X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=7eccc6e45518d9351722ea994146ee566dd3f745;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=873374f08b37ea2ac928b6e1e0f50b427724585f;hpb=34a8df54eb962f3ad2e036355041f5bc5cabe5a0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 873374f..7eccc6e 100644 --- a/world_render.h +++ b/world_render.h @@ -53,8 +53,8 @@ VG_STATIC void world_render_init(void) 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 +69,36 @@ 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 ); @@ -150,7 +172,14 @@ 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 ); @@ -174,7 +203,15 @@ 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 ); @@ -196,7 +233,16 @@ 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 ); @@ -230,7 +276,14 @@ 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 ); @@ -245,7 +298,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam ) 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 +332,7 @@ 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 ); @@ -343,7 +396,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam ) VG_STATIC void render_world( world_instance *world, camera *cam ) { - render_sky( cam ); + render_sky( world, cam ); render_world_routes( world, cam ); render_world_standard( world, cam ); @@ -382,16 +435,26 @@ 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 */