X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=846e2d83f7f53694147231ca09a02b2246a3caaf;hb=5f6a4f9df6c8accc89f1920bfe9ace3cbac4c4b6;hp=ecbd3d22ec093a78cb68dfb128df537b2a3f3340;hpb=a109f126d8adab622e38fbcc2d4281e75255246a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index ecbd3d2..846e2d8 100644 --- a/world_render.h +++ b/world_render.h @@ -1,15 +1,13 @@ /* - * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved */ -#ifndef WORLD_RENDER_H -#define WORLD_RENDER_H +#pragma once #define WORLD_CUBEMAP_RES 32 -#include "camera.h" +#include "vg/vg_camera.h" #include "world.h" - #include "shaders/scene_standard.h" #include "shaders/scene_standard_alphatest.h" #include "shaders/scene_foliage.h" @@ -26,7 +24,8 @@ static const float k_world_light_cube_size = 8.0f; -struct world_render{ +struct world_render +{ GLuint tex_terrain_noise; /* rendering */ @@ -61,31 +60,35 @@ struct world_render{ text_particles[6*4]; u32 text_particle_count; } -static world_render; -static void world_render_init(void); +extern world_render; + +void world_render_init(void); -static void world_link_lighting_ub( world_instance *world, GLuint shader ); -static void world_bind_position_texture( world_instance *world, - GLuint shader, GLuint location, - int slot ); -static void world_bind_light_array( world_instance *world, - GLuint shader, GLuint location, - int slot ); -static void world_bind_light_index( world_instance *world, - GLuint shader, GLuint location, - int slot ); -static void render_world_position( world_instance *world, camera *cam ); -static void render_world_depth( world_instance *world, camera *cam ); -static void render_world( world_instance *world, camera *cam, - int stenciled, int viewing_from_gate, - int with_water, int with_cubemaps ); -static void render_world_cubemaps( world_instance *world ); -static void bind_terrain_noise(void); -static void render_world_override( world_instance *world, - world_instance *lighting_source, - m4x3f mmdl, - camera *cam, - ent_spawn *dest_spawn, v4f map_info ); +void world_prerender( world_instance *world ); +void world_link_lighting_ub( world_instance *world, GLuint shader ); +void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void world_bind_light_array( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void world_bind_light_index( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void render_world_position( world_instance *world, vg_camera *cam ); +void render_world_depth( world_instance *world, vg_camera *cam ); +void render_world( world_instance *world, vg_camera *cam, + int stenciled, int viewing_from_gate, + int with_water, int with_cubemaps ); +void render_world_cubemaps( world_instance *world ); +void bind_terrain_noise(void); +void render_world_override( world_instance *world, + world_instance *lighting_source, + m4x3f mmdl, + vg_camera *cam, + ent_spawn *dest_spawn, v4f map_info ); +void render_world_gates( world_instance *world, vg_camera *cam ); +void imgui_world_light_edit( world_instance *world ); #define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \ world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \ @@ -96,4 +99,3 @@ static void render_world_override( world_instance *world, world_bind_light_index( WORLD, _shader_##SHADER.id, \ _uniform_##SHADER##_uLightsIndex, 4 ); -#endif /* WORLD_RENDER_H */