - render_gate( &world.gates[id].gate, playerco, camera ); + render_gate( &world.gates[id].gate, cam ); v3_lerp( world.render_gate_pos, world.gates[id].gate.co[0], 1.0f, world.render_gate_pos ); } -VG_STATIC void render_world( m4x4f projection, m4x3f camera ) +VG_STATIC void render_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( cam ); + render_world_standard( cam ); + render_world_vb( cam ); + render_world_alphatest( cam ); + render_terrain( cam ); + /* Render SFD's */ int closest = 0; float min_dist = INFINITY; @@ -261,8 +263,7 @@ VG_STATIC void render_world( m4x4f projection, m4x3f camera ) for( int i=0; ipos); if( dist < min_dist ) { @@ -271,18 +272,18 @@ 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( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); shader_gpos_use(); - shader_gpos_uCamera( camera[3] ); - shader_gpos_uPv( projection ); + shader_gpos_uCamera( cam->transform[3] ); + shader_gpos_uPv( cam->mtx.pv ); + shader_gpos_uPvmPrev( cam->mtx_prev.pv ); shader_gpos_uMdl( identity_matrix ); mesh_bind( &world.mesh_geo );